Publications

To see a list of recent publications, click on the year.

2017 2018

Viteli Jarmo, Östman Anneli (toim.). (2017). Tuovi 15: Interaktiivinen tekniikka koulutuksessa 2017-konferenssin tutkijatapaamisen artikkelit. (TRIM Research Reports 23): Tampereen yliopisto.
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Tanhua-Piironen Erika, Viteli Jarmo. (2017). Opettajien ja rehtoreiden sitoutuminen digitaalisuuden tuomaan muutokseen koulun toimintakulttuurissa. Teoksessa Viteli Jarmo, Östman Anneli (toim.) Tuovi 15 : Interaktiivinen tekniikka koulutuksessa 2017-konferenssin tutkijatapaamisen artikkelit: Tampereen yliopisto, 36-39. (TRIM Research Reports 23).
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Vuori Vilma, Okkonen Jussi. (2017). Emotions, attitude and mindset – Managing the mental work environment to facilitate performance in changing work setting. Teoksessa Spender JC , Lönnqvist Antti, Schiuma Giovanni (toim.) The Art of Management Symposium : nnovative Perspectives of Management. 1-2 November 2017, St John’s University, Manhattan – New York (USA): Arts for Business Institute.
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Kultima A., Alha K.. (2017). The intertwined role of play at game studios an examination of office play strategies. Teoksessa Proceedings of the 21st International Academic Mindtrek Conference, AcademicMindtrek 2017: ACM, 45-53.
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Kultima A.. (2017). The role of stimuli in game idea generation. Teoksessa Proceedings of the 21st International Academic Mindtrek Conference, AcademicMindtrek 2017: ACM, 26-34.
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Savolainen Reijo. (2017). Berrypicking and information foraging: Comparison of two theoretical frameworks for studying exploratory search. Journal of information science.
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Stenros Jaakko, Montola Markus. (2017). Design for Co-Creation and Trust. Teoksessa Stenros Jaakko, Montola Markus (toim.) College of Wizardry: The Magic of Participation in Harry Potter Larps. Helsinki: Pohjoismaisen roolipelaamisen seura, 17-27.
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Stenros Jaakko, Montola Markus (toim.). (2017). College of Wizardry: The Magic of Participation in Harry Potter Larps. Helsinki: Pohjoismaisen roolipelaamisen seura.
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Tanhua-Piiroinen Erika, Viteli Jarmo. (2017). Opeka and Ropeka : the Self-assessing Services for Teachers and Principals. Teoksessa Lavoué É., Drachsler H., Verbert K., Broisin J., Pérez-Sanagustín M. (toim.) Data Driven Approaches in Digital Education : 12th European Conference on Technology Enhanced Learning, EC-TEL 2017, Tallinn, Estonia, September 12–15, 2017, Proceedings. Cham: Springer International Publishing AG, 602-605. (Lecture Notes in Computer Science 10474).
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Tyni Heikki. (2017). Double duty : Crowdfunding and the evolving game production network. Games and Culture.
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Hjelt Marja, Alamettälä Tuulikki, Saarti Jarmo. (2017). Informaatiolukutaito työpaikalla : ECIL 2017 konferenssin satoa. Informaatiotutkimus 36 (3-4), 70-77.
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Savolainen Reijo. (2017). Arkielämän tietokäytäntöjen tutkimusta kehittämässä. Jäähyväisluento Tampereen yliopistossa 22.11.2017.. Informaatiotutkimus 36 (3-4), 90-99.
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Henttonen P. (2017). Tiedonhallinnan linjaukset tuomassa suuria muutoksia. Faili 2017 (4), 22-23.
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Morschheuser Benedikt, Riar Marc, Hamari Juho, Maedche Alexander. (2017). How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game. Computers in Human Behavior 77, 169-183.
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Morschheuser Benedikt, Hamari Juho, Koivisto Jonna, Maedche Alexander. (2017). Gamified crowdsourcing: Conceptualization, literature review, and future agenda. International Journal of Human-Computer Studies 106, 26-43.
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Morschheuser Benedikt, Hamari Juho, Werder Karl, Abe Julian. (2017). How to Gamify? A Method For Designing Gamification. Teoksessa Proceedings of the 50th Hawaii International Conference on System Sciences 2017: Hawaii International Conference on System Sciences, 1298-1307.
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Morschheuser Benedikt, Hassan Lobna, Werdere Karl, Hamari Juho. (2017). How to design gamification? A method for engineering gamified software. Information and Software Technology.
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Matallaoui Amir, Koivisto Jonna, Hamari Juho, Zarnekow Ruediger. (2017). How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames. Teoksessa Proceedings of the 50th Hawaii International Conference on System Sciences 2017: Hawaii International Conference on System Sciences, 3316-3325. (Proceedings of the Annual Hawaii International Conference on System Sciences 1530-1605).
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Koivisto Jonna. (2017). Gamification : A study on users, benefits and literature. Tampere: Tampere University Press. (Acta Electronica Universitatis Tamperensis 1820).
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Savolainen Reijo. (2017). Everyday life information seeking. Teoksessa McDonald John D, Levine-Clark Michael (toim.) Encyclopedia of Library and Information Sciences : Fourth Edition. Boca Raton: CRC Press, 1506-1515.
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Harviainen Tuomas. (2017). Gaming, Simulation/Gaming, and Simulation & Gaming. Simulation & Gaming 48 (6), 719-721.
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Henttonen P. (2017). En officiös ämbetsverkshistorik. Nordisk Arkivnyt 62 (3), 147–148.
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Franssila Heljä. (2017). Coordinative practices and information interaction performance in distributed work. Tampere: Tampere University Press. (Acta Electronica Universitatis Tamperensis 1825).
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Savolainen Reijo. (2017). Heuristic elements of information-seeking strategies and tactics: a conceptual analysis. Journal of documentation 73 (6), 1322-1342.
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Mäkinen Ilkka. (2017). Kirjasto. Teoksessa Nordenstreng Kaarle, Nieminen Hannu (toim.) Suomen mediamaisema. Tampere: Vastapaino, 282-301.
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Vuorio Jaakko, Okkonen Jussi, Viteli Jarmo. (2017). Enhancing User Value of Educational Technology by Three Layer Assessment. Teoksessa Turunen Markku, Väätäjä Heli, Paavilainen Janne, Olsson Thomas (toim.) Proceedings of the 21st International Academic Mindtrek Conference. New York, NY, Yhdysvallat: ACM, 220-226:27.
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Kultima Annakaisa, Nummenmaa Timo, Tyni Heikki, Alha Kati, Stenros Jaakko, Kankainen Ville, Holopainen Jussi, Mäyrä Frans. (2017). Playful furniture : Breaching a serious setting with interactive seats. Games and culture.
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Bordi Laura, Okkonen Jussi, Mäkiniemi Jaana-Piia, Heikkilä-Tammi Kirsi. (2017). Employee-developed ways to enhance information ergonomics. Teoksessa Turunen Markku, Väätäjä Heli, Paavilainen Janne, Olsson Thomas (toim.) Proceedings of the 21st International Academic Mindtrek Conference. New York, NY, USA: ACM, 90-96.
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Okkonen Jussi, Heimonen Tomi, Bordi Laura. (2017). Off-the-shelf assessment of information ergonomics. Teoksessa Proceedings of the 21st International Academic Mindtrek Conference. New York: ACM, 83-89.
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Savolainen Reijo. (2017). Information sharing and knowledge sharing as communicative activities. Information Research 22 (3), 767.
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Paavilainen Janne, Alha Kati, Korhonen Hannu. (2017). A Review of Social Features in Social Network Games. Transactions of the Digital Games Research Association 3 (2), 113-142.
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Mäyrä, Frans; Sotamaa, Olli. (2017). Need for Perspective: Introducing the Special Issue “Reflecting and Evaluating Game Studies”. Games and culture 12 (6), 495-498.
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Mikkonen Anna, Vakkari Pertti. (2017). Reader Characteristics, Behavior and Success in Fiction Book Search. Journal of the Association for Information Science and Technology 68 (9), 2154-2156.
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Arvola Paavo, Hintsanen Tanja, Kari Serafia, Kolehma Soile, Luolin Shan, Sillanpää Jasmiina (toim.). (2017). Improving Quality of Life Through Information : Proceedings of the XXV Bobcatsss Symposium, Tampere, Finland, January 2017. Tampere: Tampereen yliopisto.
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Okkonen Jussi, Heimonen Tomi, Savolainen Reijo, Turunen Markku. (2017). Assessing Information Ergonomics in Work by Logging and Heart Rate Variability. Teoksessa Tareq Ahram, Christianne Falcão (toim.) Advances in Usability and User Experience: Springer, 425-436. (Advances in Intelligent Systems and Computing 607).
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Byström, Katriina; Ruthven, Ian; Heinström, Jannica. (2017). Work and information: which workplace models still work in modern digital workplaces?. Information research-an international electronic journal 22 (1), 1651.
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Henttonen P. (2017). Privacy as an archival problem and a solution. Archival Science 17 (3), 285–303.
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Alamettälä Tuulikki, Arvola Paavo. (2017). Improving Quality of Life through Information : Eine Konferenz zur Verbesserung der Lebensqualität. Information Wissenschaft und Praxis 68 (2-3), 196-198.
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Okkonen Jussi, Vuori Vilma. (2017). Perspectives on tools and applications supporting co-creation in knowledge work. Teoksessa Proceedings of IFKAD 2017: Knowledge management in 21st century: resilience, creativity and co-creation: Institute of Knowledge Asset Management, 369-376:158.
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Henttonen P. (2017). Valtionarkisto astui uuteen aikaan. Faili 2017 (2), 38-39.
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Henttonen P. (2017). UCLA kouluttaa USA:n huippuammattilaiset. Faili 2 (2017), 34-35.
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Henttonen P. (2017). Republikaanien puuhamaassa. Faili 2017 (2), 26-29.
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Stenros Jaakko, Sihvonen Tanja. (2017). Out of the Dungeons: Representations of Queer Sexuality in RPG Source Books. Teoksessa Torner Evan, Waldron Emma L, Trammell Aaron (toim.) Analog game studies. Pittsburgh: ETC Press, 71-92.
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Saastamoinen Miamaria, Järvelin Kalervo. (2017). Relationships between work task types, complexity and dwell time of information resources. Journal of Information Science.
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Sjöblom Max, Törhönen Maria, Hamari Juho, Macey Joseph,. (2017). Content structure is king: An empirical study on gratifications, game genres and content type on Twitch. Computers in Human Behavior 73, 161-171.
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Hamari, Juho; Sjöblom, Max. (2017). What is eSports and why do people watch it?. Internet research 27 (2), 211-232.
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Järvelin Kalervo, Kekäläinen Jaana. (2017). Discounted Cumulated Gain. Teoksessa Liu Ling, Özsu M Tamer (toim.) Encyclopedia of Database Systems. New York: Springer, 1-6.
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Saastamoinen Miamaria , Järvelin Kalervo. (2017). Search task features in work tasks of varying types and complexity. Journal of the Association for Information Science and Technology 68 (5), 1111-1123.
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Henttonen Pekka. (2017). Ankara mies, jossa oli vanhan ajan jaloutta. Reinhold Hausen valtionarkistonhoitajana. Faili 2017 (1), 44-45.
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Henttonen Pekka. (2017). Virastosta viralllisesti. Arkistolaitos 200 vuotta. Faili 2017 (1), 45-46.
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Hamari Juho, Keronen Lauri. (2017). Why do people buy virtual goods: A meta-analysis. Computers in Human Behavior 71, 59-69.
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Hamari Juho, Keronen Lauri. (2017). Why do people play games? A meta-analysis. International Journal of Information Management 37 (3), 125-141.
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Savolainen Reijo. (2017). Research in Information Science Award: everyday life information seeking. Bulletin of the Association for Information Science and Technology 43 (3), 53-56.
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Tenopir Carol, Talja Sanna, Horstmann Wolfram, Late Elina, Hughes Dane, Pollock Danielle, Schmidt Birgit, Baird Lynn, Sandusky Robert J., Allard Suzie. (2017). Research Data Services in European Academic Research Libraries. LIBER Quarterly 27 (1), 23-44.
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Hamari Juho, Alha Kati, Järvelä Simo, Kivikangas J. Matias, Koivisto Jonna, Paavilainen Janne. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior 68, 538-546.
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Mäyrä Frans, Stenros Jaakko, Paavilainen Janne, Kultima Annakaisa. (2017). From social play to social games and back: The emergence and development of social network games. Teoksessa Kowert Rachel, Quandt Thorsten (toim.) New Perspectives on the Social Aspects of Digital Gaming : Multiplayer 2: Routledge, 11-31.
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Kultima Annakaisa, Peltokangas Jouni. (2017). Ylistetyt, rakastetut, paheksutut, unohdetut. Avauksia suomalaisen pelihistorian laajaan kirjoon.. Tampere: Mediamuseo Rupriikki. (Mediamuseo Rupriikin julkaisuja 5).
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Hamari, Juho; Hanner, Nicolai; Koivisto, Jonna. (2017). Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games. International journal of information management 37 (1), 1449-1459.
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Savolainen Reijo. (2017). Information need as trigger and driver of information seeking: a conceptual analysis. Aslib Journal of Information Management 69 (1), 2-21.
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Sjöblom Max, Hamari Juho. (2017). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior 75, 985-996.
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2011 2012 2013 2014 2015 2016

Heinström Jannica, Sormunen Eero. (2016). Students’ collaborative inquiry – Relation to approaches to studying and instructional intervention.. Journal of Information Science 42 (3), 324-333.
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Henttonen Pekka. (2016). Silkkaa asiaa. Faili 2016 (4), 44.
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Savolainen Reijo. (2016). Approaching the affective barriers to information seeking: the viewpoint of appraisal theory. Information Research 21 (4), 1603.
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Mäkinen Maarit, Sihvonen Mika. (2016). Maahanmuuttajien digivalmiuksien haasteita sekä ratkaisuja oppimisessa ja osallistumisessa. Teoksessa Viteli Jarmo, Östman Anneli (toim.) Tuovi 14 : Interaktiivinen tekniikka koulutuksessa 2016-konferenssin tutkijatapaamisen artikkelit. Tampere: Tampereen yliopisto, 13-19. (TRIM Research Reports 22).
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Ferro Nicola, Fuhr Norbert, Järvelin Kalervo, Kando Noriko, Lippold Matthias. (2016). User Studies in IR. Teoksessa Freire Juliana, Fuhr Norbert, Rauber Andreas (toim.) Reproducibility of Data-Oriented Experiments in e-Science (Dagstuhl Seminar 16041). Dagstuhl, Germany: Schloss Dagstuhl–Leibniz-Zentrum fuer Informatik, 152-157. (Dagstuhl Reports 6:1).
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Packalén Saara, Henttonen Pekka. (2016). Ambiguous Labels: Facet Analysis of Class Names in Finnish Public-Sector Functional Classification Systems. Knowledge Organization 43 (7), 490-501.
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Savolainen Reijo. (2016). Information seeking and searching strategies as plans and patterns of action: a conceptual analysis. Journal of Documentation 72 (6), 1154-1180.
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Savolainen Reijo. (2016). Elaborating the conceptual space of information-seeking phenomena. Information Research 21 (3), 720.
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Hartel Jenna, Savolainen Reijo. (2016). Pictorial metaphors for information. Journal of Documentation 72 (5), 794-812.
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Syvänen Antti, Mäkiniemi Jaana-Piia, Syrjä Sannu, Heikkilä-Tammi Kirsi, Viteli Jarmo. (2016). When does the educational use of ICT become a source of technostress for Finnish teachers?. Seminar.net. International Journal of Media, Technology & Lifelong Learning 12 (2), 95-109.
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Franssila Heljä. (2016). Enhancing information interaction as a means for situation awareness maintenance in mobile field work. Cognition, Technology and Work 18 (3), 567–582.
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Heinström, Jannica; Sormunen, Eero. (2016). Students’ collaborative inquiry – Relation to approaches to studying and instructional intervention. Journal of information science 42 (3), 324-333.
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Mäkinen Ilkka. (2016). Viipurin Suomalainen Kirjallisuusseura ja pitäjänkirjastojen perustamisaalto. Teoksessa Koskivirta Anu, Paavolainen Pentti, Supponen Sanna (toim.) Muuttuvien tulkintojen Viipuri. Helsinki: Viipurin Suomalainen Kirjallisuusseura, 175-192. (Viipurin Suomalaisen Kirjallisuusseuran toimitteita 18).
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Mäkinen Ilkka. (2016). “The world will be turned upside down, when even the maids are taught to write.” : Prejudices Against Teaching All People to Write in Nineteenth Century Finland. Teoksessa Edlund Ann-Catrine, Ashplant T G, Kuismin Anna (toim.) Reading and Writing from Below : Exploring the Margins of Modernity. Umeå: Umeå University & The Royal Skyttean Society, 25-39. (Northern studies monographs: Umeå University and the Royal Skyttean Society, 4).
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Kautto Tuija. (2016). Digikiri vaiko kiireessä hutilointia ja vatulointia?. FAILI 2016 (1), 35-37.
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Vakkari Pertti, Aabo Svanhild, Audunson Ragnar, Huysmans Frans, Kwon Nahyun, Oomes Marjolein, Sin Sei-ching Joanna. (2016). Patterns of perceived public library outcomes in five countries. Journal of Documentation 72 (2), 342-361.
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Mäkinen Ilkka, Järvelin Kalervo, Savolainen Reijo, Sormunen Eero. (2016). From library and information science through information studies to information studies and interactive media: emergence, expansion and integration of information studies at the University of Tampere illustrated in word clouds. Information Research 21 (1), paper memo4.
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Savolainen Reijo. (2016). Approaches to socio-cultural barriers to information seeking. Library & Information Science Research 38 (1), 52-59.
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Rousi Antti Mikael, Savolainen Reijo, Vakkari Pertti. (2016). A typology of music information for studies on information seeking. Journal of Documentation 72 (2), 265-276.
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