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Issue No.03 - July-Sept. (2009 vol.31)
pp: 20-33
Petri Saarikoski , University of Turku, Finland
Jaakko Suominen , University of Turku, Finland
ABSTRACT
<p>Since the 1950s, digital games in Finland have bridged gaps between professional users and the public as well as institutional and domestic environments. The early significance of Finland's 1970s and 1980s computer games hobbyist and hacker cultures is still evident: clear connections exist between the country's rich history of such subcultures and its modern international success in multimedia and mobile entertainment.</p>
INDEX TERMS
History of computing, digital games, game journalism, game industry, Finland, hobbyist subculture
CITATION
Petri Saarikoski, Jaakko Suominen, "Computer Hobbyists and the Gaming Industry in Finland", IEEE Annals of the History of Computing, vol.31, no. 3, pp. 20-33, July-Sept. 2009, doi:10.1109/MAHC.2009.39
REFERENCES
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26. L. Kotilainen interview by P. Saarikoski, June 2001.
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32. P. Lehmuskoski interview by P. Saarikoski, June 1999.
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39. , The title of the article was in fact a playful reference to Finnish cinema expert Peter von Bagh and his famous radio program series called "Movies Greater than Life."
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41. This low media coverage of computer games and game cultures can partly be explained by public opinion. In those days, games were usually classified as low culture. Computer gaming was also often seen as a childish hobby and an activity of the younger generation. (See Saarikoski's Koneen lumo, pp. 176–177.)
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46. M. Räsänen, "Nelly Furtado Suomi-elokuvaan" [Nelly Furtado has Engaged in Max Payne Movie], Ilta-Sanomat,19 Aug. 2008; V. Aro, "Iso HALOo!" [Big HALOo], Taloussanomat,27 Sept. 2007.
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50. J. Suominen, "The Past as the Future. Nostalgia and Retrogaming in Digital Culture," Fibreculture, no. 11, 2008, http://journal.fibreculture.org/issue11issue11_suominen.html ; M. Johnson, "Uses of History in the Design of Habbo Hotel," Proc. Innovation Pressure Conf., Springer, 2006. There is still a gap between those people who are not interested in digital games (about half of the population) and those who play games at least occasionally. K.P. Kallio, K. Kaipainen, and F. Mäyrä, "Gaming Nation? Piloting the International Study of Games Cultures in Finland," Univ. of Tampere, Hypermedialab, 2008; http://tampub.uta.fi/tup978-951-44-7141-4.pdf .
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