Research at the Department of Digital Culture
The Department of Digital Culture studies human activities (use and design, as well as discussions and meanings) related to digital technologies (for example, information networks, computers, and mobile devices). The Department is based on the humanities and utilises methods from historical and cultural studies in particular.
At the University of Turku, the research in the Department of Digital Culture has three focal points: cultural change of technology, game cultures, and online communities and social media. As our research material, we utilise, for example, interviews and oral history received from technology users, as well as game videos, and social media content. In our research, we aim to develop new methods and approaches to keep up with the ever-changing field of digital culture and its phenomena. This can be seen in, for example, our researchers’ input in developing guidelines concerning the research ethics in digital ethnography and social media research. We also encourage experimental and playful approaches to research, aiming to be pioneers in new ways of conducting and popularising research. As a part of the courses related to our research projects, our students have, for example, produced a Zombie Run event gamifying city space, and prepared a comic book popularizing game studies.
Currently, our research is focused on the following topics:
- The institutionalisation of game cultures
- Digital and material play
- Gender and gaming
- Electronic sports
- Gamification of sports and exercise
- Sports and social media
- Changes in online discussion cultures
- The history of (information) technologies and media
Current research projects
- Centre of Excellence in Game Culture Studies (2018–2025, Academy of Finland)
A selection of past research projects
- Citizen Mindscapes: Detecting Social, Emotional and National Dynamics in Social Media (2016–2018, Academy of Finland)
- Hybrid Social Play (2016–2017, Tekes and business partners)
- Ludification of Culture and Society (2014–2018, Academy of Finland)
- Creation of Game Cultures: The Case of Finland (2009–2012, Academy of Finland)
- Mobile Social Media: Video Applications for Entertainment and Learning (2008–2010, Tekes and business partners)