Björn Sjöblom
Biographic Data
| ID | 200851 |
|---|---|
| NAME | Björn Sjöblom |
| GIVEN NAMES | Björn |
| FAMILY NAME | Sjöblom |
| SIGNATURE | SJÖBLOM B |
| AFFILIATIONS | Stockholm University |
| ORCID | 0000-0003-0865-225X |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 9 |
| AUTHOR COUNT | 9 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2011 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 2 |
Conceptual socialization in debriefing: Tactics as an Object of Knowledge in Wargame Interactions
Debriefing sessions play a crucial role in enhancing the effectiveness of simulations for learning in professional education and training. In this paper, we focus on post-game debriefing sessions in military officer education, where wargames are used with the goal of enhancing students’ understanding of military tactics. The central focus of this article is how the concept of tactics is used in the debriefings. The study was undertaken at the Swe…
Interaction in post-simulation debriefing
In this article we review studies of interaction in post-simulation debriefing. The focus is on research that takes an interest in the sequential unfolding of debriefing conversations, using recordings of naturally occurring interaction as data. While a growing number of studies have examined learning outcomes in debriefing using quantitative methodologies, relatively little is known about the details of debriefing interaction. We take our point …
Representing Conflicts in Games: Antagonism, Rivalry, and Competition
Biosociality in Online Interactions: Youths’ Positioning of the Highly Sensitive Person Category
This article examines how young people in a Swedish online forum and in blogs engage in discussions of one popularized psychological personality trait, the highly sensitive person (HSP), and how they draw on different positionings in discursive struggles around this category. The material is analysed with concepts from discursive psychology and post-structuralist theory in order to investigate youths’ interactions. The first is a nuanced position…
Fear, anger, and desire: Affect and the interactional intricacies of rape humor on a live podcast
Aggressive, sexist humor is often understood as expressions of inner, misogynist attitudes. This article, however, investigates rape humor as a collective and interactive phenomenon. Drawing on an infamous Swedish podcast episode, we illuminate rape humor in terms of affect, desire, and repression (Butler 1987; Billig 1999), and as such, how taboo-breaking arouses both pleasure and fear among the participants. The analyses detail affective practi…
More like an Arcade' - The Limitations of Playable Games in Museum Exhibitions
This study investigated the relationship between playable, interactive games on original hardware and the representation of game culture using the case of the exhibition Game On 2.0, often considered to be the largest exhibition of digital games in the West so far. Our results suggest that play as a way of engaging with games as museum objects has limitations which make it necessary to add other means of contextualization in order to afford criti…
Lost in Translation: Video Games Becoming Cultural Heritage
Recent attention to the question of preservation and exhibition of video games in cultural institutions such as museums indicates that this media form is moving from being seen as contentious consumer object to cultural heritage. This empirical study examines two recent museum exhibitions of digital games: GameOn 2.0 at the National Museum of Science and Technology in Stockholm (TM), and Women in Game Development at the Museum of Art and Digital …
Contested connectedness in child custody narratives: Mobile phones and children’s rights and responsibilities
New forms of information and communications technology (ICT) form parts of contemporary communication. At large, connected presence (e.g. through mobile phones) is seen as something positive that facilitates social connectedness in family life. Yet, there are also instances of what we call contested connectedness. This article analyses courtroom proceedings in child custody disputes. The analyses (from 68 audio- recorded high-conflict trials) hig…
Gaming Interaction: Conversations and Competencies in Internet Cafés
Writing a dissertation is a constant oscillation between feeling on top of your game and dreading failure.It is with the help of colleagues, friends and family that you step-stone across the dire chasms and reach for higher ground, and it is to them that I extend my deepest gratitude.First of all, my supervisor Karin Aronsson has been the one to show me the ropes.It is not just her academic expertise and keen eye for the intricacies of the writte…
Fear, anger, and desire: Affect and the interactional intricacies of rape humor on a live podcast
Aggressive, sexist humor is often understood as expressions of inner, misogynist attitudes. This article, however, investigates rape humor as a collective and interactive phenomenon. Drawing on an infamous Swedish podcast episode, we illuminate rape humor in terms of affect, desire, and repression (Butler 1987; Billig 1999), and as such, how taboo-breaking arouses both pleasure and fear among the participants. The analyses detail affective practi…
Lost in Translation: Video Games Becoming Cultural Heritage
Recent attention to the question of preservation and exhibition of video games in cultural institutions such as museums indicates that this media form is moving from being seen as contentious consumer object to cultural heritage. This empirical study examines two recent museum exhibitions of digital games: GameOn 2.0 at the National Museum of Science and Technology in Stockholm (TM), and Women in Game Development at the Museum of Art and Digital …
Conceptual socialization in debriefing: Tactics as an Object of Knowledge in Wargame Interactions
Debriefing sessions play a crucial role in enhancing the effectiveness of simulations for learning in professional education and training. In this paper, we focus on post-game debriefing sessions in military officer education, where wargames are used with the goal of enhancing students’ understanding of military tactics. The central focus of this article is how the concept of tactics is used in the debriefings. The study was undertaken at the Swe…
Contested connectedness in child custody narratives: Mobile phones and children’s rights and responsibilities
New forms of information and communications technology (ICT) form parts of contemporary communication. At large, connected presence (e.g. through mobile phones) is seen as something positive that facilitates social connectedness in family life. Yet, there are also instances of what we call contested connectedness. This article analyses courtroom proceedings in child custody disputes. The analyses (from 68 audio- recorded high-conflict trials) hig…
Gaming Interaction: Conversations and Competencies in Internet Cafés
Writing a dissertation is a constant oscillation between feeling on top of your game and dreading failure.It is with the help of colleagues, friends and family that you step-stone across the dire chasms and reach for higher ground, and it is to them that I extend my deepest gratitude.First of all, my supervisor Karin Aronsson has been the one to show me the ropes.It is not just her academic expertise and keen eye for the intricacies of the writte…
Gaming Interaction: Conversations and Competencies in Internet Cafés
Writing a dissertation is a constant oscillation between feeling on top of your game and dreading failure.It is with the help of colleagues, friends and family that you step-stone across the dire chasms and reach for higher ground, and it is to them that I extend my deepest gratitude.First of all, my supervisor Karin Aronsson has been the one to show me the ropes.It is not just her academic expertise and keen eye for the intricacies of the writte…
Contested connectedness in child custody narratives: Mobile phones and children’s rights and responsibilities
New forms of information and communications technology (ICT) form parts of contemporary communication. At large, connected presence (e.g. through mobile phones) is seen as something positive that facilitates social connectedness in family life. Yet, there are also instances of what we call contested connectedness. This article analyses courtroom proceedings in child custody disputes. The analyses (from 68 audio- recorded high-conflict trials) hig…
More like an Arcade' - The Limitations of Playable Games in Museum Exhibitions
This study investigated the relationship between playable, interactive games on original hardware and the representation of game culture using the case of the exhibition Game On 2.0, often considered to be the largest exhibition of digital games in the West so far. Our results suggest that play as a way of engaging with games as museum objects has limitations which make it necessary to add other means of contextualization in order to afford criti…
Lost in Translation: Video Games Becoming Cultural Heritage
Recent attention to the question of preservation and exhibition of video games in cultural institutions such as museums indicates that this media form is moving from being seen as contentious consumer object to cultural heritage. This empirical study examines two recent museum exhibitions of digital games: GameOn 2.0 at the National Museum of Science and Technology in Stockholm (TM), and Women in Game Development at the Museum of Art and Digital …
Biosociality in Online Interactions: Youths’ Positioning of the Highly Sensitive Person Category
This article examines how young people in a Swedish online forum and in blogs engage in discussions of one popularized psychological personality trait, the highly sensitive person (HSP), and how they draw on different positionings in discursive struggles around this category. The material is analysed with concepts from discursive psychology and post-structuralist theory in order to investigate youths’ interactions. The first is a nuanced position…
Fear, anger, and desire: Affect and the interactional intricacies of rape humor on a live podcast
Aggressive, sexist humor is often understood as expressions of inner, misogynist attitudes. This article, however, investigates rape humor as a collective and interactive phenomenon. Drawing on an infamous Swedish podcast episode, we illuminate rape humor in terms of affect, desire, and repression (Butler 1987; Billig 1999), and as such, how taboo-breaking arouses both pleasure and fear among the participants. The analyses detail affective practi…
Representing Conflicts in Games: Antagonism, Rivalry, and Competition
Interaction in post-simulation debriefing
In this article we review studies of interaction in post-simulation debriefing. The focus is on research that takes an interest in the sequential unfolding of debriefing conversations, using recordings of naturally occurring interaction as data. While a growing number of studies have examined learning outcomes in debriefing using quantitative methodologies, relatively little is known about the details of debriefing interaction. We take our point …
Conceptual socialization in debriefing: Tactics as an Object of Knowledge in Wargame Interactions
Debriefing sessions play a crucial role in enhancing the effectiveness of simulations for learning in professional education and training. In this paper, we focus on post-game debriefing sessions in military officer education, where wargames are used with the goal of enhancing students’ understanding of military tactics. The central focus of this article is how the concept of tactics is used in the debriefings. The study was undertaken at the Swe…
Computer Science (7 works) · Psychology (6 works) · Social Psychology (5 works) · Sociology (5 works) · Digital Games and Media (3 works) · Gender, Feminism, and Media (3 works) · Multimedia (3 works) · Political science (3 works) · Applied Psychology (2 works) · Art (2 works)