J. Tuomas Harviainen
Orcid: 0000-0002-6085-5663
According to our database1,
J. Tuomas Harviainen
authored at least 32 papers
between 2007 and 2024.
Collaborative distances:
Collaborative distances:
Timeline
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Bibliography
2024
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
2023
Book Review: <i>Experimental Games: Critique, Play, and Design in the Age of Gamification</i>.
Game Stud., 2023
Platform-produced Heteronormativity: A Content Analysis of Adult Videogames on Patreon.
Games Cult., 2023
Ethically Archiving a Hard-to-Access Massive Research Data Set in the Language Bank of Finland: The Finnish Dark Web Marketplace Corpus (FINDarC).
Proceedings of the Conference on Technology Ethics 2023 - Tethics 2023, 2023
Proceedings of the 26th International Academic Mindtrek Conference, 2023
2022
Timeliness in information sharing within creative industries. Case: Finnish game design.
J. Documentation, 2022
Resilient Values in Game Industry Formation: Institutional Perspective to the Finnish Context.
Games Cult., 2022
2021
<i>CryptoKitties</i> and the New Ludic Economy: How Blockchain Introduces Value, Ownership, and Scarcity in Digital Gaming.
Games Cult., 2021
Proceedings of the Gaming, Simulation and Innovations: Challenges and Opportunities, 2021
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021
2020
Inf. Process. Manag., 2020
Proceedings of the 23rd Academic Mindtrek Conference, 2020
2019
Int. J. Innov. Digit. Econ., 2019
Proceedings of the Simulation Gaming Through Times and Disciplines, 2019
2018
Stigma avoidance through visual contextualization: Adult toy play on photo-sharing social media.
New Media Soc., 2018
Situational relevance of music information modes: An empirical investigation among Doctor of Music students.
J. Documentation, 2018
Multiplayer online role-playing as information retrieval and system use: an ethnographic study.
J. Documentation, 2018
Games Cult., 2018
Electron. Mark., 2018
Enter Hogwarts: Lessons on how to gamify education from the wizarding world of Harry Potter.
Proceedings of the 2nd International GamiFIN Conference, Pori, Finland, May 21-23, 2018., 2018
2017
Proceedings of the Simulation Gaming. Applications for Sustainable Cities and Smart Infrastructures, 2017
2015
Information literacies of self-identified sadomasochists: an ethnographic case study.
J. Documentation, 2015
2014
Trans. Digit. Games Res. Assoc., 2014
Inf. Res., 2014
2007
Inf. Res., 2007