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Tanja Sihvonen

Biographic Data

ID669737
NAMETanja Sihvonen
GIVEN NAMESTanja
FAMILY NAMESihvonen
SIGNATURESIHVONEN T
AFFILIATIONSUniversity of Vaasa
ORCID0000-0003-3220-2814
VERIFIEDYes
TOTAL WORKS18
TOTAL CITATIONS6
AUTHOR COUNT18
EDITOR COUNT0
FIRST PUBLICATION YEAR2009
LATEST PUBLICATION YEAR2026
H-INDEX1
  • Memefication of game fandom on TikTok

    Open Access•Kristine Ask, Tanja Sihvonen•ARTICLE•Transformative Works and Cultures•2026

    Memetic logics and participation play an increasingly important role in online communication and community-building. They have consequences for online fandom and the way fans create and circulate their works. Based on an ethnographic study of the Call of Duty fandom on TikTok from 2022 to 2023, we explore how the platform's affordances shape fannish expressions. Drawing on Actor-Network Theory, we are concerned with how memetic communication with…

  • Mitä oot mieltä tästä?”

    Open Access•Tanja Sihvonen, Nuppu-Maija Pelevina et al.•ARTICLE•Lähikuva – audiovisuaalisen…•2025

    Lyhytvideoiden jakoalusta Tiktok on viime vuosina noussut merkittävään asemaan paitsi viihteen myös uutisten ja yhteiskunnallisten sisältöjen levityksessä. Tässä artikkelissa tarkastellaan, millaista journalistista sisältöä suomalainen julkisrahoitteinen mediainstituutio, Yleisradio, tuottaa Tiktokiin. Alusta valittiin tutkimuksen kohteeksi, sillä se keskittyy digitaalisesti jaeltaviin videosisältöihin, mikä on määritelty myös Ylen strategiseksi …

  • Voihan video

    Open Access•Outi Hakola, Antti Pönni et al.•ARTICLE•Lähikuva – audiovisuaalisen…•2025

  • Arkista informaatiohäirintää vai luovaa ilmaisua

    Open Access•Tanja Sihvonen•ARTICLE•Media & viestintä•2025

    Tässä artikkelissa tarkastellaan tekoälyä hyödyntäviä työkaluja ja niiden avulla toteutettuja audiovisuaalisia sisältöjä videonjakoalusta TikTokissa. Tekoälyn avulla luotuihin sisältöihin viitataan usein sanalla synteettinen, mutta tässä tutkimuksessa kyseenalaistetaan jako aitoon ja keinotekoiseen sisältöön. Tarkastelun viitekehyksenä toimii keskustelu kuvaan ja videoon perinteisesti liitetyistä ominaisuuksista, kuten aitoudesta ja todistusvoima…

  • Finlandised electobots and the distortion of collective political memory

    Open Access•Nuppu-Maija Pelevina, Tanja Sihvonen et al.•ARTICLE•Memory Mind & Media•2025•Cited by: 1•References: 29

    Given the potential of generative artificial intelligence (GenAI) to create human clones, it is not surprising that chatbots have been implemented in politics. In a turbulent political context, these AI-driven bots are likely to be used to spread biased information, amplify polarisation, and distort our memories. Large language models (LLMs) lack ‘political memory’ and cannot accurately process political discourses that draw from collective polit…

  • TikTok-journalismi Suomessa

    Open Access•Tanja Sihvonen, Ville Manninen•ARTICLE•Media & viestintä•2024

    Tässä artikkelissa luodaan yleiskuva suomalaisesta journalismista videonjakoalusta TikTokissa. Tarkastelua varten on kerätty 3 795 videon suuruinen aineisto vakiintuneiden mediatoimijoiden tileiltä. Analysoimme tässä tutkimuksessa videoihin liittyvää metadataa määrällisin ja laadullisin menetelmin. Tavoitteemme on selvittää, millaista suomalainen, journalistiseksi ymmärrettävissä oleva sisältö TikTokissa on tällä hetkellä, ja mitä sen aiheista ja…

  • Horny for Ghost

    Open Access•Kristine Ask, Tanja Sihvonen•ARTICLE•Games and Culture•2024•References: 8

    After the release of Call of Duty: Modern Warfare II in November 2022, a new, and rather unexpected, following of women and queer fans on TikTok emerged. Centering on the character Simon “Ghost” Riley, they latched onto the tall, muscular, and masked soldier with soulful eyes. Through fannish creations on TikTok, the game's characters and world was de- and re-constructed as a playful space for romantic and sexual imaginings that challenge the cis…

  • Triggered by Socialbots

    Open Access•Salla-Maaria Laaksonen, Kaisa Laitinen et al.•ARTICLE•Human-Machine Communication•2023

    This article examines communicative anthropomorphization, that is, assigning of humanlike features, of socialbots in communication between humans and bots. Situated in the field of human-machine communication, the article asks how socialbots are devised as anthropomorphized communication companions and explores the ways in which human users anthropomorphize bots through communication. Through an analysis of two datasets of bots interacting with h…

  • Branding the “wow-academy

    Open Access•Esa Väliverronen, Tanja Sihvonen et al.•ARTICLE•Studies in Communication Sciences•2022•Cited by: 5•References: 6

    This article examines the branding of the new Tampere University in Finland and the reactions it evoked in Finnish social media and news media between 2018–2020. The merger of the University of Tampere and Tampere University of Technology into a new foundation-based university provoked considerable public debate and sparked uproar over the communication style and practices of the university’s new management. The main reason for the outcry was tha…

  • CryptoKitties and the New Ludic Economy

    Open Access•Alesja Serada, Tanja Sihvonen et al.•ARTICLE•Games and Culture•2021

    This article analyzes specific characteristics of value created through digital scarcity and blockchain-proven ownership in cryptogames. Our object of study is CryptoKitties, the first instance of a blockchain-based game that has garnered media recognition and financial interest. The objective of this article is to demonstrate the limits of scarcity in value construction for owners of CryptoKitties tokens, manifested as breedable virtual cats. Ou…

  • Puhekaverina botti

    Open Access•Salla-Maaria Laaksonen, Kaisa Laitinen et al.•ARTICLE•Lähikuva – audiovisuaalisen…•2020

    Viestivät tekoälyt eli luonnollisella kielellä käytävään keskusteluun kykenevät algoritmit ovat yhä tyypillisempiä vuorovaikutuskumppaneita erilaisilla teknologisilla alustoilla. Yksi tyypillinen viestivän tekoälyn muoto on botti: automaattinen ohjelma, joka käyttää verkkopalvelun käyttäjätiliä tavallisen käyttäjän tavoin ja suorittaa yksinkertaisia toimintoja tai viestii. Tyypillisesti botit tavalla tai toisella pyrkivät näyttäytymään ihmiskäytt…

  • Puhuvien koneiden aikakausi

    Open Access•Pertti Grönholm, Kimi Kärki et al.•ARTICLE•Lähikuva – audiovisuaalisen…•2020

  • Tunipaloja rajapinnoilla? Tampereen yliopiston legitimiteettikamppailut hybridissä mediatilassa

    Open Access•Tanja Sihvonen, Merja Koskela et al.•ARTICLE•Media & viestintä•2020

    Tässä artikkelissa analysoimme Tampereen yliopiston organisaatiouudistukseen ja erityisesti sen uuteen brändi- ja viestintästrategiaan kytkeytyviä legitimiteettikamppailuja hybridissä mediatilassa. Aineistona käytämme sekä journalistisesta mediasta (n=39) että sosiaalisesta mediasta (n=9 303) kerättyjä puheenvuoroja. Käsitteellistämme Tampereen yliopistouudistusta koskevat huolet uuden muotoisen yliopiston legitimiteettiä koskevina argumentteina …

  • Playful approaches to news engagement

    Open Access•Raul Ferrer Conill, Maxwell Foxman et al.•ARTICLE•Convergence The International…•2020

    From crossword puzzles and quizzes to more complex gamification strategies and serious newsgames, legacy media has long explored ways to deploy playful approaches to deliver their content and engage with the audience. We examine how news and games fit together when news organizations, game creators and news audiences welcome gameful forms of communication and participation. Moreover, we reflect on the theoretical and empirical significance of mer…

  • “My Games are … Unconventional”

    Open Access•Tanja Sihvonen, J Tuomas Harviainen•ARTICLE•Sexualities•2020

    This article examines connections between games and BDSM (consensual bondage and discipline, dominance and submission, and sadism and masochism), theoretically speaking (in their respective research areas) as well as in practice. A common grounding behind these connections is the consideration of play as a foundational component in games and game studies as well as in BDSM practices and the studies of BDSM as a cultural phenomenon. We identify fi…

  • A Review of Formal and Informal Regulations in the Nordic Influencer Industry

    Open Access•C Abidin, Kjeld Hansen et al.•ARTICLE•Nordic Journal of Media Studies•2020

    This article provides a systematic review of laws, guidelines, and best practices related to the Nordic influencer industry as of the year 2020. We highlight some nuanced differences or shortfalls across Denmark, Finland, Norway, and Sweden, and give some policy recommendations to national governments and industry in order to maintain a professional Nordic standard. The article identifies a degree of social, cultural, and economic coherence in th…

  • Saindo Da Masmorra

    Open Access•Jaakko Stenros, Tanja Sihvonen•ARTICLE•Ponto Urbe•2015

    Nesse artigo, indagamos porque as representações de temas e personagens LGBTQ têm sido tão raras no contexto dos jogos de interpretação de papeis. Uma análise preliminar das primeiras três décadas (1974-2005) de materiais de referência de RPG em língua inglesa mostra que quando o assunto não foi simplesmente silenciado, ele foi ao encontro de reações que parecem, em retrospectiva, humorísticas ou extremas. Nosso objetivo aqui é mapear uma históri…

  • On the Dark Side

    Open Access•Mikael Johnson, Tanja Sihvonen•ARTICLE•Journal of Virtual Worlds Research•2009

    This article investigates gothic play and performance in Habbo, a virtual world for preteen children and teenagers. In addition to analyzing the aesthetics of the environment and its player characters, the authors seek to ask how gothic players figure in its appropriation and redevelopment. Countercultural player activities, such as playing goth in Habbo, are often treated as disruption, but here it will be argued that gothic players are in fact …

  • Branding the “wow-academy

    Open Access•Esa Väliverronen, Tanja Sihvonen et al.•ARTICLE•Studies in Communication Sciences•2022•Cited by: 5•References: 6

    This article examines the branding of the new Tampere University in Finland and the reactions it evoked in Finnish social media and news media between 2018–2020. The merger of the University of Tampere and Tampere University of Technology into a new foundation-based university provoked considerable public debate and sparked uproar over the communication style and practices of the university’s new management. The main reason for the outcry was tha…

  • Finlandised electobots and the distortion of collective political memory

    Open Access•Nuppu-Maija Pelevina, Tanja Sihvonen et al.•ARTICLE•Memory Mind & Media•2025•Cited by: 1•References: 29

    Given the potential of generative artificial intelligence (GenAI) to create human clones, it is not surprising that chatbots have been implemented in politics. In a turbulent political context, these AI-driven bots are likely to be used to spread biased information, amplify polarisation, and distort our memories. Large language models (LLMs) lack ‘political memory’ and cannot accurately process political discourses that draw from collective polit…

  • On the Dark Side

    Open Access•Mikael Johnson, Tanja Sihvonen•ARTICLE•Journal of Virtual Worlds Research•2009

    This article investigates gothic play and performance in Habbo, a virtual world for preteen children and teenagers. In addition to analyzing the aesthetics of the environment and its player characters, the authors seek to ask how gothic players figure in its appropriation and redevelopment. Countercultural player activities, such as playing goth in Habbo, are often treated as disruption, but here it will be argued that gothic players are in fact …

  • Saindo Da Masmorra

    Open Access•Jaakko Stenros, Tanja Sihvonen•ARTICLE•Ponto Urbe•2015

    Nesse artigo, indagamos porque as representações de temas e personagens LGBTQ têm sido tão raras no contexto dos jogos de interpretação de papeis. Uma análise preliminar das primeiras três décadas (1974-2005) de materiais de referência de RPG em língua inglesa mostra que quando o assunto não foi simplesmente silenciado, ele foi ao encontro de reações que parecem, em retrospectiva, humorísticas ou extremas. Nosso objetivo aqui é mapear uma históri…

  • Puhekaverina botti

    Open Access•Salla-Maaria Laaksonen, Kaisa Laitinen et al.•ARTICLE•Lähikuva – audiovisuaalisen…•2020

    Viestivät tekoälyt eli luonnollisella kielellä käytävään keskusteluun kykenevät algoritmit ovat yhä tyypillisempiä vuorovaikutuskumppaneita erilaisilla teknologisilla alustoilla. Yksi tyypillinen viestivän tekoälyn muoto on botti: automaattinen ohjelma, joka käyttää verkkopalvelun käyttäjätiliä tavallisen käyttäjän tavoin ja suorittaa yksinkertaisia toimintoja tai viestii. Tyypillisesti botit tavalla tai toisella pyrkivät näyttäytymään ihmiskäytt…

  • Puhuvien koneiden aikakausi

    Open Access•Pertti Grönholm, Kimi Kärki et al.•ARTICLE•Lähikuva – audiovisuaalisen…•2020

  • Tunipaloja rajapinnoilla? Tampereen yliopiston legitimiteettikamppailut hybridissä mediatilassa

    Open Access•Tanja Sihvonen, Merja Koskela et al.•ARTICLE•Media & viestintä•2020

    Tässä artikkelissa analysoimme Tampereen yliopiston organisaatiouudistukseen ja erityisesti sen uuteen brändi- ja viestintästrategiaan kytkeytyviä legitimiteettikamppailuja hybridissä mediatilassa. Aineistona käytämme sekä journalistisesta mediasta (n=39) että sosiaalisesta mediasta (n=9 303) kerättyjä puheenvuoroja. Käsitteellistämme Tampereen yliopistouudistusta koskevat huolet uuden muotoisen yliopiston legitimiteettiä koskevina argumentteina …

  • Playful approaches to news engagement

    Open Access•Raul Ferrer Conill, Maxwell Foxman et al.•ARTICLE•Convergence The International…•2020

    From crossword puzzles and quizzes to more complex gamification strategies and serious newsgames, legacy media has long explored ways to deploy playful approaches to deliver their content and engage with the audience. We examine how news and games fit together when news organizations, game creators and news audiences welcome gameful forms of communication and participation. Moreover, we reflect on the theoretical and empirical significance of mer…

  • “My Games are … Unconventional”

    Open Access•Tanja Sihvonen, J Tuomas Harviainen•ARTICLE•Sexualities•2020

    This article examines connections between games and BDSM (consensual bondage and discipline, dominance and submission, and sadism and masochism), theoretically speaking (in their respective research areas) as well as in practice. A common grounding behind these connections is the consideration of play as a foundational component in games and game studies as well as in BDSM practices and the studies of BDSM as a cultural phenomenon. We identify fi…

  • A Review of Formal and Informal Regulations in the Nordic Influencer Industry

    Open Access•C Abidin, Kjeld Hansen et al.•ARTICLE•Nordic Journal of Media Studies•2020

    This article provides a systematic review of laws, guidelines, and best practices related to the Nordic influencer industry as of the year 2020. We highlight some nuanced differences or shortfalls across Denmark, Finland, Norway, and Sweden, and give some policy recommendations to national governments and industry in order to maintain a professional Nordic standard. The article identifies a degree of social, cultural, and economic coherence in th…

  • CryptoKitties and the New Ludic Economy

    Open Access•Alesja Serada, Tanja Sihvonen et al.•ARTICLE•Games and Culture•2021

    This article analyzes specific characteristics of value created through digital scarcity and blockchain-proven ownership in cryptogames. Our object of study is CryptoKitties, the first instance of a blockchain-based game that has garnered media recognition and financial interest. The objective of this article is to demonstrate the limits of scarcity in value construction for owners of CryptoKitties tokens, manifested as breedable virtual cats. Ou…

  • Branding the “wow-academy

    Open Access•Esa Väliverronen, Tanja Sihvonen et al.•ARTICLE•Studies in Communication Sciences•2022•Cited by: 5•References: 6

    This article examines the branding of the new Tampere University in Finland and the reactions it evoked in Finnish social media and news media between 2018–2020. The merger of the University of Tampere and Tampere University of Technology into a new foundation-based university provoked considerable public debate and sparked uproar over the communication style and practices of the university’s new management. The main reason for the outcry was tha…

  • Triggered by Socialbots

    Open Access•Salla-Maaria Laaksonen, Kaisa Laitinen et al.•ARTICLE•Human-Machine Communication•2023

    This article examines communicative anthropomorphization, that is, assigning of humanlike features, of socialbots in communication between humans and bots. Situated in the field of human-machine communication, the article asks how socialbots are devised as anthropomorphized communication companions and explores the ways in which human users anthropomorphize bots through communication. Through an analysis of two datasets of bots interacting with h…

  • TikTok-journalismi Suomessa

    Open Access•Tanja Sihvonen, Ville Manninen•ARTICLE•Media & viestintä•2024

    Tässä artikkelissa luodaan yleiskuva suomalaisesta journalismista videonjakoalusta TikTokissa. Tarkastelua varten on kerätty 3 795 videon suuruinen aineisto vakiintuneiden mediatoimijoiden tileiltä. Analysoimme tässä tutkimuksessa videoihin liittyvää metadataa määrällisin ja laadullisin menetelmin. Tavoitteemme on selvittää, millaista suomalainen, journalistiseksi ymmärrettävissä oleva sisältö TikTokissa on tällä hetkellä, ja mitä sen aiheista ja…

  • Horny for Ghost

    Open Access•Kristine Ask, Tanja Sihvonen•ARTICLE•Games and Culture•2024•References: 8

    After the release of Call of Duty: Modern Warfare II in November 2022, a new, and rather unexpected, following of women and queer fans on TikTok emerged. Centering on the character Simon “Ghost” Riley, they latched onto the tall, muscular, and masked soldier with soulful eyes. Through fannish creations on TikTok, the game's characters and world was de- and re-constructed as a playful space for romantic and sexual imaginings that challenge the cis…

  • Mitä oot mieltä tästä?”

    Open Access•Tanja Sihvonen, Nuppu-Maija Pelevina et al.•ARTICLE•Lähikuva – audiovisuaalisen…•2025

    Lyhytvideoiden jakoalusta Tiktok on viime vuosina noussut merkittävään asemaan paitsi viihteen myös uutisten ja yhteiskunnallisten sisältöjen levityksessä. Tässä artikkelissa tarkastellaan, millaista journalistista sisältöä suomalainen julkisrahoitteinen mediainstituutio, Yleisradio, tuottaa Tiktokiin. Alusta valittiin tutkimuksen kohteeksi, sillä se keskittyy digitaalisesti jaeltaviin videosisältöihin, mikä on määritelty myös Ylen strategiseksi …

  • Voihan video

    Open Access•Outi Hakola, Antti Pönni et al.•ARTICLE•Lähikuva – audiovisuaalisen…•2025

  • Arkista informaatiohäirintää vai luovaa ilmaisua

    Open Access•Tanja Sihvonen•ARTICLE•Media & viestintä•2025

    Tässä artikkelissa tarkastellaan tekoälyä hyödyntäviä työkaluja ja niiden avulla toteutettuja audiovisuaalisia sisältöjä videonjakoalusta TikTokissa. Tekoälyn avulla luotuihin sisältöihin viitataan usein sanalla synteettinen, mutta tässä tutkimuksessa kyseenalaistetaan jako aitoon ja keinotekoiseen sisältöön. Tarkastelun viitekehyksenä toimii keskustelu kuvaan ja videoon perinteisesti liitetyistä ominaisuuksista, kuten aitoudesta ja todistusvoima…

  • Finlandised electobots and the distortion of collective political memory

    Open Access•Nuppu-Maija Pelevina, Tanja Sihvonen et al.•ARTICLE•Memory Mind & Media•2025•Cited by: 1•References: 29

    Given the potential of generative artificial intelligence (GenAI) to create human clones, it is not surprising that chatbots have been implemented in politics. In a turbulent political context, these AI-driven bots are likely to be used to spread biased information, amplify polarisation, and distort our memories. Large language models (LLMs) lack ‘political memory’ and cannot accurately process political discourses that draw from collective polit…

  • Memefication of game fandom on TikTok

    Open Access•Kristine Ask, Tanja Sihvonen•ARTICLE•Transformative Works and Cultures•2026

    Memetic logics and participation play an increasingly important role in online communication and community-building. They have consequences for online fandom and the way fans create and circulate their works. Based on an ethnographic study of the Call of Duty fandom on TikTok from 2022 to 2023, we explore how the platform's affordances shape fannish expressions. Drawing on Actor-Network Theory, we are concerned with how memetic communication with…

Computer Science (7 works) · Digital Games and Media (6 works) · Sociology (6 works) · Art (4 works) · Psychology (4 works) · Aesthetics (3 works) · Artificial Intelligence (3 works) · Business (3 works) · Law (3 works) · Media studies (3 works)

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