Mikko Meriläinen

Mikko Meriläinen
Tampere University | UTA · Faculty of Information Technology and Communication Studies

PhD (Education)

About

18
Publications
5,052
Reads
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111
Citations
Introduction
I'm a postdoctoral researcher in education interested in questions of young people's digital gaming and related parenting, learning and well-being issues.
Education
January 2015 - February 2020
September 2003 - November 2011

Publications

Publications (18)
Article
Game jams are intensive events focusing on creation. Their popularity and visibility have soared in recent years. The phenomenon has attracted the attention of scholars interested in education and learning, and the potential of game jams has been studied in various ways. Increasingly, game jams have come to be viewed as a site for learning. They ar...
Article
Full-text available
Background. Miniaturing, or painting, collecting, and gaming with miniature wargaming figurines, is a popular, yet vastly underresearched subject. Previous research suggests a multitude of practices and ways of engaging with miniatures. Aim. This qualitative study explores the various elements of miniaturing to both map the phenomenon and build a f...
Article
Full-text available
Digital gaming is a major part of the current media landscape. Parents employ a variety of practices, such as limiting gaming time and discussing games, when addressing their childrens' gaming. Yet, there is still a notable gaming-related generational gap between adolescents and their parents. In this qualitative study, gaming-related parenting pra...
Article
Full-text available
This qualitative study examines how the spring 2020 COVID-19 restriction measures impacted adults' gaming in Finland. The study draws on a thematic analysis of qualitative data (N = 201) collected in April 2020, which is explored through the lens of Apperley's (2010) theory of gaming rhythms. The results illuminate the ways in which gaming was situ...
Article
Full-text available
This article describes the expectations and experiences of young (16 to 19 year old) digital game jam participants (N = 34) who attend Finnish general upper secondary schools. Game jams are a form of game creation: events where games are made in cooperation. They are widely used in game design education and in addition, when participated voluntaril...
Chapter
Pokémon GO, a very popular location-based augmented reality game, has appealed to a wide range of age groups and encouraged entire families to play. This chapter examines family social interactions in the context of digital gaming through an exploratory qualitative survey study (n = 263) of Pokémon GO players’ memorable experiences. We studied sibl...
Article
Full-text available
While game jams, rapid game co-creation events, have seen increased interest in learning contexts, their potential is still largely untapped. In this paper, we examine game jams as a form of playful assessment. We evaluate the potential of game jams to serve as a tool for assessing learning processes and goals of higher education students.The study...
Article
Full-text available
This article summarizes three years of studying game jams. Rooted in extensive field work — participating, organising, studying and discussing game jams — and multiple methods, we have explored different digital and non-digital jamming formats to apply in educational settings, especially in the Finnish context of general formal teaching for 16-19 y...
Conference Paper
In game jam events games are created in collaboration and within design constraints, e.g. time limits and themes. Game jamming is a relatively novel pedagogical method, comparable to hackathons and other accelerated collaborative creation events. Earlier research suggests that game jams have a wide range of potential positive outcomes, such as lear...
Thesis
Digitaalinen pelaaminen on noussut merkittäväksi harrastukseksi ja ilmiöksi etenkin nuorten ja nuorten aikuisten parissa, ja tuonut mukanaan uudenlaisia kasvatuksellisia haasteita. Tutkimuksessa tarkastellaan, millaisia vaatimuksia suomalaisten nuorten (13–30-vuotiaat) pelaamismotiivit, kokemukset pelihaitoista ja pelaamiseen liittyvästä kasvatukse...
Article
Full-text available
Although digital games have become a constituent part of young children’s lives, not enough is known about the kinds of meanings children give to games and gaming. This qualitative study contributes to resolving this need by engaging 26 five- to seven-year-old Finnish preschoolers in an open-ended drawing task to answer the following research quest...
Chapter
This paper presents a critical viewpoint on educational gamification, an understudied field filled with hyperbole and hollow sales pitches, as well as solid research. By reviewing existing research in the context of Landers’ theory of gamified learning, it discusses three underlying, important elements that need to be taken into account: engagement...
Conference Paper
In this paper, we examine the motivations and experiences of game jam organizers in Finland. For the purpose of the study, 13 game jam organizers were interviewed in 2018 - 2019. We found that motivations for organizing game jams are diverse but interlinked and can be roughly divided into six categories: Community Building, Community Driven, Educat...
Article
Game jams are accelerated game creation events usually taking place over the course of a short time period. A variety of learning outcomes from game jamming has been discussed in previous research, with learning being a common motivation for attending game jams. Despite this, there has been little research into the psychological mechanisms driving...
Conference Paper
Full-text available
Game jams are a type of co-creation event, in which a game is created in a limited timeframe. They are attended for recreational as well as educational purposes and have gained popularity as a learning environment by combining elements of both informal and formal learning. Participation is typically voluntary, and external and internal issues can i...
Article
Full-text available
This article is a survey report of a study conducted between 2010 and 2011 exploring the views of role-playing gamers on how the role-playing hobby has influenced their social and mental development. A socio-pedagogical concept of empathic intelligence was chosen as the theoretical framework based on which a survey questionnaire of nine groups of q...

Network

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Projects

Project (1)
Project
The project aims for societal impact and brings to the forefront the challenges arising from digitalization on the social, personal and institutional level. The project activities are done in cooperation between school practitioners and academic research. The activities support the aims of the new core curriculum, students’ 21st century skills and teachers’ professional development.