Browsing by Subject "pelaaminen"

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  • Kalli, Mikko (Helsingfors universitet, 2011)
    Aim of this master's thesis paper for consumer economics, is to research gambling advertisements in Finland over a period of 35 years, from 1970 to 2006. Veikkaus Oy (later Veikkaus), was founded in 1940, as one of the three licensed gambling organizations in Finland. Material for the current research comprised 1494 advertisements published by Veikkaus in newspapers and magazines at that time. Veikkaus has the exclusive licence to organize lotto games, sport games, instant games and other draw games in Finland. The other two operators, The Finnish Slot Machine Association RAY and Fintoto (on-track horse betting), were not included in the current analysis. This study has been completed according to research contract and grand by the Finnish Foundation for Gaming Research (Pelitoiminnan tutkimussäätiö). In general, advertisements reflect surrounding culture and time, and their message is built on stratified meanings, symbols and codes. Advertising draws the viewer's attention, introduces the advertised subject, and finally, affects the individual's consumption habits. However, advertisements not only work on individual level, but also influence public perception of the advertised product. Firstly, in order to assess gambling as a phenomenon, this paper discusses gambling as consumer behaviour, and also reviews history of gambling in Finland. Winning is a major feature of gambling, and dreaming about positive change of life is a centre of most gambling ads. However, perceived excitement through risk of losing can also be featured in gambling ads. Secondly, this study utilizes Veikkaus’ large advertising archives, were advertising data is analyzed by content analysis and the semiotic analysis. Two methods have been employed to support analyzing outcome in a synergistic way. Content analysis helps to achieve accuracy and comprehensiveness. Semiotic analysis allows deeper and more sensitive analysis to emerged findings and occurrences. It is important to understand the advertised product, as advertising is bound to the culture and time. Hence, to analyze advertising, it is important to understand the environment where the ads appear. Content analysis of Veikkaus data discovered the main gambling and principal advertisement style for each.period. Interestingly, nearly half of Veikkaus’ advertisements promoted topic other than “just winning the bet”. Games of change, like Lotto, typically advertised indirectly represented dreams about winning. In the category of skill gambling, features were represented as investment, and the excitement of sporting expertise was emphasized. In addition, there were a number of gambling ads that emphasize social responsibility of Veikkaus as a government guided organization. Semiotic methods were employed to further elaborate on findings of content analysis. Dreaming in the advertisements was represented by the product of symbols, (e.g. cars and homes) that were found to have significance connection with each other. Thus, advertising represents change of life obtained by the winning. Interestingly, gambling ads promoting jackpots were often representing religious symbolisms. Ads promoting social responsibility were found to be the most common during economical depression of the 90’s. Deeper analysis showed that at that time, advertisements frequently represented depression-related meanings, such as unemployment and bank loans. Skill gaming ads were often represented by sports expertise – late 90’s, their number started sky rocketing, and continued increasing until 2006 (when this study ended). One may conclude that sport betting draws its meanings from the relevant consumer culture, and from the rules and features of the betted sport.
  • Vasarainen, Minna (Helsingin yliopisto, 2018)
    Object. The purpose of the study is to find out, what kind of possibilities there are for ethical sensitivity to appear in the context of game development. This operating environment is considered in this study both concrete surroundings related to the work and colleagues and virtual environment, the game itself which is created by the game developers themselves. The study aims to clarify what kind of meanings ethical sensitivity gets in the speech of game developers taking account to that behavior in practice might differ from the ideal of an individual. Ethical sensitivity as a concept is defined by earlier studies of the subject considering for example the moral thinking of teachers and nurses and it is linked in this study to its context by research of game industry and methodology specialized to virtual environments. Methods. The material of the study was collected with half-structured theme interview from six different game developers whom where either working or studying the subject. Background knowledge for the study was also collected from the games themselves as environments with nethnographic methods. In addition, more material was collected from the culture build around the games, things such as game videos and social media platforms handling the games. The main sources in this study were nevertheless the interviews, which made it possible to search for the answers with grounded theory -based methodology. That supported the making of theory of ethical sensitivity in this distinctive context. Conclusions. The ethical sensitivity of game developers and awareness of societal issues were clear, and they also mainly experienced their values to be similar with others in the work or study environment. The issue that came up repeatedly was constant discussion and counseling with others, which was relevant part of the work itself. It also helped interviewees to reflect their own actions. Also, every participant had something to do with gaming during their free-time and some of them had somewhat passion towards gaming and games which can be seen as a reflection of hacker ethics that promotes passion as an ultimate motivation to work. However, the notions in this study were not strong enough to prove or dismantle this kind of thinking. The flexibility of identity and thinking as well as effects of separate groups were shown as an important part of conclusions and worked as a promising path for further studies.
  • Etelävuori, Raita (2007)
    Tutkimukseni tarkoituksena oli selvittää alle 18-vuotiaiden nuorten asenteita ja mielikuvia liittyen rahapelaamiseen, sekä millaisena näyttäytyy heidän oma mahdollinen rahapelaamisensa. Tutkimuksen kohderyhmään kuuluivat Suomen Punaisen Ristin Helsingin nuorten turvatalolla 31.1.-28.3.2007 välisenä aikana majoittuneet kriisimajoitusasiakasnuoret. Tutkimukseen osallistui 16 nuorta, joista seitsemän oli tyttöjä ja seitsemän poikia. Tutkimukseni taustassa käsittelen nuoruusikää, rahapelaamista, nuorten rahapelaamista sekä rahapelaamiseen liittyvää hoitoa ja ennaltaehkäisyä erityisesti nuorten osalta. Tutkimukseni lähestymistapa on nuorisotutkimuksellinen. Tarkoituksena on tuoda esiin nuorten omaa asiantuntevaa ääntä rahapelaamisesta. Luonteeltaan tutkimukseni on kvalitatiivinen. Tutkimusaineiston keräämisen toteutin laatimani kyselylomakkeen, kolmen suullisen kysymyksen sekä nuorille suunnatun SOGS-RA-peliongelmatestin avulla. Vaikka painopiste tutkimuksessa ei ollut nuorten liikapelaamisessa, halusin kartoittaa testillä viittaako tutkimuksen nuorten rahapelaaminen millään tavalla liikapelaamiseen. Tutkimusaineistoa analysoin aineistolähtöisesti Grounded theory-menetelmällä. Tutkimukseni nuorista suurin osa pelasi rahapelejä. Huomattavaa oli tyttöjen korkea lukumäärä; 13:sta pelaajasta seitsemän oli tyttöjä ja kuusi poikia. Yhtenä keskeisimpänä tutkimustuloksenani pidän sitä, että suurin osa tutkimukseni nuorista ei ollut saanut minkäänlaista valistusta tai informaatiota liittyen rahapelaamiseen, mutta näki sen tarpeellisena. Nuorilla oli varsin vähän faktoihin perustuvaa tietoa esim. voitonmahdollisuuksista tai mihin heidän häviämänsä rahat menevät. Tutkimuksessa selvisi myös, että nuoret aloittavat rahapelaamisen jo 7-14-vuotiaina ja että rahapeliautomaattien pelaamisen ikärajakontrolli on satunnaista ja puutteellista. Tutkimukseni nuorten äänet kuultuani voin todeta, että nuorten rahapelaamisen ennaltaehkäisyyn on panostettava nykyistä enemmän. Informaatiota on oltava helposti saatavilla sekä lapsille, nuorille ja heidän vanhemmilleen että nuorten parissa työskenteleville henkilöille. Rahapelikentällä keskustellaankin tällä hetkellä aktiivisesti erityisesti nuorten rahapelaamisesta ja sen ennaltaehkäisystä.
  • Paavonen, Anna-Marie; Salminen, Anna-Liisa (Kela, 2020)
    Työpapereita
    Rahapelien ongelmapelaaminen voi johtaa pelaajan merkittävään velkaantumiseen ja henkiseen kuormittuneisuuteen, ongelmiin ihmissuhteissa sekä henkilökohtaiseen elämään ja työ-hön liittyvien velvollisuuksien laiminlyömiseen. Viime vuosina keskustelua on herättänyt myös digitaalisten pelien (esim. tietokone-, mobiili- ja konsolipelit) ongelmapelaamiseen liittyvät haitat. Uusimmassa Maailman terveysjärjestön ICD-11-tautiluokituksessa raha- ja digipelien ongelmapelaaminen luokitellaan toiminnallisiksi riippuvuuksiksi. On mahdollista, että Kelan järjestämällä kuntoutuksella voitaisiin tukea raha- ja digipeliongelmista kärsiviä henkilöitä. Tämän kirjallisuuskatsauksen tavoitteena oli Kelan kuntoutusryhmän toimeksiannosta selvittää, millaisia interventioita raha- ja digipeliongelmaisten kuntoutuksessa käytetään ja millaisia niiden hyödyt ovat. Tiedon perusteella on tarkoitus arvioida Kelan mahdollista roolia kuntoutuspalveluiden järjestäjänä raha- ja digipeliongelmaisille. Kirjallisuuskatsaus toteutettiin kartoittavana kirjallisuuskatsauksena (scoping review). Osana kirjallisuuskatsausta haastateltiin suomalaisen raha- ja digipeliongelmaisille suunnatun hoito- ja kuntoutuspalvelujärjestelmän asiantuntijoita. Kirjallisuuskatsauksessa tarkasteltiin 15:tä rahapeliongelmaisten ja viittä digipeliongelmaisten kuntoutuksessa käytettyä interventiota tarkastelevaa tutkimusta. Rahapeliongelmaisten kun-toutus toteutettiin useimmiten yksilötapaamisina terapeutin kanssa kasvotusten. Myös digipeliongelmaisten kuntoutus toteutettiin terapeutin kanssa kasvotusten, mutta yhtä usein yksilö- ja ryhmätapaamisina. Rahapeliongelmaisten kuntoutus voidaan toteuttaa myös etäyhteyksien välityksellä. Interventiot perustuivat useimmiten kognitiiviseen käyttäytymisterapiaan. Muut interventiot perustuivat esimerkiksi motivoivaan haastatteluun, tietoisuustaitojen harjoitteluun ja aerobisen liikunnan harjoitteluun. Kognitiiviseen käyttäytymisterapiaan perustuvilla interventioilla pystyttiin vähentämään tutkittavien rahapelaamista ja rahapeliongelman oireita. Myös yhteen neuvontakertaan perustuvista interventioista oli hyötyä tutkittavien rahapelaamisen tai rahapeliongelman oireiden vähentämisessä. Kaikista tutkituista interventioista oli hyötyä tutkittavien digipelaamisen tai digipeliongelman oireiden vähentämisessä. Rahapeliongelmaisille suunnattujen kuntoutuspalveluiden saatavuudessa on ollut Suomessa alueellisia eroja. Kuntoutuspalveluiden kehittämiseksi on tehty tutkimus- ja kehittämistyötä, jota koordinoi Terveyden ja hyvinvoinnin laitos. Digipeliongelmaisille suunnattujen kuntoutuspalveluiden kehittäminen on Suomessa vasta aluillaan. Suomessa olisi tilaa Kelan järjestämille täydentäville kuntoutuspalveluille, ensisijaisesti paikkaamaan rahapeliongelmaisten kuntoutukseen erikoistuneiden palveluiden saatavuuden alueellisia puutteita. Digipeliongelmaisille suunnattujen kuntoutuspalveluiden kehittämisessä voitaisiin hyödyntää Kelan kehittämisosaamista. Kuntoutuspalvelut tulisi suunnitella yhteistyössä Terveyden ja hyvinvoinnin laitoksen ja muiden raha- ja digipeliongelmiin erikoistuneiden toimijoiden kanssa.
  • Heiskanen, Maria; Hellman, Matilda; Jaakkola, Tapio; Kinnunen, Jani; Levitski, Andres; Lerkkanen, Tuulia; Marionneau, Virve; Oksanen, Atte; Pajula, Mari; Salonen, Anne (Sosiaali- ja terveysministeriö, 2020)
    Sosiaali- ja terveysministeriön raportteja ja muistioita
    This report discusses the control of harm caused by slot machines and slot machine games through the central elements in carrying the games into effect. Part I of the report consists of the assessment group’s conclusions on how the regulation of games should to be conducted and enhanced in order to mitigate harms. A central conclusion is that it is imperative in policy to take simultaneous account of the multiple relational dimensions seen to affect outcomes. Relational dimensions include 1) the characteristics of individual slot machine games, 2) game restrictions and opportunities for self-exclusion, as well as 3) the availability and accessibility of individual slot machines and games. Besides direct measures, 4) gambling availability brought about through advertising is also included in this composition. Part II of the report comprises an inquiry into slot machines and slot machine games from a harm perspective. It includes cases of how other countries have controlled gambling-related harm. Based on the previous research data compiled in the report, it is apparent that slot machines and automated games cause significant harms in both Finland and internationally alike. Among other aspects, the features of the games and game environments, the speed of successive game instances and especially the factors emphasizing the continuity of gaming have been associated with gambling related harms. The wide availability of games also appears to be an associated risk factor. Based on prior research, mandatory identification and the tracking of gaming data enables the use of effective gambling management tools, along with restrictions in availability of the games.
  • Välimäki, Lauri (Helsingin yliopisto, 2022)
    The popularity of video games has grown significantly over the last half century. Most Finns aged 10–75 have stated that they play digital games at least once a month. Video gaming is an increasingly common and diverse phenomenon and should not be seen as a mere pastime for the youth. Video game play has been studied in the past, for example, through the motivational factors of playing them. In addition, the study of problematic gaming and downsides of video games have been quite common. Attention has also been paid to the serious games, for example for learning and well-being purposes. However, these studies, which are often quantitative studies, do not really provide answers to the relationship between video games and everyday life. In previous studies, the needs for this type of research have been pointed out. This home economics’ study describes the perceptions that gamers have of video gaming as an everyday life activity. This study is a qualitative master’s thesis with phenomenographic approach. This approach allows the phenomenon to be described using the concepts of gamers. The study material was collected through individual semi-structured thematic interviews from six actively playing gamers. The interview material was transcribed, and from that the single concepts were analysed into pool of meanings. From pool of meanings, a total of 12 categories of description were formed, corresponding to different perceptions. These were abstracted into four categories of description that describe the phenomenon at a more general level. Each category is part of a larger whole, forming together the outcome space. Gaming as established everyday practice, gaming as an everyday resource, intensive everyday gaming and composed gaming were the general level perceptions of video gaming as an everyday life activity. The research results describe video gaming as a phenomenon that is constantly interacting with other activities of everyday life. Also, it is being included to one's own daily rhythm, taking one's own interests, daily situation and available resources into consideration. The results are displaying what the digitalisation of everyday life, as one of the biggest changes in everyday life, can mean in the context of video gaming. Video gaming blends into a natural and meaningful part of everyday life.