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Ville Kankainen

Biographic Data

ID794892
NAMEVille Kankainen
GIVEN NAMESVille
FAMILY NAMEKankainen
SIGNATUREKANKAINEN V
AFFILIATIONSTampere University
ORCID0000-0003-1356-3948
VERIFIEDYes
TOTAL WORKS3
TOTAL CITATIONS1
AUTHOR COUNT3
EDITOR COUNT0
FIRST PUBLICATION YEAR2018
LATEST PUBLICATION YEAR2026
H-INDEX1
  • Curating the Self-Identity

    Open Access•Ville Kankainen•ARTICLE•Leisure Sciences•2026•References: 52

    This interdisciplinary study investigates how networked online media facilitates meaning-making and identity (re)construction in distinctively material leisure.It presents a detailed and empirically grounded exploration of tabletop game hobbyists' online practices that extend the leisure experience beyond playing.The data (N = 190) was collected with a mixed-method online survey, and responses of six open-ended questions were subsequently analyze…

  • Offsetting Game—Framing Environmental Issues in the Design of a Serious Game

    Open Access•Nina V Nygren, Ville Kankainen et al.•ARTICLE•Simulation & Gaming•2022

    Background Biodiversity crisis requires researchers to reflect on tools and strategies to engage with different stakeholders. We propose that serious games can be designed to introduce stakeholders to a novel environmental policy tool and to communicate research on environmental issues. Our case is biodiversity offsetting (BDO), a novel policy tool aiming to reconcile nature conservation with other land uses. As any media, games offer certain fra…

  • 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…

  • 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…

  • Offsetting Game—Framing Environmental Issues in the Design of a Serious Game

    Open Access•Nina V Nygren, Ville Kankainen et al.•ARTICLE•Simulation & Gaming•2022

    Background Biodiversity crisis requires researchers to reflect on tools and strategies to engage with different stakeholders. We propose that serious games can be designed to introduce stakeholders to a novel environmental policy tool and to communicate research on environmental issues. Our case is biodiversity offsetting (BDO), a novel policy tool aiming to reconcile nature conservation with other land uses. As any media, games offer certain fra…

  • Curating the Self-Identity

    Open Access•Ville Kankainen•ARTICLE•Leisure Sciences•2026•References: 52

    This interdisciplinary study investigates how networked online media facilitates meaning-making and identity (re)construction in distinctively material leisure.It presents a detailed and empirically grounded exploration of tabletop game hobbyists' online practices that extend the leisure experience beyond playing.The data (N = 190) was collected with a mixed-method online survey, and responses of six open-ended questions were subsequently analyze…

Computer Science (3 works) · Aesthetics (2 works) · Art (2 works) · Digital Games and Media (2 works) · Human–computer interaction (2 works) · Psychology (2 works) · Social Psychology (2 works) · Social Psychology (2 works) · Conservation, Biodiversity, and Resource Management (1 works) · Cultural Industries and Urban Development (1 works)

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