A3 Refereed book chapter or chapter in a compilation book
Emergence of Game Cultural Institutions: Hobbyist Efforts, Policymaking and Lucky Accidents; 
Authors: Suominen, Jaakko; Reunanen, Markku
Editors: Mäyrä, Frans; Koskimaa, Raine
Edition: 1st Edition
Publication year: 2026
Book title : Cultural Game Studies : Critical Approaches
First page : 208
Last page: 222
ISBN: 978-1-041-15513-3
eISBN: 978-1-003-67985-1
DOI: https://doi.org/10.4324/9781003679851-15
Publication's open availability at the time of reporting: Open Access
Publication channel's open availability : Open Access publication channel
Web address : https://doi.org/10.4324/9781003679851-15
Self-archived copy’s web address: https://research.utu.fi/converis/portal/detail/Publication/526756331
Self-archived copy's licence: CC BY NC ND
Self-archived copy's version: Publisher`s PDF
In Chapter 14 , Jaakko Suominen and Markku Reunanen define game cultural institutions as cultural institutions and bodies whose activities are geared toward the development or sustenance of game cultures or the gaming industry. They facilitate interaction among the game industry and related stakeholders, provide funding, organize events, implement policy measures and communicate the activities of the entities they represent to a wider public. In addition, they tend to provide stability and longevity, which is not equally characteristic for motivation-driven and constantly changing grassroots activities. The main argument here is that game cultural institutions develop gradually over time, involve other institutional bodies and create an institutional network, an ecosystem around game cultures. It is common for game cultural institutions to spur from grassroots efforts, whereas companies tend to recognize the commercial and cultural value of the activities only with a delay.
Downloadable publication This is an electronic reprint of the original article. |
Funding information in the publication:
Open Access funding provided by Tampere University.