Tapani N. Joelsson

Tapani N. Joelsson
University of Turku | UTU · Department of Computing

MSc

About

44
Publications
8,921
Reads
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295
Citations
Introduction
Tapani N. Joelsson currently works at the Department of Computing, University of Turku. Tapani does research in Information Systems (Business Informatics), Software Engineering and Human-computer Interaction.

Publications

Publications (44)
Conference Paper
Varying methods to support the game design process exist. Researchers of game design have worked on formalizing the experience-based craft by creating game design patterns. However, these patterns are incompatible in their creation, presentation, and usage. They also have strayed away from their original roots. In this paper, we suggest a taxonomy...
Conference Paper
Full-text available
As gamification and digital game playing is getting more and more popular, also business-life is increasingly relying on this phenomenon for attracting different consumer groups. To illustrate, food companies are trying to find new ways to appeal customers and answer to their market demands through development of new snacks concepts. Acquiring more...
Conference Paper
Full-text available
This paper examines two questions: what is the role of active users or prosumers-i.e. users who consume as well as produce-in the transformation of a software ecosystem during its lifespan, and how does a digital marketplace transform into an ecosystem. This approach departs from the extant literature where consumers of an ecosystem are often treat...
Article
Although most gamification studies share the idea that customer engagement is one of the expected outcomes of gamification, they tend to treat engagement one-dimensionally as a psychological outcome of gamification. The study explores from the consumer perspective how benefits stemming from gamification and consumer brand engagement are dimensional...
Chapter
Full-text available
For over a decade now game research has aimed at describing the game experience by attempting to see it from one perspective. In this paper, we collect, analyse, and merge together this work. As a result, we claim that a game experience is composed of three pairs of elements, none of which can be removed, or the system in question is no longer a ga...
Article
A theory-based exergame was developed for tweens to promote their self-efficacy towards physical activity and increase their physical activity levels. We used protocols from both health science and gamification research in piloting the exergame. First, we assessed the usability and feasibility of the exergame and conducted a preliminary exploration...
Article
Artikkeli käsittelee kotitietokoneiden tuottamaa puhetta 8- ja 16-bittisten laitteiden kultakaudella, 1980-luvulla ja 1990-luvun alkupuoliskolla. Tänä ajanjaksona edulliset kotimikrot levisivät nopeasti Suomen koteihin, ja yhä useampi kansalainen päätyi tekemisiin tietokoneen kanssa.Tutkimusaineisto on kerätty kyselytutkimuksella, ja käsittely kesk...
Conference Paper
Location-based games, such as Geocaching and Pokémon Go, have gained wide popularity during recent years. Since playing a location-based game requires time and willingness to go outside, convincing players to play these games can be more challenging than other types of mobile games. In this article, we research how different tutorials, a location-b...
Conference Paper
Recently, commercial Voice User Interfaces (VUIs) have been introduced to the market (e.g. Amazon Echo and Google Home). Although they have drawn much attention from users, little is known about their usability, user experiences, and usefulness. In this study, we conducted a web-based survey to investigate usability, user experiences, and usefulnes...
Conference Paper
Recently, commercial Voice User Interfaces (VUIs) have been introduced to the market (e.g. Amazon Echo and Google Home). Although they have drawn much attention from users, little is known about their usability, user experiences, and usefulness. In this study, we conducted a web-based survey to investigate usability, user experiences, and usefulnes...
Article
It's quite exciting, said Sherlock Holmes, with a yawn. (A. Conan Doyle, A Study in Scarlet) http://press.etc.cmu.edu/index.php/product/well-played-vol-7-no-1/
Article
The current research examines the everyday lives of gameplayers by searching instances in which gameplaying practices intersect with snack consumption practices. Thereby, it aims to respond to the views suggesting that digital gameplaying should be studied within multiple spaces and occasions and within the prevailing cultural frames. Thus, the typ...
Article
Full-text available
Physical decline is associated with old age. Engagement in regular physical exercises can help elderly people improve their physical functionalities, as well as cognitive abilities. Among modern technologies, digital games have the potential to promote elderly people’s engagement in physical exercises through fun and enjoyable gameplay. Although co...
Article
Full-text available
Attitudes and motivation towards physical exercises play a vital role for elderly people's adherence to exercise. In recent years, digital games have been used to enhance elderly people's experiences in physical exercises. However , there is a limited number of studies regarding elderly people's attitudes and motivation towards digital game-based e...
Article
Full-text available
Attitudes and motivation towards physical exercises play a vital role for elderly people’s adherence to exercise. In recent years, digital games have been used to enhance elderly people’s experiences in physical exercises. However, there is a limited number of studies regarding elderly people’s attitudes and motivation towards digital game-based ex...
Conference Paper
Full-text available
Being competitive is a core element of human nature and rating systems are a great tool for satisfying the need of ranking players for the skills they demonstrate. But the games of today have left rating systems behind in their evolution, making it more and more unlikely that individual players are evaluated fairly for their performances. The goal...
Conference Paper
Advergames and gamification represent a promising means of product differentiation for food companies in an oversaturated marketplace, as they enable engaging consumers with brands in a playful and fun way. This need of food companies to find novel gamified ways to lure new customers and involve existing ones has implications for game designers who...
Article
Full-text available
Elderly people's engagement in regular physical exercises is vital in old age. Digital games are promising to promote their engagement in physical exercises. The existing commercial games are not suitable for elderly people. More studies are required to undertake to investigate effective guidelines for designing digital games for elderly people. Th...
Article
Full-text available
Elderly people’s engagement in regular physical exercises is vital in old age. Digital games are promising to promote their engagement in physical exercises. The existing commercial games are not suitable for elderly people. More studies are required to undertake to investigate effective guidelines for designing digital games for elderly people. Th...
Conference Paper
This paper presents a work in progress study about effectiveness of interactive gamified material about cultural differences versus passive media. Usually this kind of material is distributed in a form of official documents and videos. Usage of humor has spread to these, and comics depicting the humorous differences have also emerged in official an...
Article
This paper presents a work in progress study about effectiveness of interactive gamified material about cultural differences versus passive media. Usually this kind of material is distributed in a form of official documents and videos. Usage of humor has spread to these, and comics depicting the humorous differences have also emerged in official an...
Conference Paper
Food and eating is something very mundane, sometimes even an afterthought. Yet they have a great impact on issues concerning health and the environment. This paper describes the design and testing process of a game for children between the ages of 7 and 12. The purpose of the game is to teach children about the health and environmental aspects of f...
Conference Paper
Food-related games and gamified services is an area that has still received relatively little attention in scientific research. In our literature review, we find out that the scientific literature in this domain examines the phenomenon from the point of view of marketing, educative purposes for healthier living, and healthcare. Particular topics of...
Conference Paper
Health gaming for elderly, alongside with other game types, have become an emerging trend amongst video game industry. As all emerging technologies, it brings some ethical questions which – as usual – are better solved before implementation, for the values these choices reflect to be embedded into the design. In this paper we introduce a case examp...
Article
Full-text available
In this paper, we report the findings from the usability testing of the Finnish Skiing Game with 24 Japanese elderly participants at the Sendai City Health Promotion Center in Japan. The main objective of the study is to investigate the participants' feedback towards the usability of the Skiing Game, which was originally designed and developed for...
Chapter
Full-text available
Tiivistelmä Älylaitteilla pelattavia mobiilipelejä on nykyään jo satojatuhansia. Näistä kuitenkin vain pieni joukko on taloudellisesti menestyneitä ja julkisessa keskustelussa näiden pelien on esitetty rakentuvan samanlaisten piirteiden ympärille. Tässä tutkimuksessa tarkastellaan ja luokitellaan Google Playn 61 ladatuinta mobiilipeliä sekä 20 sat...
Conference Paper
Use of virtual learning environments has been studied for years, but no common guidelines for evaluating them for education exist. The Developing Virtual Learning for Finnish project proposed a set of such guidelines in context of teaching a second language to immigrants. To aid the definition work and test the guidelines, a demonstrative applicati...
Article
This paper reports the results from the field tests of two custom made exergames, based on a commercial off-the-shelf technology, aimed for the elderly people. First game resembles the guided mobility and stretching class, and the second one is more game-like with youthful theme and active movement. Both exergames were tested on two sites, urban an...
Article
Full-text available
Effective, evidence-based, and interesting methods are needed for children's health promotion. Digital games can be such a method, but there is need for a summary of the evidence on the effectiveness of digital games in promoting children's health. The aim of this review of reviews was to evaluate the quality of systematic reviews, to summarize the...
Article
Full-text available
Effective, evidence-based, and interesting methods are needed for children's health promotion. Digital games can be such a method, but there is need for a summary of the evidence on the effectiveness of digital games in promoting children's health. The aim of this review of reviews was to evaluate the quality of systematic reviews, to summarize the...
Poster
The aim of this pilot study was to assess the usability and applicability of SkypeTV as a training and communication tool for elderly people living at home.
Poster
Poster on a NordiCHI workshop: In Therapeutic Strategies - a Challenge for User Involvement in Design
Conference Paper
Systems in public organizations widely suffer from poor usability. We analyzed to what extent public authorities require usability, through examining 38 call-for-tenders that were issued during a period of three months in Finland. We found six categories of usability requirements. Our conclusion is that the authorities seem to have some concern on...
Chapter
Business process development aims to improve the efficiency of the organisations, and to adapt them to the changing operational environment. To improve the results of this work, we describe a novel way to combine gaming with business process simulation tools to achieve better collaboration between the busi ness process experts and the workers parti...
Article
Full-text available
In this paper we introduce the draft for a simulation game called VIPROSA (VIsual PROcess Simulation and Analysis). In the business process management (BPM) efforts workers of the organization act as a source of information about current situation. Currently the actual BPM work is done by experts and consultants. This leads to situations where work...
Poster
Poster about ’Game-like Tool for VIsual PROcess Simulation and Analysis’

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Projects

Project (1)
Archived project