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Espen Helgesen

Biographic Data

ID3600415
NAMEEspen Helgesen
GIVEN NAMESEspen
FAMILY NAMEHelgesen
SIGNATUREHELGESEN E
AFFILIATIONSUniversity of Bergen
VERIFIEDNo
TOTAL WORKS5
TOTAL CITATIONS5
AUTHOR COUNT5
EDITOR COUNT0
FIRST PUBLICATION YEAR2015
LATEST PUBLICATION YEAR2019
H-INDEX2
  • Fragile Avatars

    Espen Helgesen•ARTICLE•Ethnos•2019•References: 19

    As children in Norway increasingly spend time in online worlds, often identifying closely with their avatars, the potential for experiencing distress as a consequence of losing control of these digital selves has also increased. This article investigates the local notion of 'hacking' among a group of 8- and 9-year-old friends, and shows how users of the online world MovieStarPlanet must be attuned to the always imminent threat of having their ava…

  • Crafting Future Selves

    Open Access•Espen Helgesen•ARTICLE•The Cambridge Journal of…•2016•References: 7

    Children in Norway increasingly spend time online, where they play games, create and share videos and hang out with friends. Drawing on fieldwork among immigrant families in Norway, this article investigates the use of avatars to facilitate temporal play in children’s online film-making. By creating animated films starring their own and their friends’ avatars, children playfully engage with a wide range of imagined future selves. Avatars constitu…

  • Introduksjon

    Open Access•Tord Austdal, Espen Helgesen•ARTICLE•Norsk antropologisk tidsskrift•2015•Cited by: 2•References: 24

  • Usikre tider

    Open Access•Espen Helgesen•ARTICLE•Norsk antropologisk tidsskrift•2015•References: 7

  • Miku's mask

    Open Access•Espen Helgesen•ARTICLE•Childhood•2015•Cited by: 3•References: 17

    Children's engagement with Japanese toys and fictional characters has taken on new significance in the age of YouTube. Drawing on ethnographic research on technology-mediated play among 8- and 9-year-olds in Norway, this article shows how boundaries between "real" humans and "fake" non-humans are blurred and undermined when children take on the perspective of a fictional pop star known as Miku. I argue that YouTube provides a platform for childre…

  • Miku's mask

    Open Access•Espen Helgesen•ARTICLE•Childhood•2015•Cited by: 3•References: 17

    Children's engagement with Japanese toys and fictional characters has taken on new significance in the age of YouTube. Drawing on ethnographic research on technology-mediated play among 8- and 9-year-olds in Norway, this article shows how boundaries between "real" humans and "fake" non-humans are blurred and undermined when children take on the perspective of a fictional pop star known as Miku. I argue that YouTube provides a platform for childre…

  • Introduksjon

    Open Access•Tord Austdal, Espen Helgesen•ARTICLE•Norsk antropologisk tidsskrift•2015•Cited by: 2•References: 24

  • Introduksjon

    Open Access•Tord Austdal, Espen Helgesen•ARTICLE•Norsk antropologisk tidsskrift•2015•Cited by: 2•References: 24

  • Usikre tider

    Open Access•Espen Helgesen•ARTICLE•Norsk antropologisk tidsskrift•2015•References: 7

  • Miku's mask

    Open Access•Espen Helgesen•ARTICLE•Childhood•2015•Cited by: 3•References: 17

    Children's engagement with Japanese toys and fictional characters has taken on new significance in the age of YouTube. Drawing on ethnographic research on technology-mediated play among 8- and 9-year-olds in Norway, this article shows how boundaries between "real" humans and "fake" non-humans are blurred and undermined when children take on the perspective of a fictional pop star known as Miku. I argue that YouTube provides a platform for childre…

  • Crafting Future Selves

    Open Access•Espen Helgesen•ARTICLE•The Cambridge Journal of…•2016•References: 7

    Children in Norway increasingly spend time online, where they play games, create and share videos and hang out with friends. Drawing on fieldwork among immigrant families in Norway, this article investigates the use of avatars to facilitate temporal play in children’s online film-making. By creating animated films starring their own and their friends’ avatars, children playfully engage with a wide range of imagined future selves. Avatars constitu…

  • Fragile Avatars

    Espen Helgesen•ARTICLE•Ethnos•2019•References: 19

    As children in Norway increasingly spend time in online worlds, often identifying closely with their avatars, the potential for experiencing distress as a consequence of losing control of these digital selves has also increased. This article investigates the local notion of 'hacking' among a group of 8- and 9-year-old friends, and shows how users of the online world MovieStarPlanet must be attuned to the always imminent threat of having their ava…

Child Development and Digital Technology (3 works) · Sociology (3 works) · Aesthetics (2 works) · Art (2 works) · Computer Science (2 works) · Digital Games and Media (2 works) · Psychology (2 works) · Visual arts (2 works) · Anthropology (1 works) · Archaeology and ancient environmental studies (1 works)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae