Heikki Tyni
Biographic Data
| ID | 187346 |
|---|---|
| NAME | Heikki Tyni |
| GIVEN NAMES | Heikki |
| FAMILY NAME | Tyni |
| SIGNATURE | TYNI H |
| AFFILIATIONS | Tampere University |
| ORCID | 0000-0003-0140-4755 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 4 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2018 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Emotions in Game Data Work
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
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’
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
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’
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
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
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’
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
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
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)