Henry Korkeila
Biographic Data
| ID | 929264 |
|---|---|
| NAME | Henry Korkeila |
| GIVEN NAMES | Henry |
| FAMILY NAME | Korkeila |
| SIGNATURE | KORKEILA H |
| AFFILIATIONS | University of Turku |
| ORCID | 0000-0002-0187-2690 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 2 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Gaming Capital on Overwatch's Official Forums
This study uses the public discussion boards of Overwatch to see how context-based gaming capital is present, accumulated and expended through the messages. The data consists of a 1-month snapshot from which 50 most viewed threads were analyzed. The following aspects were recorded from each thread and first 10 replies: views, number of comments, users’ role in forums, has the developer replied to thread, topic, date, whether there are types of ca…
Acceptance of the metaverse
Purpose In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearability, graphical fidelity, etc. This study aims to address the research gap by experimentally examinin…
Social capital in video game studies
This study explored how social capital has been utilized in video-game studies by conducting a scoping review. In total, 74 peer-reviewed publications were analysed from three different databases. The following aspects pertaining to social capital were analysed: definition, methodology, game or genre as stimulus, its utilization inside or outside the stimulus, whether it was the sole concept or variable, how it was utilized, whether social capita…
Avatar capital
Acceptance of the metaverse
Purpose In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearability, graphical fidelity, etc. This study aims to address the research gap by experimentally examinin…
Avatar capital
Social capital in video game studies
This study explored how social capital has been utilized in video-game studies by conducting a scoping review. In total, 74 peer-reviewed publications were analysed from three different databases. The following aspects pertaining to social capital were analysed: definition, methodology, game or genre as stimulus, its utilization inside or outside the stimulus, whether it was the sole concept or variable, how it was utilized, whether social capita…
Acceptance of the metaverse
Purpose In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearability, graphical fidelity, etc. This study aims to address the research gap by experimentally examinin…
Gaming Capital on Overwatch's Official Forums
This study uses the public discussion boards of Overwatch to see how context-based gaming capital is present, accumulated and expended through the messages. The data consists of a 1-month snapshot from which 50 most viewed threads were analyzed. The following aspects were recorded from each thread and first 10 replies: views, number of comments, users’ role in forums, has the developer replied to thread, topic, date, whether there are types of ca…
Computer Science (4 works) · Digital Games and Media (3 works) · Psychology (3 works) · Social capital (3 works) · Social science (3 works) · Sociology (3 works) · Advertising (2 works) · Business (2 works) · Human–computer interaction (2 works) · Impact of Technology on Adolescents (2 works)