Lilli Sihvonen
FT
Digitaalinen kulttuuri ltmsih@utu.fi Arcanuminkuja 1 Turku : A224 |
enduring product relationships; planned obsolescence; planned revivification; re-releasing of cultural products; cultural neo-production process; board games; Kimble; media archaeology;
Centre of Excellence in Game Culture Studies; DISCE – Developing Inclusive and Sustainable Creative Economies
I hold a PhD in Digital Culture. I defended my PhD in the summer of 2022 with the dissertation titled "The Enduring Product Relationships of the Board Game Kimble – The Cultural Neo-production Processes of Products".
I am currently working as a Postdoctoral Researcher and Research Team Coordinator at the Centre of Excellence in Game Culture Studies at the University of Turku.
I have worked on several game culture studies projects as well as in the Horizon2020-funded DISCE project, which studied the creative economy in ten European cities.
I have strong expertise in qualitative research methods.
In my own research, I am particularly interested in emotional sustainability and promoting it within our consumer culture.
My dissertation addresses the cultural neo-production process as an example of how a sustainable and enduring product relationship is formed. The cultural neo-production process consists of the interplay and alternation between planned obsolescence and revivification during a product’s life cycle. The purpose of planned obsolescence is to limit the product's use and functionality, and in this process, its role is to remove the product from the market. Revivification, on the other hand, is based on nostalgia-driven revival and reintroduction of past products into the market.
I examine this process through the example of the Kimble board game. Through Kimble, the key elements of the cultural neo-production process are revealed, including history, enduring features, and changes, as well as the object’s biographies and usage culture. Additionally, Kimble reflects the preliminary terminology of the cultural neo-production process, shaping the structure, stages, and conditions of the process—what is minimally required for the process to occur. I argue that planned obsolescence is not a necessary part of the process.
In my dissertation, I construct a model of the cultural neo-production process, which can be utilized as a tool for both research and product development. My research in this area continues with product comparisons and further development of the model. I am particularly interested in testing it as a basis for emotional sustainability, whether or not it could help us form longer lasting relationships with our products.
Other areas of interest to me include material culture, consumption, sustainable development, board games and game culture, as well as media archaeology.
I have taught the following courses (in Finnish):
Advanced special studies:
The Afterlife of Online Phenomena and its Research, fall 2024, shared teaching with Elina Vaahensalo, Digital Culture, Landscape and Cultural Heritage, University of Turku
Media Archaeology – The Study of Weird Media, spring 2022, Degree Program of Cultural Production and Landscape Studies, University of Turku
Planned obsolescence and media archaeology, spring 2020 (online), Degree Program of Cultural Production and Landscape Studies, University of Turku
Planned obsolescence and media archaeology, spring 2018, Degree Program of Cultural Production and Landscape Studies, University of Turku
Basic studies:
The production of digital culture: Planning and producing a game archive, autumn 2016, Degree Program of Cultural Production and Landscape Studies, University of Turku
- Elävä kaupunki hengittää sekä pelejä että leikkejä, mutta niihin suhtautuminen jakaa kaupunkilaisia (2024) Ratala, Onni; Kirveennummi, Anna; Koponen, Aki; Sihvonen, Lilli; Vahlo, Jukka; Suominen, Jaakko
- Leikin jäljillä – kohti ludologista semiotiikkaa (2024)
- WiderScreen
- Ludic Interventions in Studying Urban Play: Learning from Lack of participation (2024)
- Conference of Digital Games Research Association
- Studying the Ground of Play: Towards Ludological Semiotics of Playful Traces (2024)
- Conference of Digital Games Research Association
- Viraalista marginaaliin: Vinen ja IRC-Gallerian jäljet ja kulttuurinen jatkuvuus alustojen hiipumisen ja kuoleman jälkeen (2024)
- Media ja Viestintä
- The Features of Sustainable Product Relationship – The Case Kimble (2023)
- Centre of Excellence in Game Culture Studies Blog
- Elävät, kuolleet ja elävät kuolleet keskustelufoorumit: Verkkoyhteisöjen elämänvaiheet ja niiden tutkiminen (2022) Kulttuurihistorian tutkimus. Lähteistä menetelmiin ja tulkintaan Vaahensalo Elina, Sihvonen Lilli
- Kimble-lautapelin kestävä tuotesuhde – Kulttuurituotteiden uustuotantoprosessit (2022) Sihvonen Lilli
- Lektio: Kimble-lautapelin kestävä tuotesuhde – Kulttuurituotteiden uustuotantoprosessit (2022)
- Kulutustutkimus.Nyt
- Policy Recommendations: Value creation modelling and earning logics in the creative economies (2022) Hytti Ulla, Heinonen Jarna, Hytönen Kaisa, Kravčenko Dmitrijs, Lemmetyinen Arja, Mumford Jonathan V., Nieminen Lenita, Pohjola Tuomas, Popova Diāna, Pukkinen Tommi, Sauka Arnis, Sihvonen Lilli, Stenholm Pekka
- Regional case study report: Lund, Sweden (2022) Pukkinen T., Hytönen K., Burlina C., Comunian R., Crociata A., Dent T., Denti D., Faggian A., Gross J.,Heinonen J., Hytti U., Kim S., Kravcenko D., Lemmetyinen A., Nieminen L., Pica V., Popova D., Sauka A., Sihvonen L., Stenholm P., Wilson N.
- Value creation modelling for creative economies: networks, innovation and digitalization (2022) Pukkinen Tommi, Heinonen Jarna, Hytti Ulla, Hytönen Kaisa, Kravčenko Dmitrijs, Lemmetyinen Arja, Nieminen Lenita, Pohjola Tuomas, Popova Diāna, Sauka Arnis, Sihvonen Lilli, Stenholm Pekka, Van Mumford Jonathan
- VOL 40 NRO 2 (2022): Tekniikan vaiheita ja merkityksiä (2022)
- Tekniikan Waiheita: Teknik I Tiden
- Stakeholder engagement for place branding ecosystem building: the role of platforms
(Presentation at the 5th Annual Conference of the International Place Branding Association (IPBA 2021)) (2021) Pohjola Tuomas, Sihvonen Lilli, Lemmetyinen Arja, Nieminen Lenita - “Classics Age” – The Flexibility of Planned Obsolescence in Terms of the Classic Finnish Board Game Kimble (2020)
- WiderScreen
- Lasia ruudun takaa – 3D-kierros Suomen lasimuseossa (2020)
- Tekniikan Waiheita: Teknik I Tiden
- Aikansa mediateknologiasta kuriositeetiksi – Lankapuhelimen historiasta nykytilanteeseen ja muuttuviin merkityksiin (2019)
- Tekniikan Waiheita: Teknik I Tiden
- Heljakka, Aarne (2019)
- Kansallisbiografia
- Media-arkeologia – uuden ja vanhan median rajapinnalla (2019)
- Tekniikan Waiheita: Teknik I Tiden
- From a Board Game to a Drinking Game – One Biography of the Finnish Board Game Kimble (2018)
- Well played