Lars Fynbo
Biographic Data
| ID | 317286 |
|---|---|
| NAME | Lars Fynbo |
| GIVEN NAMES | Lars |
| FAMILY NAME | Fynbo |
| SIGNATURE | FYNBO L |
| AFFILIATIONS | VIVE - The Danish Center for Social Science Research |
| ORCID | 0000-0002-3719-5839 |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 33 |
| WORKS AS AUTHOR | 8 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2011 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 3 |
The interplay between game design and social practice
Game design’s influence on how gaming is practiced is a debated topic within video game research. Overlapping with this debate are questions of how game design and social practice each contribute to experiences of problematic gaming. In this study, we drew on focus groups and individual interviews with a total of 107 adolescents. We deployed practice theory to demonstrate how game design is an integrated part of the material configurations of eve…
Animated debate
Today, online gaming is an integral part of many children’s and adolescents’ everyday lives. However, public discourses around gaming typically include belittling and condescending remarks, or link it to a psychiatric diagnosis such as Internet Gaming Disorder
Playing Apart Together
The COVID-19 pandemic caused countries around the world to initiate societal lockdowns, especially during the spring of 2020. This article focuses on online gaming’s role in young people’s lives during the lockdown in Denmark. Informed by a practice theoretical framework, the analyses of 35 interviews with young people (16–19 years) examine how gaming proved to be something to do in a situation of nothing to do. The analyses find that the young p…
The Uncommon Ground
The paper analyses the self-presentations of three convicted drunk drivers: two women and one man. It applies symbolic interaction theory to analyze how the interviewees account of themselves and their driving under the influence (DUI) convictions. The analysis shows how uncontrolled and unpredictable features of the data generating process impacts on the interviewees’ self-presentations. One interviewee, a 28-year-old man, uses his dog and tatto…
Antimicrobial stigmatization
Analysing the significance of silence in qualitative interviewing
In this article we analyse the significance of silence in qualitative interviews with 36 individuals interviewed about high-risk, illegal activities. We describe how silence expresses a dynamic power relationship between interviewer and interviewee. In the analysis, we focus on two different types of silence: 'silence of the interviewee' and 'silence of the interviewer'. We analyse how silence functions as an interviewee's resistance against bein…
Immoral, Deviant, or Just Normal
Contemporary research often relates driving under the influence (DUI) to alcohol addiction and young drunk drivers, in particular, to social deviance. Based on qualitative interviews with 25 convicted drunk drivers, this article studies the relationship between drinking and DUI. The article focuses on three different categories of drunk drivers. In the first, drunk drivers consider addiction to be the main cause of DUI. In the second, they positi…
Self-governance, control and loss of control amongst drink-drivers
Analysing the significance of silence in qualitative interviewing
In this article we analyse the significance of silence in qualitative interviews with 36 individuals interviewed about high-risk, illegal activities. We describe how silence expresses a dynamic power relationship between interviewer and interviewee. In the analysis, we focus on two different types of silence: 'silence of the interviewee' and 'silence of the interviewer'. We analyse how silence functions as an interviewee's resistance against bein…
Playing Apart Together
The COVID-19 pandemic caused countries around the world to initiate societal lockdowns, especially during the spring of 2020. This article focuses on online gaming’s role in young people’s lives during the lockdown in Denmark. Informed by a practice theoretical framework, the analyses of 35 interviews with young people (16–19 years) examine how gaming proved to be something to do in a situation of nothing to do. The analyses find that the young p…
Antimicrobial stigmatization
The interplay between game design and social practice
Game design’s influence on how gaming is practiced is a debated topic within video game research. Overlapping with this debate are questions of how game design and social practice each contribute to experiences of problematic gaming. In this study, we drew on focus groups and individual interviews with a total of 107 adolescents. We deployed practice theory to demonstrate how game design is an integrated part of the material configurations of eve…
Immoral, Deviant, or Just Normal
Contemporary research often relates driving under the influence (DUI) to alcohol addiction and young drunk drivers, in particular, to social deviance. Based on qualitative interviews with 25 convicted drunk drivers, this article studies the relationship between drinking and DUI. The article focuses on three different categories of drunk drivers. In the first, drunk drivers consider addiction to be the main cause of DUI. In the second, they positi…
Self-governance, control and loss of control amongst drink-drivers
Immoral, Deviant, or Just Normal
Contemporary research often relates driving under the influence (DUI) to alcohol addiction and young drunk drivers, in particular, to social deviance. Based on qualitative interviews with 25 convicted drunk drivers, this article studies the relationship between drinking and DUI. The article focuses on three different categories of drunk drivers. In the first, drunk drivers consider addiction to be the main cause of DUI. In the second, they positi…
The Uncommon Ground
The paper analyses the self-presentations of three convicted drunk drivers: two women and one man. It applies symbolic interaction theory to analyze how the interviewees account of themselves and their driving under the influence (DUI) convictions. The analysis shows how uncontrolled and unpredictable features of the data generating process impacts on the interviewees’ self-presentations. One interviewee, a 28-year-old man, uses his dog and tatto…
Antimicrobial stigmatization
Analysing the significance of silence in qualitative interviewing
In this article we analyse the significance of silence in qualitative interviews with 36 individuals interviewed about high-risk, illegal activities. We describe how silence expresses a dynamic power relationship between interviewer and interviewee. In the analysis, we focus on two different types of silence: 'silence of the interviewee' and 'silence of the interviewer'. We analyse how silence functions as an interviewee's resistance against bein…
Playing Apart Together
The COVID-19 pandemic caused countries around the world to initiate societal lockdowns, especially during the spring of 2020. This article focuses on online gaming’s role in young people’s lives during the lockdown in Denmark. Informed by a practice theoretical framework, the analyses of 35 interviews with young people (16–19 years) examine how gaming proved to be something to do in a situation of nothing to do. The analyses find that the young p…
Animated debate
Today, online gaming is an integral part of many children’s and adolescents’ everyday lives. However, public discourses around gaming typically include belittling and condescending remarks, or link it to a psychiatric diagnosis such as Internet Gaming Disorder
The interplay between game design and social practice
Game design’s influence on how gaming is practiced is a debated topic within video game research. Overlapping with this debate are questions of how game design and social practice each contribute to experiences of problematic gaming. In this study, we drew on focus groups and individual interviews with a total of 107 adolescents. We deployed practice theory to demonstrate how game design is an integrated part of the material configurations of eve…
Sociology (6 works) · Computer Science (5 works) · Psychology (5 works) · Political science (4 works) · Social Psychology (4 works) · Impact of Technology on Adolescents (3 works) · Medicine (3 works) · Social Psychology (3 works) · Crime Patterns and Interventions (2 works) · Crime, Deviance, and Social Control (2 works)