Jouni Smed

Dr. Jouni Smed

orcid

Research Focus & Metrics

Academic Career Length

30Years (1997-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications
1 April 2002 in The Electronic Library
Verified
Journal Article
Closed access
PDF file
JSJouni Smed
Jouni Smed
TKTimo Kaukoranta
Timo Kaukoranta
HHHarri Hakonen
Harri Hakonen
Distributed, real‐time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research has been done in military simulations, virtual reality systems, and computer supported cooperative working, the suggested solutions diverge from the problems posed by MCGs. With this in mind, this paper provides a concise overview of four aspects affecting networking in MCGs. First, networking resources (bandwidth, latency, and computational power) set the technical boundaries within which the MCG must operate. Second, distribution concepts encompass communication architectures (peer‐to‐peer, client/server, server‐network), and both data and control architectures (centralized, distributed, replicated). Third, scalability allows the MCG to adapt to the resource changes by parametrization. Finally, security aims at fighting back against cheating and vandalism, which are common in online gaming.

20 October 2016 in Journal of Advanced Nursing
Verified
Journal Article
Closed access
PDF file
APAnni Pakarinen
Anni Pakarinen
HPHeidi Parisod
Heidi Parisod
JSJouni Smed
Jouni Smed
SSSanna Salanterä
Sanna Salanterä

1 June 2014 in Games for Health Journal
Verified
Journal Article
Closed access
HPHeidi Parisod
Heidi Parisod
APAnni Pakarinen
Anni Pakarinen
LKLotta Kauhanen
Lotta Kauhanen
MAMinna Aromaa
Minna Aromaa
VLVille Leppänen
Ville Leppänen
SSSanna Salanterä
Sanna Salanterä
Effective, evidence-based, and interesting methods are needed for children's health promotion. Digital games can be such a method, but there is need for a summary of the evidence on the effectiveness of digital games in promoting children's health. The aim of this review of reviews was to evaluate the quality of systematic reviews, to summarize the evidence in systematic reviews and reviews related to the effectiveness of digital games in children's health promotion, and to identify gaps in knowledge. A systematic literature search was conducted in May-August 2013 from relevant databases, and 1178 references were found. In total, 15 systematic reviews and reviews met the inclusion criteria. Most of the systematic reviews were found to be medium quality on the AMSTAR checklist. Most commonly, systematic reviews and reviews evaluated active videogames. According to the results, evidence of the highest level and quality seems to support an increase in physical activity to light to moderate levels and energy expenditure, especially when playing active videogames that require both upper and lower body movements. In addition, sedentary games were shown to have potential in children's health education, especially in supporting changes in asthma- and diabetes-related behavior and in dietary habits. However, there are still several gaps in the knowledge. There is a need for further high-quality systematic reviews and research in the field of health games.

13 November 2018 in User Modeling and User-Adapted Interaction
Verified
Journal Article
Open access
PDF file
JVJukka Vahlo
Jukka Vahlo
JSJouni Smed
Jouni Smed
AKAki Koponen
Aki Koponen
In the present study, we validated Gameplay Activity Inventory (GAIN), a short and psychometrically sound instrument for measuring players’ gameplay preferences and modeling player profiles. In Study 1, participants in Finland (\(N=879\)) responded to a 52-item version of GAIN. An exploratory factor analysis was used to identify five latent factors of gameplay activity appreciation: Aggression, Management, Exploration, Coordination, and Caretaking. In Study 2, respondents in Canada (\(N=1322\)) and Japan (\(N=1178\)) responded to GAIN, and the factor structure of a 15-item version was examined using a Confirmatory Factor Analysis. The results showed that the short version of GAIN has good construct validity, convergent validity, and discriminant validity in Japan and in Canada. We demonstrated the usefulness of GAIN by conducting a cluster analysis to identify player types that differ in both demographics and game choice. GAIN can be used in research as a tool for investigating player profiles. Game companies, publishers and analysts can utilize GAIN in player-centric game development and targeted marketing and in generating personalized game recommendations.

24 April 2006
Verified
Book
Open access
JSJouni Smed
Jouni Smed
HHHarri Hakonen
Harri Hakonen
Click on the title to browse this book

13 December 2017
Verified
Book Chapter
Closed access
PDF file
SHSami Hyrynsalmi
Sami Hyrynsalmi
KKKai K. Kimppa
Kai K. Kimppa
JSJouni Smed
Jouni Smed