Pelaajabarometri 2013: Mobiilipelaamisen nousu

Pelaajabarometri 2013

Pelaajabarometri 2013

Pelaajabarometrissa uutta tietoa pelaamisen muutossuunnista

Nyt julkaistu, vuoden 2013 aikana kerättyä aineistoa raportoiva uusin Pelaajabarometri kertoo pelaamisen suosion kokonaisuudessaan pysyneen ennallaan. Jos huomioidaan kaikki erilaiset pelimuodot ja satunnainenkin pelaaminen lähes jokainen suomalainen pelaa ainakin jotakin. Aktiivisia, vähintään kerran kuukaudessa jotain peliä pelaavia suomalaisia on noin 88 prosenttia.

Digitaalisten pelien päätyypeistä älypuhelimilla ja tablet-laitteilla pelattavat mobiilipelit olivat tutkimuksen mukaan merkittävästi kasvattaneet suosiotaan Suomessa. Vuonna 2009 ensimmäisessä Pelaajabarometrissa aktiivisia, vähintään kerran kuussa mobiilipelejä pelaavia vastaajia oli noin 13 %, mutta vuoden 2013 aineistossa tämä osuus jo vajaat 29 %. Käytännössä siis jo lähes joka kolmas suomalainen pelaa vähintään kerran kuussa jotain mobiilipeliä.

Sen sijaan niin tietokonepelit, selaimessa pelattavat pelit (Facebook-pelejä lukuun ottamatta) sekä konsolivideopelit ovat selkeästi menettäneet aktiivisia pelaajia. Esimerkiksi kun yksin pelattavien tietokonepelien aktiivisten pelaajien osuus suomalaisista vuonna 2011 oli yli 40 prosenttia, on se nyt 2013 barometriaineistossa alle 28 prosenttia. Vastaavasti aktiivisten konsolipelaajien osuus on pudonnut kahdessa vuodessa vajaasta 30 prosentista alle 19 prosentin osuuteen tutkittavasta väestöstä. Digitaalisessa pelaamisessa on nähtävissä selvää painopisteen siirtymää konsolivideopeleistä ja tietokonepeleistä tablet-laitteilla ja älypuhelimella pelattavien pelien pariin.

Perinteisten pelimuotojen suosiossa ei ole Pelaajabarometrin mukaan tapahtunut merkittäviä muutoksia, lukuun ottamatta paperilla pelattavia pulmapelejä, jotka ovat menettäneet suosiotaan vuonna 2011 havaitusta vajaasta 48 prosentista vuoden 2013 aineiston vajaaseen 42 prosenttiin aktiivisia pelaajia. Perinteisten rahapelien kohdalla on myös havaittavissa vähenevää suosiota: niin Veikkauksen, RAY:n kuin Fintotonkin järjestämät rahapelit ovat kaikki menettäneet muutaman prosenttiyksikön pelaajasuosiotaan vuoteen 2011 verrattuna. RAY:n perinteisten kolikkoautomaattipelien kohdalla suosion lasku on ollut suurinta. Verkkorahapelit eivät ole vastaavalla tavalla kasvattaneet pelaajamääriään.

Kun kaikkien suomalaisten pelaajien keski-ikä on yli 42 vuotta, on keskimääräinen digitaalisten pelien pelaaja yli 37-vuotias. Miesten ja naisten välisessä pelaamisessa ei kaikki pelaamisen tyypit huomioiden ole merkittävää eroa. Digitaalisen pelaamisen aktiivisuus on kuitenkin miesten ja poikien keskuudessa hieman tyttöjä ja naisia suurempaa.

Kun tarkastellaan yksittäisiä pelejä ja pelisarjoja, nousevat pasianssipelit jälleen ylivoimaisesti suosituimmiksi digitaalisiksi peleiksi. Suomalaisen Rovion Angry Birds -sarjan pelit ovat pelisuosiossa toisella sijalla ja veikkauspelit kolmantena. Suosituimpia pelejä pelataan niin mobiililaitteilla kuin tietokoneillakin.

Barometrissä tutkittiin nyt ensimmäistä kertaa pelien ostamista ja pelien lisäominaisuuksiin kohdistuvaa virtuaalihyödykkeiden ostamista. Digitaalinen jakelu esimerkiksi mobiilipelien verkkokaupoissa (”app stores”) on yleistynyt viime vuosina, mutta nyt toteutettu pelien hankintakysely kertoo että perinteinen, kaupasta tapahtuva pelin ostaminen on edelleen tyypillisin tapa hankkia digitaalinen peli. Kaupasta pelinsä ainakin toisinaan hankki kaikista vastaajista noin 43 prosenttia, aktiivisten digipelaajien joukosta yli puolet.

Lisäksi ilmaispelaaminen (”free-to-play”) ja pelien mikromaksut ovat olleet uudistamassa tuotteista verkkopalveluiksi muuttuvien digitaalisten pelien käytänteitä. Aktiivisista digipelaajista ainakin toisinaan verkkopalvelusta pelejä latasi noin 41 prosenttia, ja ilmaispelien lisäominaisuuksista rahaa oli maksanut 19 prosenttia. Kaikkien vastaajien joukosta vastaavat prosenttiosuudet olivat 27 ja 12 prosenttia. Eri ikäryhmistä aktiivisimpia digitaalisten viihdepelien ostajia olivat 30–39-vuotiaat, aktiiviset digiviihdepelaajat.

Nyt neljättä kertaa toteutettu Pelaajabarometri on kyselytutkimus pelaamisen eri muotojen yleisyydestä Suomessa. Tampereen, Turun ja Jyväskylän yliopistojen pelitutkijoiden yhteistyönä syntynyt tutkimus tarjoaa kattavaa ja ajankohtaista tietoa pelaamisen eri muodoista ja pelaamisen suosioon liittyvistä muutostrendeistä. Vuonna 2013 tutkimukseen kerätty 972 vastaajan aineisto pohjautuu Väestörekisterikeskuksen satunnaisotantaan 10–75–vuotiaista Manner-Suomen asukkaista.

Julkaisun osoite: http://urn.fi/URN:ISBN:978-951-44-9425-3

Lisätietoja:

Professori Frans Mäyrä, frans.mayra@uta.fi, puh. 050 336 7650
Tampereen yliopisto, informaatiotieteiden yksikkö, Game Research Lab
www.uta.fi/sis, http://gamelab.uta.fi

 

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Call for Papers: Fafnir 3/2014

Call for Papers: Fafnir 3/2014

Fafnir – Nordic Journal of Science Fiction and Fantasy Research invites authors to submit papers for the upcoming edition 3/2014.

Fafnir – Nordic Journal of Science Fiction and Fantasy Research is a new, peer-reviewed academic journal which is published in electronic format four times a year. The purpose of Fafnir is to join up the Nordic field of science fiction and fantasy research and to provide a forum for discussion on current issues on the field. Fafnir is published by FINFAR Society (Suomen science fiction- ja fantasiatutkimuksen seura ry).

Now Fafnir invites authors to submit papers for its edition 3/2014. Fafnir publishes various texts ranging from peer-reviewed research articles to short overviews and book reviews in the field of science fiction and fantasy research.

The submissions must be original work, and written in English (or in Finnish or in Scandinavian languages). Manuscripts of research articles should be between 20,000 and 40,000 characters in length. The journal uses the most recent edition of the MLA Style Manual. The manuscripts of research articles will be peer-reviewed. Please note that as Fafnir is designed to be of interest to readers with varying backgrounds, essays and other texts should be as accessibly written as possible. Also, if English is not your first language, please have your article reviewed or edited by an English language editor.

The deadline for submissions is 31 May 2014.

In addition to research articles, Fafnir constantly welcomes text proposals such as essays, interviews, overviews and book reviews on any subject suited for the journal.

Please send your electronic submission (saved as RTF-file) to the following address: submissions(at)finfar.org. For further information, please contact the editors: jyrki.korpua(at)oulu.fi, hanna.roine(at)uta.fi and paivi.vaatanen(at)helsinki.fi.

This edition is scheduled for September 2014. The deadline for the submissions for the next edition is scheduled at 31 August (4/2014).

Best regards,

Jyrki Korpua, Hanna-Riikka Roine and Päivi Väätänen
Editors, Fafnir – Nordic Journal of Science Fiction and Fantasy Research

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ToDiGRA: Nordic DiGRA Special Issue

After some technical delays, the special ToDiGRA journal issue based on the Nordic DiGRA 2012 conference best papers is now online. You can find the table of contents below, and the direct link to journal is: http://todigra.org/index.php/todigra/issue/view/2

Transactions of Digital Games Research Association, Vol 1, No 2 (2014)

Special Issue, Selected articles from Nordic DIGRA 2012

Guest editors: Raine Koskimaa, Frans Mäyrä and Jaakko Suominen.

Table of Contents

Special issue, Nordic DIGRA 2012

Introduction: Exploring Nordic Game Research HTML PDF
Raine Koskimaa, Frans Mäyrä, Jaakko Suominen
Digital Materialities and Family Practices: The Gendered, Practical, Aesthetical and Technological Domestication of Play HTML PDF
Jessica Enevold
Player Types: A Meta-synthesis HTML PDF
Juho Hamari, Janne Tuunanen
Player-reported Impediments to Game-based Learning HTML PDF
J. Tuomas Harviainen, Timo Lainema, Eeli Saarinen
A Practical Guide to Using Digital Games as an Experiment Stimulus HTML PDF
Simon Järvelä, Inger Ekman, J. Matias Kivikangas, Niklas Ravaja
Should I stay or should I go? A Study of Pickup Groups in Left 4 Dead 2 HTML PDF
Jonas Linderoth, Staffan Björk, Camilla Olsson
In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play HTML PDF
Jaakko Stenros

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Keynote: Tulevaisuus haastaa oppimisen

[Keynote on the future of learning in Jyväskylä] Olen kutsuttuna puhujana Peda.net-tapahtumassa Jyväskylässä ensi viikolla. “Tulevaisuus haastaa oppimisen ja verkko-opettajan” -seminaarissa 28.3. puhun otsikolla “Pelillisyys ja oppiminen – murrosten aika”. Linkki ohjelmaan: http://peda.net/veraja/tulevaisuushaastaaoppimisen/ohjelma

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First issue of Fafnir, science fiction studies journal is out

Spread the word: the first issue of Fafnir – Nordic Journal of Science Fiction and Fantasy Research is now out. Here is the table of contents:

Table of Contents: Fafnir 1/2014

siegfried_kills_fafnir

And Siegfried thought he killed Fafnir. How wrong he was…! (From Wikimedia Commons)

  • Editorial
  • Opposing Forces and Ethical Judgments in Samuel Delany’s Stars in My Pocket like Grains of Sand (Päivi Väätänen)
  • Agents or Pawns? Power Relations in William Gibson’s Bigend Trilogy (Esko Suoranta)
  • What is it that Fanfiction Opposes? The Shared and Communal Features of Firefly/Serenity Fanfiction (Hanna-Riikka Roine)
  • Good and Evil in J.R.R. Tolkien’s Legendarium: Concerning Dichotomy between Visible and Invisible (Jyrki Korpua)
  • Scholars Opposing Forces: Report on FINFAR 2013 Meeting (Katja Kontturi)
  • FINFAR: A Gift from Fandom to Academia (Liisa Rantalaiho)
  • Peeking into the Neighbouring Grove: Speculative Fiction in the Work of Mainstream Scholars (Merja Polvinen)
  • Call for Papers for the 3/2014 issue of Fafnir

The full journal is available at: http://journal.finfar.org/

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Windows 8 ergonomics

Mouses and trackpads

Mouses and trackpads

I have been testing and using Windows 8 (and now 8.1) in most of my Windows PCs for some time now, and while I mostly fail to find any real use for the Metro style apps, there are some nice improvements (most of them “under the hood”) that make Windows 8 preferable to Windows 7, for me, at the moment. However, there remains some issues that mostly relate to how to manage the new gesture controls of Windows 8, when only one of my Windows laptops is an actual touch-screen device. Swipes from the sides of the screen need to be carried out by pointing and clicking with a mouse, which is cumbersome, or through a touchpad, which have their benefits and downsides. 

The attached picture shows by current cavalcade of optional pointing and gesturing devices that are connected and available next to the keyboard in my Windows 8.1 desktop workstation. These include the Logitech Touchpad T650, Apple Wireless Touchpad, Logitech Marble Trackball and Microsoft Sculpt Comfort Mouse, the most recent addition. The traditional mouse (with the optional Win8 button/touch area) is the most precise for pointing, the Marble trackball provides overall best ergonomics, and T650 is best compatible and supported in Windows 8 of the two touchpads (no surprises there, really). What really irritates me, is that after using one of them, there is aways some shortcoming which forces me to move to another device for a while: the touchpad is great for gestures and skimming through web pages, for example, but whenever multiple files need to be manipulated precisely, I find myself getting hold of the mouse or the trackball. And when my fingers and wrist get tired of rotating and swiping with a mouse, then I need to move a touchpad back to the mousepad. 

A mobile device does not suffer from similar schizophrenia – you just use the mobile-optimized apps through a mobile-optimized UI. The touch gestures in Windows 8/8.1 desktop mode are a problem mostly since they are almost useful, so that once you have started to use them, it is hard to go back — yet, on the other hand, they do not naturally fit the desktop computer control devices capabilities. You are stuck in the middle.

And my carpal tunnel syndrome gets worse, again.

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Google Glass: quick impression

Google Glass

Google Glass

Today I had a chance to do a very quick test of Google Glass in local PC/tech store. The situation was hardly optimal for any real user testing, but at least this was a possibility to try on this coveted/hated device. Despite its largish frame, the eyewear is actually rather light and easy to carry. The screen (when you finally get it in your field of vision, it requires some adjustment first) is bright and sharp enough and seems to float up there, few virtual meters away. My main frustration was with the voice control: I kept on repeating “Ok Glass”, but at least this model requires that you first activate the specs through the touchpad in the right side, navigate into the correct menu mode, which displays the time of clock and the text “Ok Glass”, and it is only after this when you can give voice commands (e.g. “take photo”, “record video”, “google University of Tampere” – which actually produced wikipedia entry for “University of Tampa” – close enough…) This is not good, and I hope this was only a feature of some out-of-date firmware (?) Otherwise, I cannot see it as very convenient to use your hand to flip through the menus (displayed in a tiny, semi-transparent floating screen) in order to get into mode where you can “naturally” enter commands. Also, the voice output from Glass was at such low level that it was almost impossible to hear anything at the noisy store environment.

Ok, Glass. Interesting, but we will have a closer look again at some future event.

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CFP: From “Traditional” Games to Digital Games

*Version française à la suite de l’appel en anglais*

 

 Call for papers

International Conference

From « Traditional » Games to Digital Games

26, 27 & 28 November 2014

IUT Nancy Charlemagne, 2 TER BD Charlemagne, 54000 Nancy, France

University of Lorraine, CREM (Centre for Research on mediation)

Since the early 2000’s, the importance of studying digital games has increased to take a significant place in the academic literature dedicated to entertaining phenomena, to such a point that many articles offering to make an inventory of current “game studies” primarily focus on work related to games on this media (Rueff, 2008, Zabban, 2012). In fact, if current digital games are the topic of many conferences, books and magazines, discussions on non-digital games seem less present, even though they constantly develop. Yet, for more than a century, researchers from multiple disciplines have occasionally contributed to the understanding of these more “classical” games. In the field of Mathematics and Economy, for instance, this work brought forth the famous game theory (von Neumann & Morgenstern, 1944, Nash, 1951). Mention can also be made of anthropological and sociological discussions led by Johan Huizinga and Roger Caillois, which are still references. Similarly, since the 80’s, role playing games (Caira, 2007, Bowman, 2010), wargames (von Hilgers, 2008 Sabin, 2012) and board games (Schädler, 2007, Hinebaugh, 2009) gave rise to frequent publications.

In this context, we cannot ignore the fact that work aimed at conceiving and studying digital games is also regularly referred to as reflections on (non-digital) “traditional” games, whether to build their theoretical framework (Frasca, 2001; Salen&Zimmerman, 2004), or to conduct comparative and contrastive studies (Trémel, 2001). According to us, this kind of mutual lighting encourages researchers to examine the peculiarities and complementarities of the two areas, as well as the theoretical interest of connecting or of confronting them. Therefore, in order to analyse the relations established between “traditional” games and digital games, this call is divided into five themes that give a broad overview of the different kinds of possible links. All types of research, fundamental or applied, as well as disciplinary approaches are welcome. They can be part of one of the five themes listed below (non-exclusive).

1. Adapting games: complementarities and structural or thematic differences

Since the first computers were introduced, traditional games have consistently been adapted (scrabble, chess, card games, pinball machines, etc.), it is not uncommon today to see reverse adaptation (Angry Birds, Doom, World of Warcraft, etc.). In a way or another, these adaptations bring forth the issue of processes shaping the rules, but also the issue of fictional universes in order to take into account the specificities of the support. We will consider in particular:

  • similarities or dissimilarities of entertaining mechanisms of interactions through an adaptation,
  • shaping of temporal aspects of the game (time, time management, representation of time , etc.)
  • management of spatial aspects (space representation, playground)
  • different types of universes games make reference to, as well as the singularity of their formatting depending on the support,
  • narrative mechanisms implemented
  • changes to accompanying sounds or music in the games

2. Paratexts and paraliterature in games

In the digital game, just like in the traditional game, the paratext occupies a central place in the (aesthetic, cognitive) apprehension of the object. The notion of paratext should be understood in the broad sense, covering for example, arcade cabinets, box illustrations for video games, but also manuals and rule books, publications (amateur or professional), or even novels derived from entertaining universes. What is the result of connecting video games’ paratext to more traditional games? We shall therefore particularly focus on the following:

  • games as a literary subcategory (rule book of a game, novels from a game, strategic analysis book of a game and its gameplay, etc. . )
  • analysis of specialized press (magazines and newspapers targeting a certain category of games)
  • objects with a speech on the game (game boxes, rules and game support, goodies, websites, forums, etc. )
  • promotional communication of games
  • etc.

3. Values ​​and rhetoric of games

From traditional to digital games (or vice versa), what are the continuities and changes made ​​in terms of rhetoric and values? If the notion of procedural rhetoric is common in the analysis of the transmission of a speech about the world through the video game, is it transposable as such for non-digital games? These questions encourage exploring the similarities and differences of digital and traditional games on:

  • analysis of the speech developed by game
  • rhetoric of pictures embedded in games
  • evolution of values ​​proposed by games over time
  • study of worldviews conveyed by games
  • analysis of the existing relationships between sports and e- sports,
  • etc.

4. Design logic, play logic, public

It relates to the organization of the game development and its public (those ones that are mentioned, or imagined, during the design phase, those who practice, etc). What are the features and the similarities between the design and the acceptance of traditional games and digital games? What are the radical changes in the process of designing a digital game vs another kind of game? Is their public apprehended the same way? Are these two broad categories of games received in an equivalent manner? How do their specific editorial and commercial constraints structure their content? Proposals on these topics will explore the connections and the differences that define traditional games as well as digital games regarding:

  • the design process
  • reception and appropriation approaches
  • game categories and sociocultural categories of players
  • editorial and commercial constraints
  • etc.

5. Application and game diversions

With respect to traditional as well as in digital games, entertaining events have always been implemented in multiple sectors. But is the feature creep of a digital game more efficient than the misappropriation of a traditional game? In the context of a serious application, when should a traditional game be implemented in digital format or vice versa? In either case of adaptation, what are the benefits or the drawbacks to consider? Proposals on this theme should aim at determining contributions, failures, successes in the transition from traditional games to digital games, when we use it for another function than leisure. We can focus on:

  • support to acquisition of knowledge and strategic decision making
  • creation and innovation
  • support to mediation and remediation
  • support to communication and promotion
  • education and training
  • etc.

Keynote speaker: Espen AARSETH, Principal Researcher, Center for Computer Games Research (IT University, Copenhagen).

We are happy to announce Espen Aarseth as keynote speaker during the conference. Espen Aarseth is an international reference in the field of game studies. He is co-founder and chief editor of the GameStudies.org journal; the first international journal devoted entirely to digital games. He is also author of Cybertext: Perspectives on ergodic literature (Johns Hopkins UP, 1997), he was a pioneer in analysis of digital literature and the comparative approach between video games and other forms of expression.

Selection Process

The conference will be held on Nancy on 26, 27 & 28 November 2014, in Nancy.

Proposals are expected by 15 April 2014. They must be sent in the form of an abstract of 5000-6000 typefaces (without spaces, excluding bibliography), specifying the conceptual framework, methodology and the field of study. Each proposal shall also indicate the last name, the first name, the status and the institution the author is affiliated to.

Proposals should be sent to:

Stephane.goria@univ-lorraine.fr and sebastien.genvo@gmail.com

Proposals will be anonymously assessed by the scientific committee (notification of acceptance June 2014).

The selected authors will have the possibility to submit their full-text that will be “double blind” assessed for publication. A publication as a special issue of Kinephanos.ca, online journal, will follow after the conference for the proposals in english. For the proposals in French, a publication as a special issue of Sciencesdujeu.org, online journal, will follow after the conference.

Conference languages ​​are French and English.

Bibliograhy

Bowman, Sarah Lynne (2010), The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity, McFarland & Company, London, 208 p.
Caïra, Olivier (2007), Jeux de rôle : Les forges de la fiction, CNRS Editions, Paris, 312 p.
Frasca, Gonzalo (2001), Videogames of the oppressed : videogames as a mean for critical thinking and debate, Master Thesis, Georgia Institute of technology.
Hinebaugh, Jeffrey (2009) A board game education, Rowman & Littlefield Publishing group, Lanham, 223 p.
Morgenstern, Oskar & Von Neumann, John (1944) Theory of Games and Economic Behavior, Princeton University Press, 1944, Princeton, 641 p.
Nash, John (1951) « Non-cooperative games », Annals of Mathematics, vol. 54, p. 286–295.
Rueff, Julien (2008), « Où en sont les « game studies » ? », Réseaux 5/2008 (n° 151), p. 139-166.
Sabin, Philip (2012) Simulating war: studying conflict through simulation games, Continuum International Publishing Group, London, 363 p.
Salen, Katie & Zimmerman, Eric (2003), Rules of Play: Game Design Fundamentals, MIT Press, Cambridge, 688 p.
Schädler Ulrich (2007), Jeux de l’humanité : 5000 ans d’histoire culturelle des jeux de société, Slatkine, Genève, 222 p.
Trémel, Laurent (2001), Jeux de rôles, jeux vidéo, multimédia, les faiseurs de mondes, Paris, Presses universitaires de France.
Von Hilgers, Philipp (2008), War games: a history of war on paper, MIT Press, Cambridge, 220 p.
Zabban, Vinciane (2012), « Retour sur les game studies. Comprendre et dépasser les approches formelles et culturelles du jeu vidéo », Réseaux 3/2012 (n° 173-174), p. 137-176.

Organizing Committee 

David BUCHHEIT (Université de Lorraine, CREM laboratory),
Delphine BUZY (Université de Lorraine, CREM laboratory),
Victor CAYRES (Federal University of Bahia),
Laurent DI FILIPPO (Université de Lorraine, CREM laboratory),
Sébastien GENVO (Université de Lorraine, CREM laboratory),
Stéphane GORIA (Université de Lorraine, CREM laboratory),
Catherine KELLNER (Université de Lorraine, CREM laboratory),
Josette LINDER (Université de Lorraine, CREM laboratory),
Alain MULLER (Université de Lorraine, CREM laboratory),
Emmanuelle SIMON (Université de Lorraine, CREM laboratory),
Pauline THÉVENOT (Université de Lorraine, CREM laboratory),
Vincent THOMAS (Université de Lorraine, LORIA laboratory).

Scientific committee

Espen AARSETH, Principal researcher, IT University of Copenhagen, Denmark,
Lynn ALVES, Professor, State university of Bahia, Brasil,
Alexis BLANCHET, Professor, University of Paris III, France,
Vincent BERRY, Professor, University of Paris XIII, France,
Gilles BROUGERE, Professor, University of Paris XIII, France,
Sébastien GENVO, Professor, Université de Lorraine, France,
Bertrand GERVAIS, Professor, Université du Québec à Montréal, Canada,
Stéphane GORIA, Professor, Université de Lorraine, France,
Catherine KELLNER, Professor, Université de Lorraine, France,
Pascaline LORENTZ, postdoctoral fellow, Masaryk University, Czech Republic,
Frans MÄYRA, Professor, University of Tampere, Finland,
Luís Carlos PETRY, Professor, Pontifical Catholic University of São Paulo, Brasil.

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Kutsu: Informaatiotutkimuksen päivät 2014

Informaatiotutkimuksen yhdistys ry järjestää Informaatiotutkimuksen päivät Oulussa 6. - 7. marraskuuta 2014. Päivillä tarkastellaan informaatioalan ilmiöitä laajasti sekä tutkimuksen, opetuksen että ammattikäytäntöjen näkökulmista. Etsimme nyt järjestettäviä työryhmiä ja niiden teemoja. Esitä työryhmää ilmoittamalla sähköpostitse Terttu Kortelaiselle (terttu.kortelainen@oulu.fi) 28. maaliskuuta 2014 mennessä seuraavat tiedot:

1. Työryhmän teema

2. Työryhmän vetäjä(t) (nimi, organisaatio)

3. Vetäjien sähköpostiosoitteet

4. Lyhyt kuvaus työryhmän teemasta sekä siitä, millaisia esityksiä ryhmään toivotaan.

5. Esitysten kieli, muoto

6. Muuta huomioitavaa (tila, tekniikka tms. toiveet).

Tarkempia ohjeita on liitetiedostossa.

Informaatiotutkimuksen yhdistyksen ja Informaatiotutkimuksen oppiaineen puolesta

Terttu Kortelainen

''''''''''''''''''''''''''''''
Terttu Kortelainen

FT, dosentti
Yliopistonlehtori
Humanistinen tiedekunta / Informaatiotutkimus PL 1000
90014 Oulun yliopisto
p 0294 48 3355
fax 08 344 790

PhD, docent
University lecturer
Faculty of Humanities / Information Studies P.O. Box 1000
FIN-90014 University of Oulu
Finland
tel +358 294 48 3355
fax +358 8 344 790

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FINFAR 2014 CFP

What is Finfar?

Finfar 2014, Finncon’s academic conference, will gather together the foremost experts and students of fantasy and science fiction for two days at the University of Jyväskylä. Students and scholars of all levels are welcome; texts are welcome in English, Finnish, and Swedish.

Due to the participatory nature of the conference and limitations on time and space, the conference is open only for the participants and designated commentators.

Call for Papers [in PDF format here]

DOES MIND MATTER – DOES MATTER MIND?

XV SCIENCE FICTION AND FANTASY RESEARCH SEMINAR

Department of Arts and Culture Studies, University of Jyväskylä

Thu & Fri 10–11 July, 2014

The traditional, free annual meeting of science fiction and fantasy scholars is again hosted in conjunction with Finncon, this year in the University of Jyväskylä. The questions about the relations between mind and matter are wide open for discussion, and all areas of speculative fiction as well as the mediums are freely approached.  We invite abstracts from various angles the convergence of mind, matter, time and space, ideas and arts, like “does mind matter”, “is there matter over mind”, or “does matter even care”. The mind/matter dichotomy is in connection to the questions of imagination and fantasy worlds and their materiality – like in dragonlands or steampunk.

Our Honorary member of Finfar, Cheryl Morgan will attend the English parts of the seminar. The commentators this year are Liisa Rantalaiho from the University of Tampere, researcher Markku Soikkeli, from the University of Helsinki Merja Polvinen and Paula Arvas, as well as Sofia Sjö from Åbo Akademi and Irma Hirsjärvi from the University of Jyväskylä.

We welcome all kinds of work focusing on science fiction and fantasy, whether you are working towards a seminar essay, article, MA thesis or a PhD. Papers can be in Finnish, Swedish or English, but if you wish to receive feedback from the international participants in the seminar, we recommend writing in English. The Guests of Honor are writers Elizabeth Bear and Hannu Rajaniemi and the Fan Guest of Honor the true new weird guy of Finland, Jukka Halme. However, even while/if we focus on the nature of reality and fiction through the themes of mind and matter,  all the papers about the works of Bear and Rajaniemi, arts and quantum physics or new weird not to mention fantastic in general are most welcome as well.

The plan is that the first issue of the year 2015 of Fafnir The Nordic Journal of Science Fiction and Fantasy Research will again collect the articles from this seminar.

Please send your 300-word abstract by April 31st to hirsjarvi@gmail.com (Word or RTF) with title FINFAR 2014 ABSTRACT [YOUR NAME]. Selection will be made and further instructions sent during May. The final paper should be 10,000–15,000 characters in length. Depending on the amount of abstracts we receive, we will try to accommodate papers not directly related to the seminar’s theme.

Welcome to Jyväskylä!

PhD, researcher Irma Hirsjärvi

Organising committee: Irma Hirsjärvi Paavo Ylämäki, Päivi Väätäinen, Jyrki Korpua

Organizers:

Finfar – Finnish Network of Fantasy Research

Finncon 2014 (http://2014.finncon.org/)
The Research Centre for Contemporary Culture, University of Jyväskylä

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