Abstract
The aim of this paper is to examine the “prehistory” of E-sports from the Finnish perspective. In the context of the GamiFIN conference, we approach E-sports as a gamified form of video gaming. In particular, we study the early Finnish game championships of the 1980s and the early 1990s as well as the high score lists of
Finnish computer and video game magazines. We ask the question: how did these publications and activities construct video gaming as a socially-experienced competitive practice? In addition, we seek answers to the following questions: Who were the early video game contestants? How was competitive gaming presented in media? What kind of rules were defined for the contests? How was cheating dealt with?
Finnish computer and video game magazines. We ask the question: how did these publications and activities construct video gaming as a socially-experienced competitive practice? In addition, we seek answers to the following questions: Who were the early video game contestants? How was competitive gaming presented in media? What kind of rules were defined for the contests? How was cheating dealt with?
Original language | English |
---|---|
Title of host publication | Proceedings of the 1st International GamiFIN Conference |
Editors | Pauliina Tuomi, Arttu Perttula |
Place of Publication | Tampere |
Publisher | Tampere University of Technology |
Pages | 15–21 |
Number of pages | 7 |
Publication status | Published - 14 Jun 2017 |
MoE publication type | A4 Conference publication |
Event | International GamiFIN Conference - University Consortium of Pori, Pori, Finland Duration: 9 May 2017 → 10 May 2017 Conference number: 1 http://gamifinconference.com/ |
Publication series
Name | |
---|---|
ISSN (Electronic) | 1613-0073 |
Conference
Conference | International GamiFIN Conference |
---|---|
Abbreviated title | CFP |
Country/Territory | Finland |
City | Pori |
Period | 09/05/2017 → 10/05/2017 |
Internet address |
Keywords
- gamification
- home computers
- digital culture