Degree Programme in Digital Culture, Landscape and Cultural Heritage
Contact Details
Persons
Publications
- What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors (2020)
- ”’Whose memory in Finland shall not pass away’. Observations on the Russian History of Collecting in the Reform Period of Alexander II and its Effect on Collecting in the Grand Duchy of Finland” – Lectio praecursoria (2014)
- Why do people buy virtual goods? A literature review (2016)
- Why do people buy virtual goods: A meta-analysis (2017)
- Why do people play games? A meta-analysis (2017)
- Why do people play location-based augmented reality games: A study on Pokémon GO (2019)
- Why do people watch others play video games? An empirical study on the motivations of Twitch users (2016)
- Why do players buy in-game content? An empirical study on concrete purchase motivations (2017)
- WiderScreen 1-2/2022: Digitaalisen kulttuurin institutionalisoituminen (2022)
- WiderScreen – 20 vuotta tiedetoimittamisen kentällä (2018)