The Gamification of Digital Gaming: Video Game Competitions and High Score Tables as a Prehistory of E-Sports in Finland in the 1980s and Early 1990s

Petri Saarikoski, Jaakko Suominen, Markku Reunanen

    Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsScientificpeer-review

    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?
    Original languageEnglish
    Title of host publicationProceedings of the 1st International GamiFIN Conference
    EditorsPauliina Tuomi, Arttu Perttula
    Place of PublicationTampere
    PublisherTampere University of Technology
    Pages15–21
    Number of pages7
    Publication statusPublished - 14 Jun 2017
    MoE publication typeA4 Conference publication
    EventInternational GamiFIN Conference - University Consortium of Pori, Pori, Finland
    Duration: 9 May 201710 May 2017
    Conference number: 1
    http://gamifinconference.com/

    Publication series

    Name
    ISSN (Electronic)1613-0073

    Conference

    ConferenceInternational GamiFIN Conference
    Abbreviated titleCFP
    Country/TerritoryFinland
    CityPori
    Period09/05/201710/05/2017
    Internet address

    Keywords

    • gamification
    • home computers
    • digital culture

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