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This article analyses the marketing mechanisms of Dark Web drug trade focusing on advertising as information sharing. Key research questions are 1) vendors use to convince the potential customers about the quality and service, 2) what... more
This article analyses the marketing mechanisms of Dark Web drug trade focusing on advertising as information sharing. Key research questions are 1) vendors use to convince the potential customers about the quality and service, 2) what kind of arguments do vendors try to build and how they do it? and 3) what kind of information is shared when illegal goods are advertised. The data were collected from Utopia, which is an archive of the Finnish cryptomarket called Sipulimarket. The sample contained all advertisements from December 6, 2019 to March 19, 2020. All the advertisements were analysed by using a qualitative content analysis. Four main elements on which the marketing speech is based are 1) quality and 2) effects of the drugs (which we discuss here together), 3) price and 4) persuasiveness of the vendor. Together with the name of “drug store”, they make up the image. These elements are the types of information shared mostly when convincing customers about the products. In advertisements both persuasiveness and informative contents were shared. By understanding the mechanisms used in illicit communication happening in the Dark Web, we get a new perspective on sharing information that requires anonymity.
In this paper, we discuss about the possibilities of gamification in public and academic libraries. The concept of gamification and its different forms are analyzed based on the previous literature. Gamification can be understood in... more
In this paper, we discuss about the possibilities of gamification in public and academic libraries. The concept of gamification and its different forms are analyzed based on the previous literature. Gamification can be understood in different ways and used in different forms depending on the target group (e.g. students, children etc.) and the goals we have. These possibilities and types of gamification are introduced in this article by using examples from different libraries. Our main research questions are: 1)How can the concept of gamification be defined?, 2)What kind of barriers there is against the gamification in libraries? and 3)What are the possibilities and advantages of gamification for libraries? The article is based on previous studies made about gamification and interviews made with librarians in Finnish libraries. Also different cases how gamification is used to teach e.g. library use and information retrieval is introduced in this article. The examples vary from escape rooms in libraries to gamification in electronic solutions. The theoretical framework of this article is based on Mih?ly Cs?kszentmih?lyi's Flow theory. Flow can be understood as the state of concentration and engagement that can be achieved when completing a task that challenges one's skills. In libraries gamification makes it possible to get the customers interested in e.g. improving their skills in information retrieval. Gamification improves motivation and makes learning more effective. The results show that the older librarians are more prejudiced towards the gamification and having games in the library collection. Especially younger customers find the gamification interesting and helpful while learning information retrieval in Finnish libraries.
The originally Japanese phenomenon of hikikomori, or being socially withdrawn, has been identified in several countries across the world. This qualitative study describes meanings ascribed by self-defined hikikomoris to family and family... more
The originally Japanese phenomenon of hikikomori, or being socially withdrawn, has been identified in several countries across the world. This qualitative study describes meanings ascribed by self-defined hikikomoris to family and family communication. The study aims at producing knowledge that can be used by professionals in education, health care and social services to support and counsel the socially withdrawn individuals. The data were collected in May 2020 from an anonymous forum for self-defined hikikomoris or socially withdrawn people in Finland. Inductive content analysis was used to analyze the data. The socially withdrawn people had both positive and negative experiences associated with their families. Some of the hikikomoris appreciated the support and encouragement from their families, while others associated their failures in life with poor family dynamics, abusive experiences and lack of communication in the family. Counseling and support are required to improve intera...
The role of libraries in the fight against fake news and hate speech is discussed in this article. Fake news can be understood as misinformation. On the other hand fake media which publishes fake news is not a new phenomenon and it has a... more
The role of libraries in the fight against fake news and hate speech is discussed in this article. Fake news can be understood as misinformation. On the other hand fake media which publishes fake news is not a new phenomenon and it has a long history. One of the main objectives of public libraries is to promote a sense of community, pluralism and cultural diversity. The role of libraries in supporting media and information literacy (MIL) is important. In the future, the focus should be on mapping, and developing the media and information literacy skills of library employees and customers in public libraries. Disseminating distorted information deliberately is not the task of the library
Games have become part of libraries’ material and in the same time, libraries have begun to gamify functions in both public and scientific libraries. This chapter discusses, on the one hand, the concept of gamification and how it can be... more
Games have become part of libraries’ material and in the same time, libraries have begun to gamify functions in both public and scientific libraries. This chapter discusses, on the one hand, the concept of gamification and how it can be used in libraries. On the other hand, the article considers the importance of games as part of a library collection. Games attract new customer groups and motivate youth to study. According to the authors, gamification can be used, for example, for information retrieval and for teaching the library’s use. They are also well suited for teaching different types of cultural content, such as different genres of literature and the history of music. The advantage of gamification is above all that it motivates users and it makes learning more interesting. On the other hand, games are cultural products and therefore they belong to libraries as much as music or movies.
Objective: The study purpose was to describe secondary school nurses’, subject teachers’, special needs teachers’, study counselors’ and school social workers’ (n = 60) experiences of stressors that contribute to the development of mental... more
Objective: The study purpose was to describe secondary school nurses’, subject teachers’, special needs teachers’, study counselors’ and school social workers’ (n = 60) experiences of stressors that contribute to the development of mental health problems in secondary school pupils. Another purpose was to describe the professionals’ educational needs regarding mental health problems of secondary school pupils. The study aimed at producing information that can promote the detection of mental health problems and facilitate early interventions in secondary schools. The information collected came from the professionals only, not from the pupils or their parents.Methods: Data were collected in Finland using a Webropol online survey and analyzed by inductive content analysis.Results: According to the results, secondary school pupils’ mental health problems are associated with physical and psychosocial stressors, and with stressors pertaining to learning and studying, lifestyle, family, fri...

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In recent years, there have increasingly been conflicting calls for more government surveillance online and, paradoxically, increased protection of the privacy and anonymity of individuals. Many corporations and groups globally have come... more
In recent years, there have increasingly been conflicting calls for more government surveillance online and, paradoxically, increased protection of the privacy and anonymity of individuals. Many corporations and groups globally have come under fire for sharing data with law enforcement agencies as well as for refusing to cooperate with said agencies, in order to protect their customers. In this study, we focus on Dark Web drug trading sites as an exemplary case of problematic areas of information protection, and ask what practices should be followed when gathering data from the Dark Web. Using lessons from an ongoing research project, we outline best practices for protecting the safety of the people under study on these sites without compromising the quality of research data gathering.