Vili Lehdonvirta
Photo by Tommi Lätti
Vili Lehdonvirta, PhD (Econ. Soc), MSc (Tech). Adjunct Professor (Docent), University of Turku. Visiting Fellow, LSE Asia Research Centre.

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Publications by Vili Lehdonvirta

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Articles in refereed scientific journals

  1. Nakajima, T. & Lehdonvirta, V. (2012) Designing Motivation Using Persuasive Ambient Mirrors. Personal and Ubiquitous Computing (forthcoming).
  2. Lehdonvirta, M., Nagashima, Y., Lehdonvirta, V. & Baba, A. (2012) The Stoic Male: How Avatar Gender Affects Help-Seeking Behaviour in an Online Game. Games and Culture, vol. 7, no. 1 (forthcoming).
  3. Liu, Y., Lehdonvirta, V., Alexandrova, T. & Nakajima, T. (2012) Drawing on Mobile Crowds via Social Media. Case UbiAsk: Image Based Mobile Social Search Across Languages. Multimedia Systems, vol. 18, no. 1, pp. 53-56.
  4. Lehdonvirta, M., Lehdonvirta, V. & Baba, A. (2011) Prosocial behaviour in avatar-mediated interaction: the influence of character gender on material versus emotional help-giving. On the Horizon, vol. 19, no. 3, pp. 165-173.
  5. Näsi, M., Räsänen, P. & Lehdonvirta, V. (2011) Identification With Online And Offline Communities: Understanding ICT Disparities In Finland. Technology in Society, vol. 33, no. 1-2, pp. 4-11.
  6. Lehdonvirta, V. & Räsänen, P. (2011) How do young people identify with online and offline peer groups? A comparison between UK, Spain and Japan. Journal of Youth Studies, vol. 14, no. 1, pp. 91-108.
  7. Lehdonvirta, M., Lehdonvirta, V. & Nagashima, Y. (2011) Collecting conversations: three approaches to obtaining user‐to‐user communications data from virtual environments. Journal of Virtual Worlds Research, vol. 3, no. 3.
  8. Lehdonvirta, V. & Virtanen, P. (2010) A New Frontier in Digital Content Policy: Case Studies in the Regulation of Virtual Goods and Artificial Scarcity. Policy & Internet, vol. 2, no. 3, art. 2.
  9. Lehdonvirta, V. (2010) Online spaces have material culture: goodbye to digital post-materialism and hello to virtual consumption. Media, Culture & Society, vol. 32, no. 5, pp. 883-889.
  10. Lehdonvirta, V. (2010) Virtual Worlds Don't Exist: Questioning the Dichotomous Approach in MMO Studies. Game Studies, vol. 10, no. 1.
  11. Hamari, J. & Lehdonvirta, V. (2010) Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods. Int. Journal of Business Science and Applied Management, vol. 5, no. 1, pp. 14-29.
  12. Lehdonvirta, V., Wilska, T.-A. & Johnson, M. (2009) Virtual Consumerism: Case Habbo Hotel. Information, Communication & Society, vol. 12, no. 7, pp. 1059-1079.
  13. Lehdonvirta, V. (2009) Virtual Item Sales as a Revenue Model: Identifying Attributes that Drive Purchase Decisions. Electronic Commerce Research, vol. 9, no. 1, pp. 97-113. ( presentation slides)
  14. Lehdonvirta, V. (2004) European Union Data Protection Directive: Adequacy of Data Protection in Singapore. Singapore Journal of Legal Studies, vol. [2004], no. [Dec], pp. 511-546.

Chapters in edited books

  1. El-Fatatry, M., Lee, S., Khan, T., & Lehdonvirta, V. (2011) A Digital Media Approach to Islamic Marketing. In: Sandikci, O. and Rice, G. (eds), Handbook of Islamic Marketing. Cheltenham: Edward Elgar, pp. 338-362.
  2. Hamari, J. & Lehdonvirta, V. (2010) Pelimekaniikat osana ansaintalogiikkaa - Miten pelisuunnittelulla luodaan kysyntää [Game mechanics as part of revenue logic - How does game design create demand?]. In: J. Suominen, R. Koskimaa, F. Mäyrä and O. Sotamaa (eds), Pelitutkimuksen vuosikirja 2010 [Finnish Yearbook of Game Studies 2010]. Tampere: University of Tampere, pp. 11-21.
  3. Lehdonvirta, V. (2008) Real-Money Trade of Virtual Assets: New Strategies for Virtual World Operators. In: M. Ipe (ed.), Virtual Worlds, Hyderabad: Icfai University Press, pp. 113-137.
  4. Lehdonvirta V. & Lehtiniemi, T. (2008) Economics. In: B. Perron and M. Wolf (eds), The Video Game Theory Reader 2, New York: Routledge, pp. 344-346.

Articles in refereed conference proceedings

  1. Liu, Y., Lehdonvirta, V. Kleppe, M., Alexandrova, T., Kimura, H., & Nakajima, T. (2010) A Crowdsourcing Based Mobile Image Translation and Knowledge Sharing Service. In: Proceedings of the 9th International Conference on Mobile and Ubiquitous Multimedia (MUM 2010), Limassol, Cyprus, December 1-3. ( presentation slides)
  2. Tetsuo Y., Lehdonvirta, V., Ito, H., Soma, H., Kimura, H., & Nakajima, T. (2010) Activity-Based Micro-pricing: Realizing Sustainable Behavior Changes through Economic Incentives. In: T. Ploug, P. Hasle and H. Oinas-Kukkonen (eds), Proceedings of the 5th International Conference on Persuasive Technology (Persuasive 2010), Copenhagen, Denmark, June 7-10 (LNCS 6137). Berlin: Springer, pp. 193-204.
  3. Yamabe, T., Lehdonvirta, V., Ito, H., Soma, H., Kimura, H., Nakajima, T. (2009) Applying Pervasive Technologies to Create Economic Incentives that Alter Consumer Behavior. Proceedings of the 11th International Conference on Ubiquitous Computing (Ubicomp 2009), Orlando, Florida, September 30-October 3. New York: ACM, pp. 175-184.
  4. Lehdonvirta, V., Soma, H., Ito, H., Yamabe, T., Kimura, H., & Nakajima, T. (2009) UbiPay: Minimizing Transaction Costs with Smart Mobile Payments. Proceedings of the 6th International Conference on Mobile Technology, Application & Systems (Mobility 2009), Nice, France, September 2-4. New York: ACM. ( demonstration video)
  5. Shiraishi, M., Washio, Y., Takayama, C., Lehdonvirta, V., Kimura, H., & Nakajima, T. (2009) Using individual, social and economic persuasion techniques to reduce CO2 emissions in a family setting. In: S. Chatterjee and P. Dev (eds), Proceedings of the 4th International Conference on Persuasive Technology (Persuasive 2009), Claremont, California, April 26-29. New York: ACM, pp. 130-138.
  6. Lehdonvirta, V., Soma, H., Ito, H., Kimura, H., & Nakajima, T. (2008) Ubipay: conducting everyday payments with minimum user involvement. Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems (CHI 2008), Florence, Italy, April 5-10. New York: ACM, pp. 3537-3542.
  7. Nakajima, T., Lehdonvirta, V., Tokunaga, E. & Kimura, H. (2008) Reflecting Human Behavior to Motivate Desirable Lifestyle. In: G. Marsden, I. Ladeira and P. Kotze (eds), Proceedings of the 7th ACM Conference on Designing Interactive Systems (DIS 2008), Cape Town, South Africa, February 25-27. New York: ACM, pp. 405-414. ( demonstration video)
  8. Nakajima, T., Kimura, H., Yamabe, T., Lehdonvirta, V., Takayama, C., Shiraishi, M. & Washio, Y. (2008). Using Aesthetic and Empathetic Expressions to Motivate Desirable Lifestyle. Proceedings of Smart Sensing and Context, Third European Conference (EuroSSC 2008), Zurich, Switzerland, October 29-31, pp. 220-234.
  9. Nakajima, T., Lehdonvirta, V., Tokunaga, E., Ayabe, M., Kimura, H., & Okuda, Y. (2007) Lifestyle Ubiquitous Gaming: Making Daily Lives More Plesurable. 13th IEEE International Conference on Embedded and Real-Time Computing Systems and Applications (RTCSA 2007), Daegu, Korea, August 21-24, pp. 257-266.
  10. Lehdonvirta, V. (2005) Real-Money Trade of Virtual Assets: Ten Different User Perceptions. Proceedings of Digital Arts and Culture (DAC 2005), Copenhagen, Denmark, December 1-3, pp. 52-58.
  11. Lehdonvirta, V. (2005) Real-Money Trade of Virtual Assets: New Strategies for Virtual World Operators. Proceedings of the 2005 Conference on Future Play (Future Play 2005), Lansing, MI, USA, October 13-15.
  12. Lehdonvirta, V. (2005) Virtual Economics: Applying Economics to the Study of Game Worlds. Proceedings of the 2005 Conference on Future Play (Future Play 2005), Lansing, MI, USA, October 13-15.

Workshop, seminar and poster papers

  1. Liu, Y., Lehdonvirta, V., Alexandrova, T., & Nakajima, T. (2011) Real-Time Crowd Computing Using Social Media. Poster presented at CrowdConf 2011, San Francisco, CA, USA, November 2.
  2. Liu, Y., Lehdonvirta, V., Alexandrova, T., Liu, M. & Nakajima, T. (2011) Engaging Social Medias: Case Mobile Crowdsourcing. Paper presented at First International Workshop on Social Media Engagement (SoME 2011), 20th International World Wide Web Conference (WWW 2011), Hyderabad, India, March 29.
  3. Lehdonvirta, V. (2010) Digital free time: social leisure and leisurely shopping in online peer groups. Paper presented at the XVII ISA World Congress of Sociology RC13/RC23 joint session on Emerging Technologies and Leisure, Gothenburg, Sweden, 11-17 July.
  4. Shiraishi, M., Washio, Y., Takayama, C., Lehdonvirta, V., Kimura, H. & Nakajima, T. (2009) Tracking Behavior in Persuasive Apps: Is Sensor-Based Detection Always Better Than User Self-Reporting? Poster presented at The 27th International Conference on Human Factors in Computing Systems (CHI 2009). Proceedings of the 27th international conference extended abstracts on Human factors in computing systems, Boston, MA, USA, April 4-9. New York: ACM, pp. 4045-4050.
  5. Lehdonvirta, V. (2008) Virtual Worlds Don't Exist. Paper presented at Breaking the Magic Circle: Game Research Lab Spring Seminar, Tampere, Finland, April 10-11.
  6. Takayama, C. & Lehdonvirta, V. (2008) EcoIsland: A System For Persuading Users To Reduce CO2 Emissions. Paper presented at Pervasive Persuasive Technology and Environmental Sustainability Workshop, 6th International Conference on Pervasive Computing. Pervasive 2008 Workshop Proceedings, Sydney, Australia, May 19, pp. 113-119.
  7. Takayama, C., Lehdonvirta, V., Kimura, H. & Nakajima, T. (2008) ECOISLAND: A System for Persuading Users to Reduce CO2 Emissions. Poster presented at Tenth International Conference on Ubiquitous Computing (UbiComp 2008). Proceedings of the 10th Ubicomp 2008 Adjunct Programs, Seoul, Korea, September 21-24, pp. 30-31.
  8. Kimura, H., Lehdonvirta, V., Okuda, Y. & Nakajima, T. (2007) Lifestyle Ubiquitous Gaming: The Use of Daily Objects for Persuading Players. Paper presented at the 1st International Workshop on Design and Integration Principles for Smart Objects (DIPSO 2007), 9th International Conference on Ubiquitous Computing (UbiComp 2007), Innsbruck, Austria, September 16.
  9. Ayabe, M., Okuda, Y., Lehdonvirta, V., Tokunaga, E., Kimura, H. & Nakajima, T. (2007) Effective lifestyle changes through ubiquitous feedback systems. Paper presented at the 4th International Symposium on Pervasive Gaming Applications (PerGames 2007), Salzburg, Austria, June 11-12.

Reports and theses

  1. Lehdonvirta, V. & Ernkvist, M. (2011) Knowledge Map of the Virtual Economy. Washington DC: World Bank. ( presentation slides)
  2. Lehdonvirta, V. (2011) Digital Labour in Online Games. In: O. Sotamaa et al. (eds), New Paradigms for Digital Games: The Finnish Perspective. Tampere: University of Tampere, pp. 87-89.
  3. Lehdonvirta, V. & Huotari, K. (eds) (2010) Advanced Virtual Economy Applications: Project Final Report. Espoo: Helsinki Institute for Information Technology. (summary)
  4. Lehdonvirta, V. (2009) Virtual Consumption [Doctoral thesis]. Publications of the Turku School of Economics (A-11:2009). Turku: Turku School of Economics.
  5. Lehdonvirta, V. (2005) Economic Integration Strategies for Virtual World Operators [Master's thesis]. Espoo: Helsinki University of Technology.

Online essays

  1. Lehdonvirta, V. (2012) From millions of tasks to thousands of jobs: Bringing digital work to developing countries. The World Bank Private Sector Development blog.
  2. Lehdonvirta, V. (2010) Some work is born digital: from gold farmers to game masters. Microtask blog.
  3. Lehdonvirta, V. (2010) Getting paid to party: what is the difference between work and play?. Microtask blog.
  4. Lehdonvirta, V. (2010) The ethics of social games and virtual goods: a bigger picture. Virtual Economy Research Network.
  5. Lehdonvirta, V. (2008) The Virtual Tax Question. Virtual Economy Research Network.
  6. Lehdonvirta, V. (2007) MMORPG RMT and sumptuary laws. Virtual Economy Research Network.
  7. Lehdonvirta, V. (2007) The efficient level of RMT in MMORPGs. Virtual Economy Research Network.
  8. Lehdonvirta, V. (2007) Bad RMT vs. Good RMT. Virtual Economy Research Network.
  9. Xu, J. & Lehdonvirta, V. (2007) The Q Coin secondary market in practice. Virtual Economy Research Network.
  10. Xu, J. & Lehdonvirta, V. (2007) Government rumbles, Chinese virtual money markets stable for now. Virtual Economy Research Network.
  11. Lehtiniemi, T. & Lehdonvirta, V. (2007) How big is the RMT market anyway?. Virtual Economy Research Network.
  12. Lehdonvirta, V. (2006) Making sense of virtual property research. Virtual Economy Research Network.
  13. Lehdonvirta, V. (2005) Finnish ISPs must voluntarily block access. EDRI-gram, vol. 3, no. 18.