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Jaakko Suominen

Dados Biográficos

ID174080
NOMEJaakko Suominen
PRENOMESJaakko
SOBRENOMESuominen
ASSINATURASUOMINEN J
AFILIAÇÕESUniversity of Turku
ORCID0000-0003-1352-7699
VERIFICADOSim
TOTAL DE OBRAS11
TOTAL DE CITAÇÕES10
TOTAL COMO AUTOR11
TOTAL COMO EDITOR0
PRIMEIRO ANO DE PUBLICAÇÃO2010
ANO MAIS RECENTE DE PUBLICAÇÃO2025
ÍNDICE H3
  • Muistitieto pelihistorian lähteenä

    Open Access•Jaakko Suominen, Maria B Garda et al.•ARTICLE•Elore•2025

    Artikkelissa käsittelemme pelejä koskevaa muistitietoa. Esittelemme yleisemmin pelejä koskevia muistitietoaineistoja, mutta keskitymme empiirisessä analyysissä niin kutsuttujen pelipostmortem-dokumenttien analyysiin muistitietotutkimuksen näkökulmasta. Esittelemme postmortemien roolia pelintuotantoon kytkeytyvänä teksti- ja esityslajina sekä tutkimme kuuden esimerkkiesityksen avulla postmortemien sisällöllisiä piirteitä. Olemme valikoineet aineis…

  • Suomalaisten peliyhtiöiden vastuullisuusviestintä 2010-luvulta 2020-luvulle

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

    Analyysiartikkeli

  • Lapuanpeli (1930) osallistavana ajankohtaismediana ja mediahistoriallisena lähteenä

    Open Access•Jaakko Suominen, Tero Pasanen et al.•ARTICLE•Historiallinen Aikakauskirja•2022

    Artikkelissa tutkitaan F. Tilgmann -yhtiön Kuvataide-osaston julkaisemaa Lapuanpeli-lautapeliä (1930), jonka aiheena oli Lapuanliikkeen vuonna 1930 järjestämä talonpoikaismarssi. Lautapeleissä oli aiemminkin käsitelty ajankohtaistapahtumia, erityisesti sotia, mutta äskettäinen poliittinen mielenilmaus oli pelien aiheena poikkeuksellinen. Käsittelemme artikkelissa peliä ajankohtaismediana sekä mediahistoriallisena lähteenä. Kuvaamme pelin julkaisu…

  • Demoryhmästä pörssiyhtiöksi

    Open Access•Tero Pasanen, Jaakko Suominen•ARTICLE•Media & viestintä•2021

    Artikkeli tarkastelee Remedyn pelijulkaisujen käsittelyä sanoma- ja pelilehdissä vuosina 1997–2019. Analyysin kohteena ovat yhtiön Death Rally, Max Payne, Alan Wake, Quantum Break ja Control -pelit. Käymme läpi, miten lehtikirjoittelussa käytetyillä mediakehyksillä on rakennettu Remedyn menestystarinaa osana suomalaisen peliteollisuuden kehitystä. Kiinnitämme huomiota näiden rakenteiden kulttuuriseen jatkumoon eli siihen, miten kyseiset mediakehy…

  • 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•Citada por: 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…

  • Three Waves of Awkwardness

    Open Access•J Tuomas Harviainen, Ashley M L Brown et al.•ARTICLE•Games and Culture•2018•Citada por: 3•Referências: 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•Citada por: 3•Referências: 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…

  • How to Present the History of Digital Games

    Open Access•Jaakko Suominen•ARTICLE•Games and Culture•2017•Citada por: 3•Referências: 17

    This article approaches the historiography of digital games by suggesting a categorization of four different genres that can be utilized in the presentation of the history of digital games: enthusiast, emancipatory, genealogical, and pathological. All of these genres are based on various conceptions of what is important in the history of digital games and to whom the history is primarily targeted. The article also evaluates the premises of the au…

  • Digital Cultures (review)

    Jaakko Suominen•ARTICLE•Technology and Culture•2012

    Reviewed by: Digital Cultures Jaakko Suominen (bio) Digital Cultures. By Milad Doueihi. Cambridge, Mass.: Harvard University Press, 2011. Pp. xvi+183. $19.95. Milad Doueihi’s Digital Cultures deals with digital literacy and so-called anthological practices—processes through which individuals or groups with common interest assemble, use, and cite various pieces of digital material. Doueihi, who holds the Chaire de recherche sur les cultures numéri…

  • Sublimated Attractions

    Jaakko Suominen, Jussi Parikka•ARTICLE•Media History•2010•Referências: 4

    The paper focuses on the emergence of Finnish computer culture in the late 1950s. The introduction of computers is studied by using a wide range of source material of popular media, such as commercial and company promotion films, newspapers, popular magazine articles, cartoons and comic strips. The paper argues that the introduction of the new computing technology was deeply experienced with the help of popular media, where the technological capa…

  • Three Waves of Awkwardness

    Open Access•J Tuomas Harviainen, Ashley M L Brown et al.•ARTICLE•Games and Culture•2018•Citada por: 3•Referências: 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•Citada por: 3•Referências: 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…

  • How to Present the History of Digital Games

    Open Access•Jaakko Suominen•ARTICLE•Games and Culture•2017•Citada por: 3•Referências: 17

    This article approaches the historiography of digital games by suggesting a categorization of four different genres that can be utilized in the presentation of the history of digital games: enthusiast, emancipatory, genealogical, and pathological. All of these genres are based on various conceptions of what is important in the history of digital games and to whom the history is primarily targeted. The article also evaluates the premises of the au…

  • Smelling Machine History

    Jaakko Suominen, A Silvast et al.•ARTICLE•Technology and Culture•2018•Citada por: 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…

  • Sublimated Attractions

    Jaakko Suominen, Jussi Parikka•ARTICLE•Media History•2010•Referências: 4

    The paper focuses on the emergence of Finnish computer culture in the late 1950s. The introduction of computers is studied by using a wide range of source material of popular media, such as commercial and company promotion films, newspapers, popular magazine articles, cartoons and comic strips. The paper argues that the introduction of the new computing technology was deeply experienced with the help of popular media, where the technological capa…

  • Digital Cultures (review)

    Jaakko Suominen•ARTICLE•Technology and Culture•2012

    Reviewed by: Digital Cultures Jaakko Suominen (bio) Digital Cultures. By Milad Doueihi. Cambridge, Mass.: Harvard University Press, 2011. Pp. xvi+183. $19.95. Milad Doueihi’s Digital Cultures deals with digital literacy and so-called anthological practices—processes through which individuals or groups with common interest assemble, use, and cite various pieces of digital material. Doueihi, who holds the Chaire de recherche sur les cultures numéri…

  • Stigma avoidance through visual contextualization

    Open Access•K Heljakka, J Tuomas Harviainen et al.•ARTICLE•New Media & Society•2017•Citada por: 3•Referências: 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…

  • How to Present the History of Digital Games

    Open Access•Jaakko Suominen•ARTICLE•Games and Culture•2017•Citada por: 3•Referências: 17

    This article approaches the historiography of digital games by suggesting a categorization of four different genres that can be utilized in the presentation of the history of digital games: enthusiast, emancipatory, genealogical, and pathological. All of these genres are based on various conceptions of what is important in the history of digital games and to whom the history is primarily targeted. The article also evaluates the premises of the au…

  • Smelling Machine History

    Jaakko Suominen, A Silvast et al.•ARTICLE•Technology and Culture•2018•Citada por: 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…

  • Three Waves of Awkwardness

    Open Access•J Tuomas Harviainen, Ashley M L Brown et al.•ARTICLE•Games and Culture•2018•Citada por: 3•Referências: 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…

  • Demoryhmästä pörssiyhtiöksi

    Open Access•Tero Pasanen, Jaakko Suominen•ARTICLE•Media & viestintä•2021

    Artikkeli tarkastelee Remedyn pelijulkaisujen käsittelyä sanoma- ja pelilehdissä vuosina 1997–2019. Analyysin kohteena ovat yhtiön Death Rally, Max Payne, Alan Wake, Quantum Break ja Control -pelit. Käymme läpi, miten lehtikirjoittelussa käytetyillä mediakehyksillä on rakennettu Remedyn menestystarinaa osana suomalaisen peliteollisuuden kehitystä. Kiinnitämme huomiota näiden rakenteiden kulttuuriseen jatkumoon eli siihen, miten kyseiset mediakehy…

  • Lapuanpeli (1930) osallistavana ajankohtaismediana ja mediahistoriallisena lähteenä

    Open Access•Jaakko Suominen, Tero Pasanen et al.•ARTICLE•Historiallinen Aikakauskirja•2022

    Artikkelissa tutkitaan F. Tilgmann -yhtiön Kuvataide-osaston julkaisemaa Lapuanpeli-lautapeliä (1930), jonka aiheena oli Lapuanliikkeen vuonna 1930 järjestämä talonpoikaismarssi. Lautapeleissä oli aiemminkin käsitelty ajankohtaistapahtumia, erityisesti sotia, mutta äskettäinen poliittinen mielenilmaus oli pelien aiheena poikkeuksellinen. Käsittelemme artikkelissa peliä ajankohtaismediana sekä mediahistoriallisena lähteenä. Kuvaamme pelin julkaisu…

  • Suomalaisten peliyhtiöiden vastuullisuusviestintä 2010-luvulta 2020-luvulle

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

    Analyysiartikkeli

  • Muistitieto pelihistorian lähteenä

    Open Access•Jaakko Suominen, Maria B Garda et al.•ARTICLE•Elore•2025

    Artikkelissa käsittelemme pelejä koskevaa muistitietoa. Esittelemme yleisemmin pelejä koskevia muistitietoaineistoja, mutta keskitymme empiirisessä analyysissä niin kutsuttujen pelipostmortem-dokumenttien analyysiin muistitietotutkimuksen näkökulmasta. Esittelemme postmortemien roolia pelintuotantoon kytkeytyvänä teksti- ja esityslajina sekä tutkimme kuuden esimerkkiesityksen avulla postmortemien sisällöllisiä piirteitä. Olemme valikoineet aineis…

Computer Science (6 obras) · Digital Games and Media (6 obras) · Sociology (6 obras) · Media studies (5 obras) · Art (4 obras) · Multimedia (4 obras) · Political science (4 obras) · Psychology (4 obras) · Literature (3 obras) · World Wide Web (3 obras)

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