03 June 2006

A closer look at Finnish information society

Introduction
In the last few years, Finland has been awarded with a numerous prizes of excellence, such as “the most competitive economy”,“the least corrupt country”, “the home base of the most successful mobile phone company”,“the best readers of the world”,“the best students in maths in Europe” (Markkula, 2005). In addition to that, I personally watched the marketing campaign movie at the Foreign Ministry during the visit at their office on the 10th March 2006, which highlights Finland's best areas in Information Communication Technology (ICT), Economy, Research and Education. In this essay, I will describe some of my thoughts about Finland as an information society.

Finland as an information Society
The penetration of technologies, such as mobile phones and Internet, has ranked high in Finland. According to the statistics in December 2004, almost 94% of the households have broadband connection and 30% of them are in use. Among the Internet users within EU, Finns are among the active ones. 61% of 15-74 age group had their own email addresses and 63% of them use their email daily (Nurmela, 2004). People get access to PCs and Internet either from home, workplaces or public access point. Mobile phone subscribers in Finland reach to 87 per 100 inhabitants in Finland at the end of 2002 and by November 2003, 92% of those aged 15-74 had a personal mobile phones and 74% of the population send the text messages weekly (Tuoma, 2004).

Over the last decades, Finland, the seventh largest country with 5.2 million people, has developed from a traditional society into an information society. As the information society, Information Communication Technology (ICT) has played a significant role in improving productivity and changing the way of life of Finns in the terms of production, work, education, distribution channels and habit. Citizens are required to have a high level of ICT literacy and the ability to use and interact with different ICT systems and devices (Fagernäs 2005).

Bank sector is an example how ICT is used in the Finnish public sector. People do not need to queue to pay the bills as most of the bank transaction can be done on-line, for example: Nordea Bank. Even at the Nordea Bank office, it is common that customers are provided with PCs connected to the Internet so they can conduct self-service transaction on the spot.

Not only bank sector, but almost all organizations in Finland have their websites. The websites provide any kind of information and sometimes also online services. In most of Finnish universities, for instance, one can register for a course, take an on-line course, have an on-line learning environment, send inquiry on-line and get their academic credits. In the public library, such as Helsinki Public Library, the citizen can search for a book, read electronic books and journal, borrow and renew books.

ICT has also played a significant role in Finnish education. Instead of being used as an office administrative tool, during my field study at Laajasalo and Arabia comprehensive schools, I observed that the computer and Internet have become a part of everyday learning tools in assisting teachers and students in their educational activities.

The extensive interaction with ICT has formed a unique way of thinking in the Finnish society. The Finnish people is more comfortable to communicate by e-mail regardless their social status. Based on my observation and experience living and having social interactions in several countries in Europe and Asia, the e-mail communication in Finland mostly has the same power as any other ways of communication. Finnish people are usually good in e-mail communication. Furthermore, the ICT literacy of Finnish people is quite high, in a sense, that they face no significant difficulties in accessing and using on-line services or other public services.

ICT has also changed the role of tasks in several some work areas such as customer service. The role of customer service officers in some industries has mainly changed from answering customers' enquiries into the responsibility to guide customers accessing information available on a website.

ICT has also played an important role in empowering the citizens to participate actively in media. A weblog, a web-based publication media, is getting popular in Finland. Individuals and organizations in Finland start to use blogs to publish and share digital information. Many university lecturers, for instance at the Media Lab and ePedagogy department of the University of Art and Design, start to use blog as a media of communication among the students and teachers. Helsingin Sanomat, the biggest newspaper organization in Finland, has now several blog sections. The blog sections can give some opportunities for their readers to comment on their editorials. Blog has opened an opportunity for the society to express their thought publicly.

Beside the computer and Internet, mobile technology also plays an important role in the Finnish information society. Finland is the home of Nokia, one of the biggest and most successful mobile phone company. People from different age groups in Finland use the mobile technology extensively.

They use mobile telephone to carry on various activities from personal communication, entertainment as well as public service usages. Mobile phone is more than a “call and messaging” device, especially for young generation. The multimedia phones have opened up the possibility to use mobile phones as a camera, a video, a music player, etc. There have been many mobile ICT games, applications and services developed using mobile technology.

Helsinki City Transport is a concrete example where mobile technology is being used in daily public services to cater for ticket purchasing services. Using mobile phones, the passengers can buy a bus ticket shortly before getting into the bus. They can simply dial a certain number and receive an SMS containing an electronic code that they can show to the bus driver within a certain period of time as their bus ticket.

Another example is the use of mobile services for laundry payment. At HOAS apartments, the public laundry services use telecommunication services to carry on their activities. The laundry services are automatically charged to mobile phone billing to ease the laundry payment, after dialing a certain phone number and activating a laundry machine.

In summary, ICT has become a significant part of the Finns' way of life. As with any technology, there should be any positive and negative impacts. During my limited observation, I can only reflect some positive impacts of the ICT on the Finnish society. However, a further reflection is still needed to assess the negative impacts of ICT. The readiness of the Finnish society in responding to the challenges resulted from the current use of ICT will determine whether ICT could become a part of the long-term way of life for Finns.

References

  • Data from Juha Nurmela, Statistics Finland, March 2004.

  • Markkula, Markku. (2005). How to Get on the Top of PISA Tower...and other enigmas of lifelong learning in engineering education in ICT Cluster Finland Review 2005.

  • Fagernäs, Leif. (2005). ICT–Essential Tool for the Future in ICT Cluster Finland Review 2005.

  • Tuomi, Ilka. (2004). Broadband Status. http://www.meaningprocessing.com/personalPages/
    tuomi/
    articles/FinlandBB.pdf. Accessed 15th May 2006.

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07 February 2006

Play acting: the role of the player-storyteller in game narratives

Tracy Fullerton in her talk about "Play acting: The Role Of The Player-Storyteller In Game Narratives" during the Game and Storytelling series discussed the system, elements and narrative aspects of computer games, including the process of designing a computer games. She said that designing a computer game was a part of formal design process.

She explained that it was important for players co-authoring the game. It means that the players should have an opportunity to create their own personal stories or experience by playing the game. Some factors that influence personal experience include level of tasks, thinking and negotiation process, personal feeling, imagination, communication with the characters, real-world like experience, and a moment.

She also shared her personal experience in playing a computer game, where she had to negotiate and do some tasks that are against her moral beliefs. In the game world, she did those tasks in order to win the game, but she still felt guilty in the real world. She liked and played the game a lot because she could have some personal learning experience.

However, she did not mention that the usability and accessibility of the game shaped the experience of the players as well. If normal player experienced difficulties in dealing with the interface of the games, how could they go to the next step of narrative and role-playing experience? This issue would have been interesting and useful to be discussed further.

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