Digital Library Author Archives
Karhulahti Veli-Matti
- 11 articles or papers
Power Play Play: Regulatory Frameworks of Esports in Asia and Europe
Sihvonen Tanja Karhulahti Veli-Matti
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere
Evolution of PC Bangs: Traditions and Trends in South Korea
Jin Yaewon Karhulahti Veli-Matti
2019 DiGRA '19 - Abstract Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix
Canons of Games Research: An Analysis of the Most Cited Publications
Karhulahti Veli-Matti Koskimaa Raine
2019 DiGRA '19 - Abstract Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix
Challenge Types in Videogame play
Vahlo Jukka Karhulahti Veli-Matti
2019 DiGRA '19 - Abstract Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix
The Quest for Serious Sex Adventures: A Structural Analysis of Puzzle and Humor
Karhulahti Veli-Matti Bonello Rutter Giappone Krista
2018 DiGRA ’18 – Abstract Proceedings of the 2018 DiGRA International Conference: The Game is the Message
A Comparative Study of Attachment: Fighting Games and Taekwondo in Life
Siutila Miia Karhulahti Veli-Matti
2018 DiGRA ’18 – Abstract Proceedings of the 2018 DiGRA International Conference: The Game is the Message
Ethics of Online Cheating: From Chess to Esports and Back
Puro Jukka-Pekka Karhulahti Veli-Matti
2016 DiGRA/FDG '16 - Abstract Proceedings of the First International Joint Conference of DiGRA and FDG
Prank, Troll, Gross and Gore: Performance Issues in Esport Live-Streaming
Karhulahti Veli-Matti
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG
This article examines the functions of prank performance and troll performance for the aesthetics of personal live-streaming, i.e. the practice of live-streaming one’s personal performance via platforms such as Twitch.tv. The study is based on a close analysis of personal esport live-streamer Ali Larsen, aka Gross Gore, via a 12-month observation period. With help of Goffmanian frame theory the notions of interview frame and play frame are introduced as the basic cognitive tools for organizing personal esport livestream experiences. The study concludes by proposing three factors that are vital for the aesthetics of personal live-streaming in general: (1) the feeling of affecting live-streams, (2) the suspense that derives from expecting something unexpected to happen in livestreams, and (3) the sharing of dramatic developments that occur in live-streams.
Ludology, Narratology and Philosophical Hermeneutics
Arjoranta Jonne, Karhulahti Veli-Matti
2014 DiGRA Nordic '14: Proceedings of the 2014 International DiGRA Nordic Conference
In this article we present the hermeneutic method as a tool for analyzing game studies discourses. We use Markku Eskelinen’s profusely interpreted “The Gaming Situation” (2001) as a case study. Our premise is that whereas the hermeneutic method is academically well-established, its conscious application is not. It is suggested that with conscious application of the hermeneutic method the persistent and problematic questions in game studies, like those related to narrative, definition, and art, gain potential to be treated with increased sophistication.
Puzzle Is Not a Game! Basic Structures of Challenge
Karhulahti Veli-Matti
2014 DiGRA '13 - Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies
By analyzing ontological differences between two contested concepts, the puzzle and the game, the paper aims at constructing a structural framework for understanding the videogame and its challenges. The framework is built on three basic challenge structures: the puzzle, the strategic challenge, and the kinesthetic challenge. The argument is that, unlike the latter two, the puzzle cannot constitute a game.