Petri Saarikoski

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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(More)
History has ignored several aspects concerning the early phases of Finland’s computerization activities. This article concentrates on the early history of microcomputing in Finland, in the light of three computer clubs. An interactive relationship between paid work and private hobbies was typical in the early phases of microcomputing. The educational and(More)
The history of computing has been colored by "computer wars" that have raged between various companies competing in the market. The commercial wars have received a great deal of attention, whereas the clashes between supporters of different platforms remain largely undocumented. This article approaches the topic from a Finnish hobbyist perspective through(More)
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(More)
Digitalization is one of the most promising ways to increase productivity in the public sector and is needed to reform the economy by creating new innovation related jobs. The implementation of digital services requires problem solving, design skills, logical thinking, an understanding of how computers and networks operate, and programming competence. These(More)
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