Henry Korkeila

Henry Korkeila
Tampere University | UTA · Faculty of Information Technology and Communication Studies

PhD

About

10
Publications
2,827
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70
Citations
Introduction
Gamer at heart. Currently working on my dissertation about resources and resourcefulness avatars, players and entities have in digital contexts, including game worlds and digital platforms. My background is purely from the game perspective as my major for Bachelor's Degree was Game Production, and I graduated from "Master's Degree Programme in Internet and Game Studies". Now I am continuing to further advance my expertise in games as PhD student.

Publications

Publications (10)
Article
Full-text available
There are high expectations towards extended reality (XR), namely the “metaverse”. However, human performance in the metaverse has been called into question when undertaking everyday activities (e.g., working, shopping, and learning etc.), as complex human-technology interaction required may hinder cognitive abilities such as processing of informat...
Article
Full-text available
Purpose In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearabil...
Article
Full-text available
Gaming capital: a fifteen-year-old theory detailing how one’s gaming knowledge can be conceptualized into something tangible. In her book Cheating: Gaining Advantage in Video Games, Consalvo (2007) presented the term gaming capital to give a name and meaning to the collective understanding of both the individual player and the communities that enta...
Article
Full-text available
IJRP 14: Full Issue Table of Contents Evan Torner, Sarah Lynne Bowman, and William J. White -- "Editorial: Transformative Play Seminar 2022: Role-playing, Heritage, and Culture" This special issue is the second of a two-part series collecting the short articles presented during the Transformative Play Initiative Seminar, held at Uppsala University...
Article
This study uses the public discussion boards of Overwatch to see how context-based gaming capital is present, accumulated and expended through the messages. The data consists of a 1-month snapshot from which 50 most viewed threads were analyzed. The following aspects were recorded from each thread and first 10 replies: views, number of comments, us...
Article
Full-text available
This study explored how social capital has been utilized in video-game studies by conducting a scoping review. In total, 74 peer-reviewed publications were analysed from three different databases. The following aspects pertaining to social capital were analysed: definition, methodology, game or genre as stimulus, its utilization inside or outside t...
Conference Paper
Full-text available
Extended reality (XR) such as VR and AR have been increasingly adopted across domains in cognitively challenging activities such as learning, shopping, and gaming among others. There are a few concerns about the inferior cognitive affordance of XR-mediated functioning, e.g., with respect to memory retention. For better understanding how different X...
Conference Paper
Full-text available
This study investigates the relationship between player's gaming orientation (dimensions of achievement, immersion and social orientation) and avatar's capital (social, economic, cultural and symbolic). The data was gathered through an online survey (n=905) amidst players of a MMORPG, Final Fantasy XIV. The results show that avatar's cultural capit...

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