K Heljakka
Biographic Data
| ID | 48897 |
|---|---|
| NAME | K Heljakka |
| GIVEN NAMES | K |
| FAMILY NAME | Heljakka |
| SIGNATURE | HELJAKKA K |
| AFFILIATIONS | University of Turku |
| ORCID | 0000-0002-4534-5286 |
| VERIFIED | Yes |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 7 |
| AUTHOR COUNT | 10 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 2 |
Tuhon tuojat, lohdun luojat
Building playful resilience in higher education
Playful approaches include many benefits for higher education. Here, they denote elements of playful learning that invite students to engage with various challenges related to imagination, innovation, and co-creation. As stated in earlier research, playful learning follows the constructivism approach seeking students be active participants in their learning process, and tries to offer them surmountable challenges to learn while being intrinsicall…
Drawgasms
Drawing on a study consisting of 29 multimodal accounts of orgasms, we make visible processes, emotions, and notions of playfulness that highlight the critical role of orgasms in transcending the fleeting distinction between reality and play. As sexual pleasure does not necessarily result from experiencing an orgasm, our data also reveals how playful strategies are enacted in order to mitigate ambiguity and societal norms. Instead of seeing the o…
Fans, play knowledge, and playful history management
Three empirical case studies with an interest in character toys—Barbie dolls, Star Wars action figures, and Forest Families figurines—provide insight into the practices of prime players of contemporary toy cultures focusing on their activities as fans and historians of particular toy brands. Adult toy fans preserve and produce new play knowledge as they remember, recreate, and replay historical narratives of the objects of their fandom. Play know…
Toys, Comics and Transmedia Play
without a two-dimensional image: Often, a three-dimensional toy character first exists as a two-dimensional sketch or as part of a story-world from other media.On the contrary, a twodimensional comic come to fruition without any three-dimensional, or 'toyish' manifestations.Nevertheless, the historical development of these two narrative and popular media-toys and comics-are entangled in a web of shared meanings and tightly woven intertextual rela…
Liberated through teddy bears
As a result of the global COVID-19 pandemic, Finnish citizens started to display teddy bears in their windows. As this activity gained media interest and popularity, it grew into a transgenerational form of toy play, where children and adults participated as displayers and spectators in this visual-material play pattern, made available to a broader audience through sharing on social media. A previous phase of the study articulated and analyzed th…
More Than Wargaming
Background. Miniaturing, or painting, collecting, and gaming with miniature wargaming figurines, is a popular, yet vastly underresearched subject. Previous research suggests a multitude of practices and ways of engaging with miniatures. Aim. This qualitative study explores the various elements of miniaturing to both map the phenomenon and build a foundation for further research. Method. Miniaturing is explored through a thematic analysis of 127 o…
Toy Fandom, Adulthood, and the Ludic Age
More than Collectors
The article aims to present, analyze, and discuss the attitudes of the three groups of adults-theorists, hobbyists and "everyday players"-toward play(ful) behavior and activities in relation to character toys. The rhetoric of play theorists is mirrored against the rhetoric of organized players (hobbyists) and (nonorganized) everyday players through in-depth interviews and participatory observation. Questions guiding the exploratory path this arti…
Stigma avoidance through visual contextualization
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…
More than Collectors
The article aims to present, analyze, and discuss the attitudes of the three groups of adults-theorists, hobbyists and "everyday players"-toward play(ful) behavior and activities in relation to character toys. The rhetoric of play theorists is mirrored against the rhetoric of organized players (hobbyists) and (nonorganized) everyday players through in-depth interviews and participatory observation. Questions guiding the exploratory path this arti…
Stigma avoidance through visual contextualization
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…
Liberated through teddy bears
As a result of the global COVID-19 pandemic, Finnish citizens started to display teddy bears in their windows. As this activity gained media interest and popularity, it grew into a transgenerational form of toy play, where children and adults participated as displayers and spectators in this visual-material play pattern, made available to a broader audience through sharing on social media. A previous phase of the study articulated and analyzed th…
Stigma avoidance through visual contextualization
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…
Toy Fandom, Adulthood, and the Ludic Age
More than Collectors
The article aims to present, analyze, and discuss the attitudes of the three groups of adults-theorists, hobbyists and "everyday players"-toward play(ful) behavior and activities in relation to character toys. The rhetoric of play theorists is mirrored against the rhetoric of organized players (hobbyists) and (nonorganized) everyday players through in-depth interviews and participatory observation. Questions guiding the exploratory path this arti…
More Than Wargaming
Background. Miniaturing, or painting, collecting, and gaming with miniature wargaming figurines, is a popular, yet vastly underresearched subject. Previous research suggests a multitude of practices and ways of engaging with miniatures. Aim. This qualitative study explores the various elements of miniaturing to both map the phenomenon and build a foundation for further research. Method. Miniaturing is explored through a thematic analysis of 127 o…
Liberated through teddy bears
As a result of the global COVID-19 pandemic, Finnish citizens started to display teddy bears in their windows. As this activity gained media interest and popularity, it grew into a transgenerational form of toy play, where children and adults participated as displayers and spectators in this visual-material play pattern, made available to a broader audience through sharing on social media. A previous phase of the study articulated and analyzed th…
Fans, play knowledge, and playful history management
Three empirical case studies with an interest in character toys—Barbie dolls, Star Wars action figures, and Forest Families figurines—provide insight into the practices of prime players of contemporary toy cultures focusing on their activities as fans and historians of particular toy brands. Adult toy fans preserve and produce new play knowledge as they remember, recreate, and replay historical narratives of the objects of their fandom. Play know…
Toys, Comics and Transmedia Play
without a two-dimensional image: Often, a three-dimensional toy character first exists as a two-dimensional sketch or as part of a story-world from other media.On the contrary, a twodimensional comic come to fruition without any three-dimensional, or 'toyish' manifestations.Nevertheless, the historical development of these two narrative and popular media-toys and comics-are entangled in a web of shared meanings and tightly woven intertextual rela…
Building playful resilience in higher education
Playful approaches include many benefits for higher education. Here, they denote elements of playful learning that invite students to engage with various challenges related to imagination, innovation, and co-creation. As stated in earlier research, playful learning follows the constructivism approach seeking students be active participants in their learning process, and tries to offer them surmountable challenges to learn while being intrinsicall…
Drawgasms
Drawing on a study consisting of 29 multimodal accounts of orgasms, we make visible processes, emotions, and notions of playfulness that highlight the critical role of orgasms in transcending the fleeting distinction between reality and play. As sexual pleasure does not necessarily result from experiencing an orgasm, our data also reveals how playful strategies are enacted in order to mitigate ambiguity and societal norms. Instead of seeing the o…
Tuhon tuojat, lohdun luojat
Art (7 works) · Psychology (7 works) · Computer Science (6 works) · Social Psychology (5 works) · Sociology (5 works) · Gender, Feminism, and Media (4 works) · Narrative (4 works) · Aesthetics (3 works) · Media, Gender, and Advertising (3 works) · Social Psychology (3 works)