Marko Siitonen
University of Jyväskylä
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Marko Siitonen.
international mindtrek conference | 2009
Marko Siitonen
This paper looks at leadership communication in the context of multiplayer computer games and the groups that operate within them. In multiplayer games promoting teamwork and long-term cooperation, issues of management and leadership are prevalent. The paper explores the experiences that members of multiplayer communities have towards leadership communication in multiplayer games by looking at one specific case of organized team play within the framework of a turn-based online strategy game. The data utilized in this study consists of themed player interviews conducted via e-mail. The analysis proposes three central dimensions that emerged from the data. These were labeled: 1) the leader as a primus motor, 2) the necessity of authority, and 3) the discourse of leadership as work. At the end of the article, directions for future research are outlined.
Proceedings of International Conference on Making Sense of Converging Media | 2013
Marko Siitonen; Margarethe Olbertz-Siitonen
Based on a naturalistic research approach and observational data from real-life distributed teamwork, this paper illustrates how members of virtual teams in todays knowledge-intensive work places can construct and negotiate (social) presence together. Instead of seeing presence as an individuals interpretation and linking it with perceptual illusion of non-mediation or the assumed traits of chosen communication media, this paper sees presence as being socially constructed in interaction. The paper offers critique towards existing models of computer-mediated presence and offers new directions for research.
Digital Health | 2018
Hanna Hopia; Marko Siitonen; Katja Raitio
Background Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service users and professionals have towards games and gaming, and what their perceptions of the phenomenon are. This sort of information is needed to help professionals put game-based interventions actively into practice in mental health services. Research objectives The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals. Methods In this qualitative study, data consisted of interviews of 23 mental health service users and professionals working in the mental health field. We conducted altogether 39 interviews. Sixteen of the participants were interviewed twice. Main categories and subcategories were identified using qualitative content analysis. Results The analysis revealed four distinct orientations towards games and gaming: (a) compulsive gaming; (b) closet gaming; (c) gaming as a hobby; and (d) late bloomers. Each group was characterized by different personal histories, experiences, conceptions and attitudes regarding gaming and digital games. Conclusion When attempting to implement a game-based intervention in mental health services, it is essential to recognize the different attitudes that both service users and staff exhibit concerning games and gaming. The attitudes of service users and professionals described in this study can be utilized in the implementation of game-based methods as part of care and rehabilitation in mental health services.
International Journal of Arts and Technology | 2011
Marko Siitonen
This paper looks at leadership communication in the context of online multiplayer games and the groups that operate within them. In multiplayer games promoting teamwork and long-term cooperation, issues of management and leadership are prevalent. The study explores the experiences that members of multiplayer communities have towards leadership in multiplayer games by looking at one specific case of organised team play within the framework of a turn-based online strategy game. The data utilised in this study consist of themed player interviews conducted via e-mail. The analysis proposes three central dimensions that emerged from the data. These were labelled: (1) the leader as primus motor, (2) the necessity of authority and (3) the discourse of leadership as work. At the end of this paper, directions for future research are outlined.
digital games research association conference | 2011
Harald Warmelink; Marko Siitonen
digital games research association conference | 2009
Marko Siitonen
Työelämän tutkimuspäivien konferenssijulkaisuja | 2014
Margarethe Olbertz-Siitonen; Marko Siitonen; Maarit Valo
Journal of Gaming & Virtual Worlds | 2013
Harald Warmelink; Marko Siitonen
Archive | 2011
Marko Siitonen
Sosiologia | 2015
Margarethe Olbertz-Siitonen; Marko Siitonen