Kristine Jørgensen
Biographic Data
| ID | 200640 |
|---|---|
| NAME | Kristine Jørgensen |
| GIVEN NAMES | Kristine |
| FAMILY NAME | Jørgensen |
| SIGNATURE | JØRGENSEN K |
| AFFILIATIONS | University of Bergen |
| ORCID | 0000-0002-6685-7598 |
| VERIFIED | Yes |
| TOTAL WORKS | 13 |
| TOTAL CITATIONS | 19 |
| AUTHOR COUNT | 12 |
| EDITOR COUNT | 1 |
| FIRST PUBLICATION YEAR | 2006 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 2 |
Men and Masculinities in Gaming: A Scoping Review
This article presents a scoping review of academic literature discussing men and masculinities in the context of both digital and analog gaming. Through our qualitative and quantitative exploration of 422 works published between 1973 and 2024, we identify the empirical and theoretical basis for our understanding of men and masculinities in gaming and point out gaps in the current literature. We note four key issues for further consideration: a pr…
Looking for gamers where they are: Norwegian broadcasting from television to Twitch
In 2022–2023, the gaming house LL35, live-streamed on Twitch.tv, was the Norwegian Broadcasting Corporation’s (NRK) content strategy to reach one of the most elusive audiences: male gamers between 18–29. This article discusses the case of LL35 in the light of Norwegian media policy, with particular focus on the Norwegian public service mandate. Through an analysis of how the content and scheduling of the live Twitch broadcasts developed over the …
Games for the Pluriverse: Exploring the Use, Opportunities, and Problems of Drawing from Local Cultural Heritage in Video Games
In this paper, we explore the growing trend of European game developers embracing their cultural heritage with greater dedication. Taking a bottom-up approach, we showcase various successful examples of games that engage with local cultural canons. Additionally, we investigate how games can evolve into creators of cultural heritage by examining those that have already achieved such status. Furthermore, we delve into the potential fusion between i…
Whose Expression Is It Anyway? Videogames and the Freedom of Expression
In debates concerning videogames and the freedom of expression, two lines of argumentation have traditionally been put forward: That games express ideas and for this reason are entitled to the same protection as other expressive media or that their interactive nature makes them different in how they reflect the world compared to other media. This paper adds nuance to this discussion through two arguments. First, we argue that videogames cannot be…
The Paradox of Transgression in Games
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for …
Transgression in Games and Play
Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general id…
Public game funding in the Nordic region
In this paper, we explore the policies related to support structures surrounding national game industries, with focus on the three Nordic countries Finland, Norway and Sweden, and investigate what kind of context the Nordic welfare state model has provided for game development. The three cases illustrate how Nordic welfare state measures have interacted with the games industry over time. While the political ideals have been fairly similar, our st…
Newcomers in a Global Industry: Challenges of a Norwegian Game Company
This article presents results from a study of work practices in a Norwegian game development studio. Identifying key challenges faced by the company, the article argues that the combination of project management issues and a lack of human and financial resources led the company into an unfortunate situation where they were simultaneously working on two overlapping projects and thus were forced to cancel one of the projects. Further, the article a…
From hobbyists to entrepreneurs: On the formation of the Nordic game industry
This article sheds light on the formation of the Nordic game industry between 1990 and 2005. The first long-lasting game development companies within the region emerged in the early 1990s and one of the factors for the advent of a Nordic industry was the subculture surrounding the demoscene. By selecting three companies in Finland, Norway and Sweden, we look at the transition from subculture into formal companies. The study is informed by an oral…
Mellom næring og kultur: En studie av norsk spillpolitikk
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 policy that includes trade policies. This article discusses Norwegian game policies with point of departure in research interviews with four Norwegian game developers and argues that trade policies are already …
Gameworld Interfaces
An investigation into computer game interfaces, both naturalistic and symbolic, and the distinction between gameworlds and other kinds of fictional worlds. Computer games usually take one of two approaches to presenting game information to players. A game might offer information naturalistically, as part of the game's imaginary universe; or it might augment the world of the game with overlays, symbols, and menus. In this book, Kristine Jørgensen …
Between the Game System and the Fictional World: A Study of Computer Game Interfaces
This article discusses the relationship between the user interface (UI) and the game world in computer games, with point of departure in qualitative studies including players and game developers. The developers’ evaluation of the relationship from a design point of view will first be presented, before the article goes on to discuss the degree to which the players accept the presence of UI features within the game world. We will see that developer…
Lyd som grensesnitt: Når dataspillets lyd bliver funksjonell
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 lydens funksjonelle rolle i spill. Som analyseeksempler blir stealthspillet Hitman Contracts og real-time strategispillet Warcraft III brukt, og disse vil bli belyst av begreper fra to teoretiske retninger. F…
Public game funding in the Nordic region
In this paper, we explore the policies related to support structures surrounding national game industries, with focus on the three Nordic countries Finland, Norway and Sweden, and investigate what kind of context the Nordic welfare state model has provided for game development. The three cases illustrate how Nordic welfare state measures have interacted with the games industry over time. While the political ideals have been fairly similar, our st…
Newcomers in a Global Industry: Challenges of a Norwegian Game Company
This article presents results from a study of work practices in a Norwegian game development studio. Identifying key challenges faced by the company, the article argues that the combination of project management issues and a lack of human and financial resources led the company into an unfortunate situation where they were simultaneously working on two overlapping projects and thus were forced to cancel one of the projects. Further, the article a…
Games for the Pluriverse: Exploring the Use, Opportunities, and Problems of Drawing from Local Cultural Heritage in Video Games
In this paper, we explore the growing trend of European game developers embracing their cultural heritage with greater dedication. Taking a bottom-up approach, we showcase various successful examples of games that engage with local cultural canons. Additionally, we investigate how games can evolve into creators of cultural heritage by examining those that have already achieved such status. Furthermore, we delve into the potential fusion between i…
Whose Expression Is It Anyway? Videogames and the Freedom of Expression
In debates concerning videogames and the freedom of expression, two lines of argumentation have traditionally been put forward: That games express ideas and for this reason are entitled to the same protection as other expressive media or that their interactive nature makes them different in how they reflect the world compared to other media. This paper adds nuance to this discussion through two arguments. First, we argue that videogames cannot be…
Between the Game System and the Fictional World: A Study of Computer Game Interfaces
This article discusses the relationship between the user interface (UI) and the game world in computer games, with point of departure in qualitative studies including players and game developers. The developers’ evaluation of the relationship from a design point of view will first be presented, before the article goes on to discuss the degree to which the players accept the presence of UI features within the game world. We will see that developer…
Lyd som grensesnitt: Når dataspillets lyd bliver funksjonell
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 lydens funksjonelle rolle i spill. Som analyseeksempler blir stealthspillet Hitman Contracts og real-time strategispillet Warcraft III brukt, og disse vil bli belyst av begreper fra to teoretiske retninger. F…
Between the Game System and the Fictional World: A Study of Computer Game Interfaces
This article discusses the relationship between the user interface (UI) and the game world in computer games, with point of departure in qualitative studies including players and game developers. The developers’ evaluation of the relationship from a design point of view will first be presented, before the article goes on to discuss the degree to which the players accept the presence of UI features within the game world. We will see that developer…
Mellom næring og kultur: En studie av norsk spillpolitikk
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 policy that includes trade policies. This article discusses Norwegian game policies with point of departure in research interviews with four Norwegian game developers and argues that trade policies are already …
Gameworld Interfaces
An investigation into computer game interfaces, both naturalistic and symbolic, and the distinction between gameworlds and other kinds of fictional worlds. Computer games usually take one of two approaches to presenting game information to players. A game might offer information naturalistically, as part of the game's imaginary universe; or it might augment the world of the game with overlays, symbols, and menus. In this book, Kristine Jørgensen …
From hobbyists to entrepreneurs: On the formation of the Nordic game industry
This article sheds light on the formation of the Nordic game industry between 1990 and 2005. The first long-lasting game development companies within the region emerged in the early 1990s and one of the factors for the advent of a Nordic industry was the subculture surrounding the demoscene. By selecting three companies in Finland, Norway and Sweden, we look at the transition from subculture into formal companies. The study is informed by an oral…
Transgression in Games and Play
Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general id…
Public game funding in the Nordic region
In this paper, we explore the policies related to support structures surrounding national game industries, with focus on the three Nordic countries Finland, Norway and Sweden, and investigate what kind of context the Nordic welfare state model has provided for game development. The three cases illustrate how Nordic welfare state measures have interacted with the games industry over time. While the political ideals have been fairly similar, our st…
Newcomers in a Global Industry: Challenges of a Norwegian Game Company
This article presents results from a study of work practices in a Norwegian game development studio. Identifying key challenges faced by the company, the article argues that the combination of project management issues and a lack of human and financial resources led the company into an unfortunate situation where they were simultaneously working on two overlapping projects and thus were forced to cancel one of the projects. Further, the article a…
The Paradox of Transgression in Games
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for …
Whose Expression Is It Anyway? Videogames and the Freedom of Expression
In debates concerning videogames and the freedom of expression, two lines of argumentation have traditionally been put forward: That games express ideas and for this reason are entitled to the same protection as other expressive media or that their interactive nature makes them different in how they reflect the world compared to other media. This paper adds nuance to this discussion through two arguments. First, we argue that videogames cannot be…
Games for the Pluriverse: Exploring the Use, Opportunities, and Problems of Drawing from Local Cultural Heritage in Video Games
In this paper, we explore the growing trend of European game developers embracing their cultural heritage with greater dedication. Taking a bottom-up approach, we showcase various successful examples of games that engage with local cultural canons. Additionally, we investigate how games can evolve into creators of cultural heritage by examining those that have already achieved such status. Furthermore, we delve into the potential fusion between i…
Looking for gamers where they are: Norwegian broadcasting from television to Twitch
In 2022–2023, the gaming house LL35, live-streamed on Twitch.tv, was the Norwegian Broadcasting Corporation’s (NRK) content strategy to reach one of the most elusive audiences: male gamers between 18–29. This article discusses the case of LL35 in the light of Norwegian media policy, with particular focus on the Norwegian public service mandate. Through an analysis of how the content and scheduling of the live Twitch broadcasts developed over the …
Men and Masculinities in Gaming: A Scoping Review
This article presents a scoping review of academic literature discussing men and masculinities in the context of both digital and analog gaming. Through our qualitative and quantitative exploration of 422 works published between 1973 and 2024, we identify the empirical and theoretical basis for our understanding of men and masculinities in gaming and point out gaps in the current literature. We note four key issues for further consideration: a pr…
Digital Games and Media (10 works) · Computer Science (9 works) · Art (6 works) · Multimedia (5 works) · Political science (5 works) · Psychology (5 works) · Aesthetics (4 works) · Cultural Industries and Urban Development (4 works) · Game mechanics (4 works) · Philosophy (4 works)