Samuli Laato
Biographic Data
| ID | 3053411 |
|---|---|
| NAME | Samuli Laato |
| GIVEN NAMES | Samuli |
| FAMILY NAME | Laato |
| SIGNATURE | LAATO S |
| AFFILIATIONS | University of Turku |
| ORCID | 0000-0003-4285-0073 |
| VERIFIED | Yes |
| TOTAL WORKS | 18 |
| TOTAL CITATIONS | 24 |
| WORKS AS AUTHOR | 18 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 3 |
Gaming for good? exploring associations between game design features and self-reported sustainable behaviours in Pokémon GO
The location-based game (LBG) Pokémon GO remains one of the most successful and widely studied video games of recent years. Designed for outdoor play, LBGs have been associated with increased physical activity and environmental awareness beyond the game context. This study examines how specific game design features in Pokémon GO are associated with players' self-reported sustainable behaviours. Drawing on a motivational framework that categorises…
Sexism in esports
While equality and inclusivity are promoted in the realm of video gaming, most gamer communities remain male-dominated, which may give rise to prejudices against female players and their skill among gamer and the general public. In this study, we conducted two experiments where we measured how participants evaluate players’ performance and agency attributions. We used two distinct experimental manipulations—one utilizing videos of players playing…
Social comparisons at social networking sites
Purpose A major portion of our social interaction now occurs online, facilitated by social networking sites (SNSs) that enable people to connect and communicate at will. However, the characteristics of SNS communication can introduce problematic outcomes on otherwise healthy processes, one of which is social comparison. In this work, we investigate whether compulsive SNS use could be driven by two phenomena related to social comparison: the fear …
Gender disparities in esports – An explanatory mixed-methods approach
Within the last decade, esports (i.e., the competitive play of video games) has conquered substantial parts of digital entertainment with annually increasing revenue and consumer participation. Interestingly, while there exists a wide variety of esports titles, there is an observable gender disparity across them, as female esports players are substantially underrepresented at both casual and particularly at professional levels. Building on expect…
Playing location-based games is associated with psychological well-being
Location-based games (LBGs) augment urban environments with virtual content turning them into a playground. The importance of understanding how different modes of play impact LBG players' psychological well-being is emphasized by the enormous and constantly rising popularity of the genre. In this work, we use the two-factor theory of psychological well-being to investigate the associations between five constructs related to game mechanics and per…
Higher Education during Lockdown
Countries globally reacted to the COVID-19 pandemic by imposing lockdowns, and as a consequence, higher education institutions were forced to rapidly transition into distance learning. Here, technology played a paramount role as the enabler of remote learning and shaping teaching practices. The aim of this study is to understand the broad trends in higher education during the early lockdown transitions and the role of technology in this process t…
How to explain AI systems to end users
Purpose Inscrutable machine learning (ML) models are part of increasingly many information systems. Understanding how these models behave, and what their output is based on, is a challenge for developers let alone non-technical end users. Design/methodology/approach The authors investigate how AI systems and their decisions ought to be explained for end users through a systematic literature review. Findings The authors’ synthesis of the literatur…
Territorial or nomadic? Geo-social determinants of location-based IT use
Purpose Location-based games (LBGs) have afforded novel information technology (IT) developments in how people interact with the physical world. Namely, LBGs have spurred a wave of territoriality (i.e. controlling) and exploration (i.e. discovering) of augmented physical space that are driven by different social dynamics related to group formation, social connectivity and altruism. The aim of this study is to investigate this dynamic and how it i…
Why playing augmented reality games feels meaningful to players? The roles of imagination and social experience
Augmented reality (AR) games such as location-based games add virtual content on top of the real world. We investigate why playing these games feels meaningful to players by focusing on the dimensions of imagination and sociality. We theorise a structural model that we test with data collected from a global sample of players of the popular AR game Pokémon GO (N = 515). Our findings show that nostalgic feelings about Pokémon increased imagining AR…
The reconfiguration of social, digital and physical presence
Digital presence refers to technologies that provide communities a shared experience and a sense of togetherness, despite geographical distance. Emerging technologies for digital presence provide the church with both theological questions (e.g. related to the validity of sacraments when administered online) and practical opportunities. Think of the pros and cons for online communion in some churches: is digital presence real presence? The digital…
Group polarisation among location-based game players
Purpose This study investigates how game design, which divides players into static teams, can reinforce group polarisation. The authors study this phenomenon from the perspective of social identity in the context of team-based location-based games, with a focus on game slang. Design/methodology/approach The authors performed an exploratory data analysis on an original dataset of n = 242,852 messages from five communication channels to find differ…
Continued use intention of wearable health technologies among the elderly
Purpose Wearable health technologies (WHTs) show promise in improving the health and well-being of the aging population because they promote healthy lifestyles. They can be used to collect health information from users and encourage them to be physically active. Despite potential benefits of WHTs, recent studies have shown that older people have low continued use intention toward WHTs. Previous work on this topic is disjointed, and new theoretica…
Understanding the impact of information sources on Covid-19 related preventive measures in Finland
The COVID-19 pandemic amplified the influence of information reporting on human behavior, as people were forced to quickly adapt to a new health threatening situation by relying on new information. Drawing from protection-motivation and cognitive load theories, we formulated a structural model eliciting the impact of the three online information sources: (1) social media, (2) official websites, and (3) other online news sources; on motivation to …
Impact of Online Information on Self-Isolation Intention During the Covid-19 Pandemic
BACKGROUND: During the coronavirus disease (COVID-19) pandemic, governments issued movement restrictions and placed areas into quarantine to combat the spread of the disease. In addition, individuals were encouraged to adopt personal health measures such as social isolation. Information regarding the disease and recommended avoidance measures were distributed through a variety of channels including social media, news websites, and emails. Previou…
Unusual purchasing behavior during the early stages of the Covid-19 pandemic
During the COVID-19 pandemic, unusual consumer behavior, such as hoarding toilet paper, was reported globally. We investigated this behavior when fears of consumer market disruptions started circulating, to capture human behavior in this unique situation. Based on the stimulus-organism-response (S-O-R) framework, we propose a structural model connecting exposure to online information sources (environmental stimuli) to two behavioral responses: un…
Understanding students’ game experiences throughout the developmental process of the number navigation game
Serious games for learning have received increased attention in recent years. However, empirical studies on students’ gaming experiences throughout the developmental process of serious games and discussions regarding game design are missing. The aims of the present study were to analyze students’ gaming experiences while playing four consecutive versions of the Number Navigation Game (NNG)—a mathematical game-based learning environment focusing o…
Did location-based games motivate players to socialize during Covid-19
Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments to stay home and avoid social contact to slow down the spreading of the virus. The major LBG developers reacted by making in-game adjustments that allow playing from home, while still maintaining some incentives for players to go outdoors and…
Misinformation sharing and social media fatigue during Covid-19
Understanding the impact of information sources on Covid-19 related preventive measures in Finland
The COVID-19 pandemic amplified the influence of information reporting on human behavior, as people were forced to quickly adapt to a new health threatening situation by relying on new information. Drawing from protection-motivation and cognitive load theories, we formulated a structural model eliciting the impact of the three online information sources: (1) social media, (2) official websites, and (3) other online news sources; on motivation to …
Continued use intention of wearable health technologies among the elderly
Purpose Wearable health technologies (WHTs) show promise in improving the health and well-being of the aging population because they promote healthy lifestyles. They can be used to collect health information from users and encourage them to be physically active. Despite potential benefits of WHTs, recent studies have shown that older people have low continued use intention toward WHTs. Previous work on this topic is disjointed, and new theoretica…
How to explain AI systems to end users
Purpose Inscrutable machine learning (ML) models are part of increasingly many information systems. Understanding how these models behave, and what their output is based on, is a challenge for developers let alone non-technical end users. Design/methodology/approach The authors investigate how AI systems and their decisions ought to be explained for end users through a systematic literature review. Findings The authors’ synthesis of the literatur…
Territorial or nomadic? Geo-social determinants of location-based IT use
Purpose Location-based games (LBGs) have afforded novel information technology (IT) developments in how people interact with the physical world. Namely, LBGs have spurred a wave of territoriality (i.e. controlling) and exploration (i.e. discovering) of augmented physical space that are driven by different social dynamics related to group formation, social connectivity and altruism. The aim of this study is to investigate this dynamic and how it i…
Social comparisons at social networking sites
Purpose A major portion of our social interaction now occurs online, facilitated by social networking sites (SNSs) that enable people to connect and communicate at will. However, the characteristics of SNS communication can introduce problematic outcomes on otherwise healthy processes, one of which is social comparison. In this work, we investigate whether compulsive SNS use could be driven by two phenomena related to social comparison: the fear …
Impact of Online Information on Self-Isolation Intention During the Covid-19 Pandemic
BACKGROUND: During the coronavirus disease (COVID-19) pandemic, governments issued movement restrictions and placed areas into quarantine to combat the spread of the disease. In addition, individuals were encouraged to adopt personal health measures such as social isolation. Information regarding the disease and recommended avoidance measures were distributed through a variety of channels including social media, news websites, and emails. Previou…
Unusual purchasing behavior during the early stages of the Covid-19 pandemic
During the COVID-19 pandemic, unusual consumer behavior, such as hoarding toilet paper, was reported globally. We investigated this behavior when fears of consumer market disruptions started circulating, to capture human behavior in this unique situation. Based on the stimulus-organism-response (S-O-R) framework, we propose a structural model connecting exposure to online information sources (environmental stimuli) to two behavioral responses: un…
Understanding students’ game experiences throughout the developmental process of the number navigation game
Serious games for learning have received increased attention in recent years. However, empirical studies on students’ gaming experiences throughout the developmental process of serious games and discussions regarding game design are missing. The aims of the present study were to analyze students’ gaming experiences while playing four consecutive versions of the Number Navigation Game (NNG)—a mathematical game-based learning environment focusing o…
Did location-based games motivate players to socialize during Covid-19
Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments to stay home and avoid social contact to slow down the spreading of the virus. The major LBG developers reacted by making in-game adjustments that allow playing from home, while still maintaining some incentives for players to go outdoors and…
Misinformation sharing and social media fatigue during Covid-19
Why playing augmented reality games feels meaningful to players? The roles of imagination and social experience
Augmented reality (AR) games such as location-based games add virtual content on top of the real world. We investigate why playing these games feels meaningful to players by focusing on the dimensions of imagination and sociality. We theorise a structural model that we test with data collected from a global sample of players of the popular AR game Pokémon GO (N = 515). Our findings show that nostalgic feelings about Pokémon increased imagining AR…
The reconfiguration of social, digital and physical presence
Digital presence refers to technologies that provide communities a shared experience and a sense of togetherness, despite geographical distance. Emerging technologies for digital presence provide the church with both theological questions (e.g. related to the validity of sacraments when administered online) and practical opportunities. Think of the pros and cons for online communion in some churches: is digital presence real presence? The digital…
Group polarisation among location-based game players
Purpose This study investigates how game design, which divides players into static teams, can reinforce group polarisation. The authors study this phenomenon from the perspective of social identity in the context of team-based location-based games, with a focus on game slang. Design/methodology/approach The authors performed an exploratory data analysis on an original dataset of n = 242,852 messages from five communication channels to find differ…
Continued use intention of wearable health technologies among the elderly
Purpose Wearable health technologies (WHTs) show promise in improving the health and well-being of the aging population because they promote healthy lifestyles. They can be used to collect health information from users and encourage them to be physically active. Despite potential benefits of WHTs, recent studies have shown that older people have low continued use intention toward WHTs. Previous work on this topic is disjointed, and new theoretica…
Understanding the impact of information sources on Covid-19 related preventive measures in Finland
The COVID-19 pandemic amplified the influence of information reporting on human behavior, as people were forced to quickly adapt to a new health threatening situation by relying on new information. Drawing from protection-motivation and cognitive load theories, we formulated a structural model eliciting the impact of the three online information sources: (1) social media, (2) official websites, and (3) other online news sources; on motivation to …
Playing location-based games is associated with psychological well-being
Location-based games (LBGs) augment urban environments with virtual content turning them into a playground. The importance of understanding how different modes of play impact LBG players' psychological well-being is emphasized by the enormous and constantly rising popularity of the genre. In this work, we use the two-factor theory of psychological well-being to investigate the associations between five constructs related to game mechanics and per…
Higher Education during Lockdown
Countries globally reacted to the COVID-19 pandemic by imposing lockdowns, and as a consequence, higher education institutions were forced to rapidly transition into distance learning. Here, technology played a paramount role as the enabler of remote learning and shaping teaching practices. The aim of this study is to understand the broad trends in higher education during the early lockdown transitions and the role of technology in this process t…
How to explain AI systems to end users
Purpose Inscrutable machine learning (ML) models are part of increasingly many information systems. Understanding how these models behave, and what their output is based on, is a challenge for developers let alone non-technical end users. Design/methodology/approach The authors investigate how AI systems and their decisions ought to be explained for end users through a systematic literature review. Findings The authors’ synthesis of the literatur…
Territorial or nomadic? Geo-social determinants of location-based IT use
Purpose Location-based games (LBGs) have afforded novel information technology (IT) developments in how people interact with the physical world. Namely, LBGs have spurred a wave of territoriality (i.e. controlling) and exploration (i.e. discovering) of augmented physical space that are driven by different social dynamics related to group formation, social connectivity and altruism. The aim of this study is to investigate this dynamic and how it i…
Gender disparities in esports – An explanatory mixed-methods approach
Within the last decade, esports (i.e., the competitive play of video games) has conquered substantial parts of digital entertainment with annually increasing revenue and consumer participation. Interestingly, while there exists a wide variety of esports titles, there is an observable gender disparity across them, as female esports players are substantially underrepresented at both casual and particularly at professional levels. Building on expect…
Sexism in esports
While equality and inclusivity are promoted in the realm of video gaming, most gamer communities remain male-dominated, which may give rise to prejudices against female players and their skill among gamer and the general public. In this study, we conducted two experiments where we measured how participants evaluate players’ performance and agency attributions. We used two distinct experimental manipulations—one utilizing videos of players playing…
Social comparisons at social networking sites
Purpose A major portion of our social interaction now occurs online, facilitated by social networking sites (SNSs) that enable people to connect and communicate at will. However, the characteristics of SNS communication can introduce problematic outcomes on otherwise healthy processes, one of which is social comparison. In this work, we investigate whether compulsive SNS use could be driven by two phenomena related to social comparison: the fear …
Gaming for good? exploring associations between game design features and self-reported sustainable behaviours in Pokémon GO
The location-based game (LBG) Pokémon GO remains one of the most successful and widely studied video games of recent years. Designed for outdoor play, LBGs have been associated with increased physical activity and environmental awareness beyond the game context. This study examines how specific game design features in Pokémon GO are associated with players' self-reported sustainable behaviours. Drawing on a motivational framework that categorises…
Psychology (15 works) · Computer Science (13 works) · Social Psychology (13 works) · Sociology (7 works) · World Wide Web (7 works) · Impact of Technology on Adolescents (5 works) · Pandemic (5 works) · Social Psychology (5 works) · Behavioral Health and Interventions (4 works) · Business (4 works)