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Björn Remneland-Wikhamn

Biographic Data

ID10410382
NAMEBjörn Remneland-Wikhamn
GIVEN NAMESBjörn
FAMILY NAMERemneland-Wikhamn
SIGNATUREREMNELAND-WIKHAMN B
AFFILIATIONSUniversity of Gothenburg
VERIFIEDNo
TOTAL WORKS2
TOTAL CITATIONS4
AUTHOR COUNT2
EDITOR COUNT0
FIRST PUBLICATION YEAR2019
LATEST PUBLICATION YEAR2021
H-INDEX1
  • The video game as agencement and the image of new gaming experiences

    Open Access•Alexander Styhre, Björn Remneland Wikhamn et al.•ARTICLE•Culture and Organization•2021•Cited by: 4•References: 21

    The growth of the global video game industry has resulted in an inflow of new entrants who aspire to create novel video games and preferably new video game genres. From an empiricist perspective presented by Gilles Deleuze, a video game is an agencement that materialize on the basis of the relations between the elements included in the game (e.g. computer code, game design ideas, the narrative structure of the game, interface design, etc.). A stu…

  • The ambiguities of money-making

    Open Access•Alexander Styhre, Björn Remneland Wikhamn et al.•ARTICLE•Qualitative Research in…•2019

    Purpose Indie developers are part of the creative fringe of the video game industry, fashioning an identity for themselves as a community committed to the development of video games as a cultural expression and art form. In playing this role, money-making is ambiguous inasmuch as economic return is honorable if such interests remain unarticulated and execute minimal influence on the development work process, while the possibility of producing a s…

  • The video game as agencement and the image of new gaming experiences

    Open Access•Alexander Styhre, Björn Remneland Wikhamn et al.•ARTICLE•Culture and Organization•2021•Cited by: 4•References: 21

    The growth of the global video game industry has resulted in an inflow of new entrants who aspire to create novel video games and preferably new video game genres. From an empiricist perspective presented by Gilles Deleuze, a video game is an agencement that materialize on the basis of the relations between the elements included in the game (e.g. computer code, game design ideas, the narrative structure of the game, interface design, etc.). A stu…

  • The ambiguities of money-making

    Open Access•Alexander Styhre, Björn Remneland Wikhamn et al.•ARTICLE•Qualitative Research in…•2019

    Purpose Indie developers are part of the creative fringe of the video game industry, fashioning an identity for themselves as a community committed to the development of video games as a cultural expression and art form. In playing this role, money-making is ambiguous inasmuch as economic return is honorable if such interests remain unarticulated and execute minimal influence on the development work process, while the possibility of producing a s…

  • The video game as agencement and the image of new gaming experiences

    Open Access•Alexander Styhre, Björn Remneland Wikhamn et al.•ARTICLE•Culture and Organization•2021•Cited by: 4•References: 21

    The growth of the global video game industry has resulted in an inflow of new entrants who aspire to create novel video games and preferably new video game genres. From an empiricist perspective presented by Gilles Deleuze, a video game is an agencement that materialize on the basis of the relations between the elements included in the game (e.g. computer code, game design ideas, the narrative structure of the game, interface design, etc.). A stu…

Computer Science (2 works) · Digital Games and Media (2 works) · Game design (2 works) · Game Developer (2 works) · Indie film (2 works) · Media studies (2 works) · Multimedia (2 works) · Sociology (2 works) · Video game (2 works) · Art (1 works)

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