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Dive into the research topics where Marko Siitonen is active.

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Featured researches published by Marko Siitonen.


international mindtrek conference | 2009

Exploring the experiences concerning leadership communication in online gaming groups

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

I Am Right Here With You: Constructing Presence in Distributed Teams

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

Mental health service users’ and professionals’ relationship with games and gaming

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

Leadership in an online multiplayer strategy game: case – Illuria

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

Player Communities in Multiplayer Online Games: A Systematic Review of Empirical Research

Harald Warmelink; Marko Siitonen


digital games research association conference | 2009

Conflict management and leadership communication in multiplayer communities

Marko Siitonen


Työelämän tutkimuspäivien konferenssijulkaisuja | 2014

Naturally occurring data in the study of virtual teams in working life Challenges and opportunities

Margarethe Olbertz-Siitonen; Marko Siitonen; Maarit Valo


Journal of Gaming & Virtual Worlds | 2013

A decade of research into player communities in online games

Harald Warmelink; Marko Siitonen


Archive | 2011

Participant Observation in Online Multiplayer Communities

Marko Siitonen


Sosiologia | 2015

The silence of the Finns : exploring the anatomy of an academic myth

Margarethe Olbertz-Siitonen; Marko Siitonen

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Harald Warmelink

Delft University of Technology

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Hanna Hopia

JAMK University of Applied Sciences

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Katja Raitio

JAMK University of Applied Sciences

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