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J Tuomas Harviainen

Biographic Data

ID122126
NAMEJ Tuomas Harviainen
GIVEN NAMESJ Tuomas
FAMILY NAMEHarviainen
SIGNATUREHARVIAINEN J T
AFFILIATIONSTampere University
ORCID0000-0002-6085-5663
VERIFIEDYes
TOTAL WORKS22
TOTAL CITATIONS20
AUTHOR COUNT21
EDITOR COUNT1
FIRST PUBLICATION YEAR2012
LATEST PUBLICATION YEAR2025
H-INDEX3
  • Gaming Capital on Overwatch's Official Forums

    Open Access•Henry Korkeila, Steven Dashiell et al.•ARTICLE•Games and Culture•2025

    This study uses the public discussion boards of Overwatch to see how context-based gaming capital is present, accumulated and expended through the messages. The data consists of a 1-month snapshot from which 50 most viewed threads were analyzed. The following aspects were recorded from each thread and first 10 replies: views, number of comments, users’ role in forums, has the developer replied to thread, topic, date, whether there are types of ca…

  • Digital drug trading ecologies in context

    Open Access•P Siuda, Mikko Aaltonen et al.•ARTICLE•International Journal of Drug…•2025

    Rather than attributing differences solely to local, transnational, or design factors in isolation, we argue that darknet drug trading ecologies emerge from the intersection of platform architecture, localization (geographic scope), and language. Our findings underscore the importance of considering these factors when conducting digital ethnography in illicit economies and providing concrete entry points for tailoring harm reduction interventions…

  • Gamification for Sustainable Development

    Open Access•Agnessa Spanellis, J Tuomas Harviainen et al.•ARTICLE•Simulation & Gaming•2024

  • Suomalaisten peliyhtiöiden vastuullisuusviestintä 2010-luvulta 2020-luvulle

    Open Access•Jaakko Suominen, Tero Pasanen et al.•ARTICLE•Media & viestintä•2023

    Analyysiartikkeli

  • Platform-produced Heteronormativity

    Open Access•Petri Lankoski, Thomas Apperley et al.•ARTICLE•Games and Culture•2023

    This article examines the prominent role of Patreon in the rapidly growing sector of crowdfunded pornographic games. Recent research has indicated that, on average, more people (patrons) are funding pornographic digital games on Patreon than other (non-adult) digital games ( Lankoski & Dymek, 2020 ). Graphtreon’s ‘Top Patreon Creators’ list from 9 June 2021 includes six NSFW game projects among the top 50 projects (ranked by number of Patrons). 1…

  • From the ethnographers' side

    Open Access•Margaret J Vaynman, J Tuomas Harviainen•ARTICLE•Journal of Organizational…•2023

    Purpose This paper presents a model for organizational ethnographers that wish to find new methodological approaches for the study of swingers and other marginalized groups that deal with potential social stigma and form communities around the lifestyles of swingers and other groups. Design/methodology/approach An ethnographic, qualitative study was conducted by (first author) in Spain and France using the methods of participant observation and i…

  • Design Gaming for Learning Systems Intelligence in Socio‐Emotional Systems

    Open Access•Raimo P Hämäläinen, Kata‐Riikka Kumpulainen et al.•ARTICLE•Systems Research and Behavioral…•2022

    Peer reviewed

  • Speaking with Swingers in Spain and France

    Open Access•Margaret J Vaynman, J Tuomas Harviainen•ARTICLE•Sexuality & Culture•2022•Cited by: 2•References: 5

  • CryptoKitties and the New Ludic Economy

    Open Access•Alesja Serada, Tanja Sihvonen et al.•ARTICLE•Games and Culture•2021

    This article analyzes specific characteristics of value created through digital scarcity and blockchain-proven ownership in cryptogames. Our object of study is CryptoKitties, the first instance of a blockchain-based game that has garnered media recognition and financial interest. The objective of this article is to demonstrate the limits of scarcity in value construction for owners of CryptoKitties tokens, manifested as breedable virtual cats. Ou…

  • Resilient Values in Game Industry Formation

    Open Access•M J Lehtonen, Katharina S Schilli et al.•ARTICLE•Games and Culture•2021•References: 13

    With the proliferation of technologies and digital platforms, contemporary game development firms’ value propositions have become more complex. While on a global scale a considerable share of the game industry’s revenue is captured by a few dozen firms, we are also witnessing the emergence of local and regional hotspots. In this context, legitimacy is of utmost importance if new competitive advantages are to become institutionalized as an industr…

  • Usernames on a Finnish Online Marketplace for Illegal Drugs

    Open Access•Lasse Hämäläinen, Ari Haasio et al.•ARTICLE•Names•2021•References: 3

    Usernames play a major role in online communication by providing a vital first impression and including clues about the identities and personal characteristics of users. Usernames are extremely important in the online trade of illegal drugs, which carries several risks and therefore requires a high degree of trust between the transaction parties. This study examines how sellers and buyers of illegal drugs represent themselves in their usernames. …

  • Roles, Plays, and the Roles We Play While Playing Games

    Open Access•J Tuomas Harviainen•ARTICLE•Simulation & Gaming•2020

  • Real, Half-Real, Irreal, Unreal

    Open Access•J Tuomas Harviainen•ARTICLE•Simulation & Gaming•2020

  • “My Games are … Unconventional”

    Open Access•Tanja Sihvonen, J Tuomas Harviainen•ARTICLE•Sexualities•2020

    This article examines connections between games and BDSM (consensual bondage and discipline, dominance and submission, and sadism and masochism), theoretically speaking (in their respective research areas) as well as in practice. A common grounding behind these connections is the consideration of play as a foundational component in games and game studies as well as in BDSM practices and the studies of BDSM as a cultural phenomenon. We identify fi…

  • Comics as an Introduction to Media Technology

    Jaakko Suominen, J Tuomas Harviainen•ARTICLE•Historical Journal Of Film Radio…•2019

    This article deals with the relationship between television – a new form of media technology in 1950s Finland – and the introduction of the Donald Duck comic book. The article analyses the three most essential imaginary perspectives on the uses of media technology: interactivity, publicity seeking and tinkering with a television. On one hand, the article introduces the various ways in which the comic book represented and introduced the media form…

  • Smelling Machine History

    Jaakko Suominen, A Silvast et al.•ARTICLE•Technology and Culture•2018•Cited by: 1

    This article analyses users' olfactory recollections of computers, based on large-scale, online inquiry material collected between 2002 and 2003 and in 2013. It discusses how olfactory experiences and recollections can be classified based on narration and the causes of odors. Furthermore, it explores the changes of olfactory recollections over the course of ten years, and deals with age and gender in these recollections and in their representatio…

  • Group Sex as Play

    Open Access•J Tuomas Harviainen, Katherine Frank•ARTICLE•Games and Culture•2018•Cited by: 11•References: 37

    Drawing on ethnographic and interview data collected from the United States and Finland on lifestyle ("swinging") events, this article explores the implicit and explicit rules influencing negotiations for group sex as a type of play. Participants maintain a sense of freedom and spontaneity while acting within situational constraints-ethical expectations, preexplicated rules, implicit rules, and complex negotiations that occur during the play itse…

  • Three Waves of Awkwardness

    Open Access•J Tuomas Harviainen, Ashley M L Brown et al.•ARTICLE•Games and Culture•2018•Cited by: 3•References: 33

    This article critically evaluates and questions the growth and maturity of game studies as a scholarly set of related approaches to the study of games, by providing an account of studies of sexuality in (mostly digital) games from 1978 to present. The main goal of this article is to highlight overarching themes and patterns in the literature, with a focus on theories and methodologies commonly used and the way game studies is still risk aware, ev…

  • Stigma avoidance through visual contextualization

    Open Access•K Heljakka, J Tuomas Harviainen et al.•ARTICLE•New Media & Society•2017•Cited by: 3•References: 6

    While the benefits of play have been widely recognized, carrying out activities with toys at adult age is still often seen as stigmatizing behaviour. Some adults solve this issue by referring to their toy activities as either hobbies or collecting. Yet, the primary purpose of toys is play. People may therefore utilize their toys for new kinds of play. One popular decision is the utilization of toys in photographs and videos aiming at personalizat…

  • Digital Make-Believe

    Open Access•Phil Turner, J Tuomas Harviainen•BOOK•Digital Make-Believe•2016

  • First dose is always freemium

    Open Access•Kai K Kimppa, Olli I Heimo et al.•ARTICLE•ACM SIGCAS Computers and Society•2016

    In this paper we look at three different groups of games. The traditional payment methods for games, although they do have their problems, are typically less problematic from ethical perspective than their more modern counterparts. Payment methods such as lure-to-pay use psychological tricks to lock the player to the game. Whereas pay to pass boring parts or pay to win just use game-external mechanics to make the play easier, and thus intent to, …

  • Why Religion is Natural and Science is Not, by Robert N. McCauley

    Open Access•J Tuomas Harviainen•ARTICLE•Secularism and Nonreligion•2012

    In Why Religion is Natural and Science is Not (2011), Robert N. McCauley seeks to explain why religious concepts seem to persist while scientific ideas require a community and control mechanism to support them. Religion and science are not exactly opposed per se, but conflicts between them do take place all around the world, especially in fundamentalism-influenced societies

  • Group Sex as Play

    Open Access•J Tuomas Harviainen, Katherine Frank•ARTICLE•Games and Culture•2018•Cited by: 11•References: 37

    Drawing on ethnographic and interview data collected from the United States and Finland on lifestyle ("swinging") events, this article explores the implicit and explicit rules influencing negotiations for group sex as a type of play. Participants maintain a sense of freedom and spontaneity while acting within situational constraints-ethical expectations, preexplicated rules, implicit rules, and complex negotiations that occur during the play itse…

  • Three Waves of Awkwardness

    Open Access•J Tuomas Harviainen, Ashley M L Brown et al.•ARTICLE•Games and Culture•2018•Cited by: 3•References: 33

    This article critically evaluates and questions the growth and maturity of game studies as a scholarly set of related approaches to the study of games, by providing an account of studies of sexuality in (mostly digital) games from 1978 to present. The main goal of this article is to highlight overarching themes and patterns in the literature, with a focus on theories and methodologies commonly used and the way game studies is still risk aware, ev…

  • Stigma avoidance through visual contextualization

    Open Access•K Heljakka, J Tuomas Harviainen et al.•ARTICLE•New Media & Society•2017•Cited by: 3•References: 6

    While the benefits of play have been widely recognized, carrying out activities with toys at adult age is still often seen as stigmatizing behaviour. Some adults solve this issue by referring to their toy activities as either hobbies or collecting. Yet, the primary purpose of toys is play. People may therefore utilize their toys for new kinds of play. One popular decision is the utilization of toys in photographs and videos aiming at personalizat…

  • Speaking with Swingers in Spain and France

    Open Access•Margaret J Vaynman, J Tuomas Harviainen•ARTICLE•Sexuality & Culture•2022•Cited by: 2•References: 5

  • Smelling Machine History

    Jaakko Suominen, A Silvast et al.•ARTICLE•Technology and Culture•2018•Cited by: 1

    This article analyses users' olfactory recollections of computers, based on large-scale, online inquiry material collected between 2002 and 2003 and in 2013. It discusses how olfactory experiences and recollections can be classified based on narration and the causes of odors. Furthermore, it explores the changes of olfactory recollections over the course of ten years, and deals with age and gender in these recollections and in their representatio…

  • Why Religion is Natural and Science is Not, by Robert N. McCauley

    Open Access•J Tuomas Harviainen•ARTICLE•Secularism and Nonreligion•2012

    In Why Religion is Natural and Science is Not (2011), Robert N. McCauley seeks to explain why religious concepts seem to persist while scientific ideas require a community and control mechanism to support them. Religion and science are not exactly opposed per se, but conflicts between them do take place all around the world, especially in fundamentalism-influenced societies

  • Digital Make-Believe

    Open Access•Phil Turner, J Tuomas Harviainen•BOOK•Digital Make-Believe•2016

  • First dose is always freemium

    Open Access•Kai K Kimppa, Olli I Heimo et al.•ARTICLE•ACM SIGCAS Computers and Society•2016

    In this paper we look at three different groups of games. The traditional payment methods for games, although they do have their problems, are typically less problematic from ethical perspective than their more modern counterparts. Payment methods such as lure-to-pay use psychological tricks to lock the player to the game. Whereas pay to pass boring parts or pay to win just use game-external mechanics to make the play easier, and thus intent to, …

  • Stigma avoidance through visual contextualization

    Open Access•K Heljakka, J Tuomas Harviainen et al.•ARTICLE•New Media & Society•2017•Cited by: 3•References: 6

    While the benefits of play have been widely recognized, carrying out activities with toys at adult age is still often seen as stigmatizing behaviour. Some adults solve this issue by referring to their toy activities as either hobbies or collecting. Yet, the primary purpose of toys is play. People may therefore utilize their toys for new kinds of play. One popular decision is the utilization of toys in photographs and videos aiming at personalizat…

  • Smelling Machine History

    Jaakko Suominen, A Silvast et al.•ARTICLE•Technology and Culture•2018•Cited by: 1

    This article analyses users' olfactory recollections of computers, based on large-scale, online inquiry material collected between 2002 and 2003 and in 2013. It discusses how olfactory experiences and recollections can be classified based on narration and the causes of odors. Furthermore, it explores the changes of olfactory recollections over the course of ten years, and deals with age and gender in these recollections and in their representatio…

  • Group Sex as Play

    Open Access•J Tuomas Harviainen, Katherine Frank•ARTICLE•Games and Culture•2018•Cited by: 11•References: 37

    Drawing on ethnographic and interview data collected from the United States and Finland on lifestyle ("swinging") events, this article explores the implicit and explicit rules influencing negotiations for group sex as a type of play. Participants maintain a sense of freedom and spontaneity while acting within situational constraints-ethical expectations, preexplicated rules, implicit rules, and complex negotiations that occur during the play itse…

  • Three Waves of Awkwardness

    Open Access•J Tuomas Harviainen, Ashley M L Brown et al.•ARTICLE•Games and Culture•2018•Cited by: 3•References: 33

    This article critically evaluates and questions the growth and maturity of game studies as a scholarly set of related approaches to the study of games, by providing an account of studies of sexuality in (mostly digital) games from 1978 to present. The main goal of this article is to highlight overarching themes and patterns in the literature, with a focus on theories and methodologies commonly used and the way game studies is still risk aware, ev…

  • Comics as an Introduction to Media Technology

    Jaakko Suominen, J Tuomas Harviainen•ARTICLE•Historical Journal Of Film Radio…•2019

    This article deals with the relationship between television – a new form of media technology in 1950s Finland – and the introduction of the Donald Duck comic book. The article analyses the three most essential imaginary perspectives on the uses of media technology: interactivity, publicity seeking and tinkering with a television. On one hand, the article introduces the various ways in which the comic book represented and introduced the media form…

  • Roles, Plays, and the Roles We Play While Playing Games

    Open Access•J Tuomas Harviainen•ARTICLE•Simulation & Gaming•2020

  • Real, Half-Real, Irreal, Unreal

    Open Access•J Tuomas Harviainen•ARTICLE•Simulation & Gaming•2020

  • “My Games are … Unconventional”

    Open Access•Tanja Sihvonen, J Tuomas Harviainen•ARTICLE•Sexualities•2020

    This article examines connections between games and BDSM (consensual bondage and discipline, dominance and submission, and sadism and masochism), theoretically speaking (in their respective research areas) as well as in practice. A common grounding behind these connections is the consideration of play as a foundational component in games and game studies as well as in BDSM practices and the studies of BDSM as a cultural phenomenon. We identify fi…

  • CryptoKitties and the New Ludic Economy

    Open Access•Alesja Serada, Tanja Sihvonen et al.•ARTICLE•Games and Culture•2021

    This article analyzes specific characteristics of value created through digital scarcity and blockchain-proven ownership in cryptogames. Our object of study is CryptoKitties, the first instance of a blockchain-based game that has garnered media recognition and financial interest. The objective of this article is to demonstrate the limits of scarcity in value construction for owners of CryptoKitties tokens, manifested as breedable virtual cats. Ou…

  • Resilient Values in Game Industry Formation

    Open Access•M J Lehtonen, Katharina S Schilli et al.•ARTICLE•Games and Culture•2021•References: 13

    With the proliferation of technologies and digital platforms, contemporary game development firms’ value propositions have become more complex. While on a global scale a considerable share of the game industry’s revenue is captured by a few dozen firms, we are also witnessing the emergence of local and regional hotspots. In this context, legitimacy is of utmost importance if new competitive advantages are to become institutionalized as an industr…

  • Usernames on a Finnish Online Marketplace for Illegal Drugs

    Open Access•Lasse Hämäläinen, Ari Haasio et al.•ARTICLE•Names•2021•References: 3

    Usernames play a major role in online communication by providing a vital first impression and including clues about the identities and personal characteristics of users. Usernames are extremely important in the online trade of illegal drugs, which carries several risks and therefore requires a high degree of trust between the transaction parties. This study examines how sellers and buyers of illegal drugs represent themselves in their usernames. …

  • Design Gaming for Learning Systems Intelligence in Socio‐Emotional Systems

    Open Access•Raimo P Hämäläinen, Kata‐Riikka Kumpulainen et al.•ARTICLE•Systems Research and Behavioral…•2022

    Peer reviewed

  • Speaking with Swingers in Spain and France

    Open Access•Margaret J Vaynman, J Tuomas Harviainen•ARTICLE•Sexuality & Culture•2022•Cited by: 2•References: 5

  • Suomalaisten peliyhtiöiden vastuullisuusviestintä 2010-luvulta 2020-luvulle

    Open Access•Jaakko Suominen, Tero Pasanen et al.•ARTICLE•Media & viestintä•2023

    Analyysiartikkeli

  • Platform-produced Heteronormativity

    Open Access•Petri Lankoski, Thomas Apperley et al.•ARTICLE•Games and Culture•2023

    This article examines the prominent role of Patreon in the rapidly growing sector of crowdfunded pornographic games. Recent research has indicated that, on average, more people (patrons) are funding pornographic digital games on Patreon than other (non-adult) digital games ( Lankoski & Dymek, 2020 ). Graphtreon’s ‘Top Patreon Creators’ list from 9 June 2021 includes six NSFW game projects among the top 50 projects (ranked by number of Patrons). 1…

  • From the ethnographers' side

    Open Access•Margaret J Vaynman, J Tuomas Harviainen•ARTICLE•Journal of Organizational…•2023

    Purpose This paper presents a model for organizational ethnographers that wish to find new methodological approaches for the study of swingers and other marginalized groups that deal with potential social stigma and form communities around the lifestyles of swingers and other groups. Design/methodology/approach An ethnographic, qualitative study was conducted by (first author) in Spain and France using the methods of participant observation and i…

  • Gamification for Sustainable Development

    Open Access•Agnessa Spanellis, J Tuomas Harviainen et al.•ARTICLE•Simulation & Gaming•2024

  • Gaming Capital on Overwatch's Official Forums

    Open Access•Henry Korkeila, Steven Dashiell et al.•ARTICLE•Games and Culture•2025

    This study uses the public discussion boards of Overwatch to see how context-based gaming capital is present, accumulated and expended through the messages. The data consists of a 1-month snapshot from which 50 most viewed threads were analyzed. The following aspects were recorded from each thread and first 10 replies: views, number of comments, users’ role in forums, has the developer replied to thread, topic, date, whether there are types of ca…

  • Digital drug trading ecologies in context

    Open Access•P Siuda, Mikko Aaltonen et al.•ARTICLE•International Journal of Drug…•2025

    Rather than attributing differences solely to local, transnational, or design factors in isolation, we argue that darknet drug trading ecologies emerge from the intersection of platform architecture, localization (geographic scope), and language. Our findings underscore the importance of considering these factors when conducting digital ethnography in illicit economies and providing concrete entry points for tailoring harm reduction interventions…

Computer Science (13 works) · Sociology (11 works) · Psychology (9 works) · Digital Games and Media (7 works) · Political science (7 works) · Business (6 works) · Epistemology (6 works) · Advertising (5 works) · Media studies (5 works) · Sexuality, Behavior, and Technology (5 works)

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