Degree Programme in Digital Culture, Landscape and Cultural Heritage
- Contemporary toys, adults and creative material culture: from wow to flow to glow (2017)
- Content structure is king: An empirical study on gratifications, game genres and content type on Twitch (2017)
- Convergence of (non-) linear TV content to the web (2012)
- Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcing (2019)
- Corporate history culture and the useful industrial past– A case study on history management in Finnish cotton company Porin Puuvilla Oy (2014)
- Crack Intros – Piracy, Creativity, and Communication (2015)
- Creating the Other in Online Interaction: Othering Online Discourse Theory (2021)
- Creative Ecosystem Needs
(ECORIN Project fact sheet 2) (2024) - Creative tourism experiencescapes by geocachers (2012)
- Critical acclaim and commercial success in mobile free-to-play games (2016)





