Zobrazeno 1 - 10
of 68
pro vyhledávání: '"Kristine Jørgensen"'
Publikováno v:
Norsk Medietidsskrift, Vol 30, Iss 4, Pp 1-16 (2024)
Denne konseptuelle artikkelen diskuterer bruken av maskulinitetsbegrepet innen spillforskningen. Artikkelen gir en kort oversikt over kjønnsforskningen på feltet, og gjennomgår hvordan maskulinitet har blitt håndtert der. Gjennom en diskusjon av
Externí odkaz:
https://doaj.org/article/b62eb0bb36e14794af2f851b1c0ff62d
Autor:
Holger Pötzsch, Kristine Jørgensen
Publikováno v:
Eludamos, Vol 14, Iss 1 (2023)
The editorial offers some red threads connecting the articles of this issue, introduces each contribution, and takes up some organisational matters.
Externí odkaz:
https://doaj.org/article/3652dabac76d477db92b2f9c299215aa
Publikováno v:
Norsk Medietidsskrift, Vol 28, Iss 4, Pp 1-5 (2021)
Externí odkaz:
https://doaj.org/article/dc6bc4d64f164cc7a2c03c23191b0f9d
Autor:
Holger Pötzsch, Kristine Jørgensen
Publikováno v:
Eludamos, Vol 13, Iss 1 (2022)
In this editorial, we outline recent developments in the organization of the journal and briefly summarize each contribution.
Externí odkaz:
https://doaj.org/article/7849fb103a514a5388fa720c835fe6d5
Autor:
Faltin Karlsen, Kristine Jørgensen
Publikováno v:
Norsk Medietidsskrift, Vol 21, Pp 42-61 (2014)
Abstract This is an analysis of the public debate around Anders Behring Breivik’s use of computer games before his terrorist attack in Norway on 22 July 2011. The claim that computer games have been formative for the terrorist has led to criticis
Externí odkaz:
https://doaj.org/article/c893a486d6dc43908f56a7ab1105a33b
Publikováno v:
Norsk Medietidsskrift, Vol 20, Pp 241-260 (2013)
Abstract This article discusses gamification – the use of game elements in non-game contexts. Popular in marketing and education in 2011-2012, gamification is seen either as a way of making routine-based tasks entertaining by introducing game ele
Externí odkaz:
https://doaj.org/article/52f7dfef6f944357b26398ada1b0585e
Autor:
Kristine Jørgensen
Publikováno v:
Norsk Medietidsskrift, Vol 20, Pp 5-28 (2013)
Abstract As a new cultural industry, digital game development is located between the sectors of culture and trade. While Norwegian game development is defined today as a matter for the Ministry of Culture, the industry is asking for a more holistic
Externí odkaz:
https://doaj.org/article/534db55891714226a4d45b60229f735d
Autor:
Kristine Jørgensen
Publikováno v:
Norsk Medietidsskrift, Vol 16, Pp 317-344 (2009)
Abstract The article describes the different players in the Norwegian game industry, and discusses the challenges and possibilities that they face. In particular, it is argued that challenges relate to publishing, financial issues and recruitment, a
Externí odkaz:
https://doaj.org/article/6ad955de7bba4a688793c99f0106ff1b
Autor:
Kristine Jørgensen
Publikováno v:
Eludamos, Vol 4, Iss 2 (2010)
This article presents a comparative analysis of how characters are used as narrative tools in Bioware’s computer role-playing games Dragon Age: Origins (2009) and Mass Effect 2 (2010). The analysis aims to demonstrate how sophisticated narrative fe
Externí odkaz:
https://doaj.org/article/0137d65debbc4fedbd996fa97004a2c8
Autor:
Kristine Jørgensen
Publikováno v:
MedieKultur: Journal of Media and Communication Research, Vol 22, Iss 40 (2008)
Lyd i dataspill har en større rolle enn å være en atmosfæreskaper. Den har også en viktig funksjonell rolle ved å gi informasjon som er relevant for såvel proaktive som reaktive spillerhandlinger. Denne artikkelen har til hensikt å diskutere
Externí odkaz:
https://doaj.org/article/b934383492164f169f7e22f5c06f38c4