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Heikki Tyni

Biographic Data

ID187346
NAMEHeikki Tyni
GIVEN NAMESHeikki
FAMILY NAMETyni
SIGNATURETYNI H
AFFILIATIONSTampere University
ORCID0000-0003-0140-4755
VERIFIEDYes
TOTAL WORKS4
TOTAL CITATIONS4
AUTHOR COUNT4
EDITOR COUNT0
FIRST PUBLICATION YEAR2018
LATEST PUBLICATION YEAR2025
H-INDEX1
  • Emotions in Game Data Work

    Open Access•Taina Myöhänen, Heikki Tyni et al.•ARTICLE•Games and Culture•2025•References: 16

    This study explores the emotional dimensions of data work within the game industry. Through interviews with Finnish game industry professionals, the research reveals that data-driven work practices evoke a wide range of emotions, ranging from pleasure and satisfaction to insecurity and frustration. Data can act both as a helpful workmate and as a source of professional conflict and frustration, impacting the worker's sense of professionalism. Dat…

  • Understanding game data work

    Open Access•Heikki Tyni, Olli Sotamaa et al.•ARTICLE•Big Data & Society•2025•References: 43

    The game industry's content production, maintenance of live games, and processes of acquiring production funding increasingly rely on various kinds of data and its rigorous analysis. These new needs and functions have generated emerging forms of work, such as those of the data analyst, data engineer, and data scientist. Through in-depth interviews with 20 Finnish game industry professionals and an analysis of game industry job advertisements, thi…

  • Even if the algorithm is a terrible workmate, you just need to learn to live with it’

    Open Access•Olli Sotamaa, Heikki Tyni et al.•ARTICLE•European Journal of Cultural…•2023•Cited by: 3•References: 6

    The digital game industry has actively integrated data-driven methods into its core processes. This interview-based study shows how game industry professionals perceive the role of data as part of their everyday work. Analysing the data-related notions and negotiations helps to explicate how mainstream data imaginaries are both reproduced and challenged in the different phases and contexts of game making. The analysis is divided into the followin…

  • Playful Furniture

    Open Access•Annakaisa Kultima, Timo Nummenmaa et al.•ARTICLE•Games and Culture•2018•Cited by: 1•References: 36

    Are shaggy seats which make cute noises playful or disruptive in a conference setting? This article pushes the limits of game scholars' lusory attitude by breaching an academic seminar with a playful experiment. Five MurMur Moderator seats, interactive and interruptive furniture prototypes, were set up at a game research seminar where they were used as ambient elements during the presentations. The experience was evaluated by observation, accompa…

  • Even if the algorithm is a terrible workmate, you just need to learn to live with it’

    Open Access•Olli Sotamaa, Heikki Tyni et al.•ARTICLE•European Journal of Cultural…•2023•Cited by: 3•References: 6

    The digital game industry has actively integrated data-driven methods into its core processes. This interview-based study shows how game industry professionals perceive the role of data as part of their everyday work. Analysing the data-related notions and negotiations helps to explicate how mainstream data imaginaries are both reproduced and challenged in the different phases and contexts of game making. The analysis is divided into the followin…

  • Playful Furniture

    Open Access•Annakaisa Kultima, Timo Nummenmaa et al.•ARTICLE•Games and Culture•2018•Cited by: 1•References: 36

    Are shaggy seats which make cute noises playful or disruptive in a conference setting? This article pushes the limits of game scholars' lusory attitude by breaching an academic seminar with a playful experiment. Five MurMur Moderator seats, interactive and interruptive furniture prototypes, were set up at a game research seminar where they were used as ambient elements during the presentations. The experience was evaluated by observation, accompa…

  • Playful Furniture

    Open Access•Annakaisa Kultima, Timo Nummenmaa et al.•ARTICLE•Games and Culture•2018•Cited by: 1•References: 36

    Are shaggy seats which make cute noises playful or disruptive in a conference setting? This article pushes the limits of game scholars' lusory attitude by breaching an academic seminar with a playful experiment. Five MurMur Moderator seats, interactive and interruptive furniture prototypes, were set up at a game research seminar where they were used as ambient elements during the presentations. The experience was evaluated by observation, accompa…

  • Even if the algorithm is a terrible workmate, you just need to learn to live with it’

    Open Access•Olli Sotamaa, Heikki Tyni et al.•ARTICLE•European Journal of Cultural…•2023•Cited by: 3•References: 6

    The digital game industry has actively integrated data-driven methods into its core processes. This interview-based study shows how game industry professionals perceive the role of data as part of their everyday work. Analysing the data-related notions and negotiations helps to explicate how mainstream data imaginaries are both reproduced and challenged in the different phases and contexts of game making. The analysis is divided into the followin…

  • Emotions in Game Data Work

    Open Access•Taina Myöhänen, Heikki Tyni et al.•ARTICLE•Games and Culture•2025•References: 16

    This study explores the emotional dimensions of data work within the game industry. Through interviews with Finnish game industry professionals, the research reveals that data-driven work practices evoke a wide range of emotions, ranging from pleasure and satisfaction to insecurity and frustration. Data can act both as a helpful workmate and as a source of professional conflict and frustration, impacting the worker's sense of professionalism. Dat…

  • Understanding game data work

    Open Access•Heikki Tyni, Olli Sotamaa et al.•ARTICLE•Big Data & Society•2025•References: 43

    The game industry's content production, maintenance of live games, and processes of acquiring production funding increasingly rely on various kinds of data and its rigorous analysis. These new needs and functions have generated emerging forms of work, such as those of the data analyst, data engineer, and data scientist. Through in-depth interviews with 20 Finnish game industry professionals and an analysis of game industry job advertisements, thi…

Computer Science (4 works) · Digital Games and Media (4 works) · Educational Games and Gamification (3 works) · Psychology (3 works) · Sociology (3 works) · Data science (2 works) · Engineering (2 works) · Game design (2 works) · Human–computer interaction (2 works) · Social Psychology (2 works)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae