Tosca
Biographic Data
| ID | 42423 |
|---|---|
| NAME | Tosca |
| FAMILY NAME | Tosca |
| SIGNATURE | TOSCA |
| AFFILIATIONS | IT University of Copenhagen |
| ORCID | 0000-0002-3324-6352 |
| VERIFIED | Yes |
| TOTAL WORKS | 16 |
| TOTAL CITATIONS | 4 |
| AUTHOR COUNT | 16 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2008 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Mediating the Vikings: Popular Culture, Character Types and Museum Audience Experiences
This article explores the dynamic interplay between Viking character types in popular culture and museum audiences. We examine how pervasive mediated Viking imagery shapes expectations, conceptualizing it as ‘character types’ activated in museum settings. Using qualitative interviews conducted at two Danish museums, we identify six dominant ‘Viking character types’: The Warrior, The Monster, The Explorer/Craftsman, The Feminist, The Style Icon an…
Interview with a vampire: Reviewing the field of digital media and technology through the lens of large language models
This article reviews the evolution of digital media research from the early 1990s to the present through an experimental interview with large language models. Treating generative AI as a situated, fallible “expert,” it combines exploratory review, qualitative probing, and reflexive analysis to trace conceptual shifts in the field, drawing on the archive of MedieKultur. We examine the evolution of digital media technologies and their uses, from on…
Manifesto for transformist media scholars: A multivocal chorus for troubled times
This manifesto invites reflection on the role of media scholars in contemporary society. The text is intentionally poetic and dialogic, presenting a collection of diverse voices rather than a unified academic argument. The manifesto emerged from a workshop titled "The media scholar as (utopic) activist?" held during the SMiD 2024 conference, where participants explored the utopic method to ground their activist impulses. The manifesto comprises s…
Sameness and Repetition in Contemporary Media Culture
Sameness and Repetition in Contemporary Media Culture theorises and historically grounds the idea of repetition in relation to media as something that is deeply embedded in our cultural tradition
Replaying the Endless Loop
On the basis of the author’s participation in the “Massive and Microscopic Sensemaking” autoethnographic experiment, this article suggests that researchers can use videogame rhetoric as a heuristic to think through the timelessness of the pandemic lockdown. The author used her autoethnographic field notes as background material to write a series of short fictional videogame narratives, in the methodological tradition of layered ethnographic accou…
Transmedial Worlds in Everyday Life: Networked Reception, Social Media, and Fictional Worlds
"In this pioneering new book, authors Klastrup and Tosca explore the many ways that transmedial worlds are present in people's everyday life, proposing a new theory of (trans)media use for the digital age. People are not only reading, watching and playing in fictional worlds like never before, but also using them to reflect about their lives through Facebook, Twitter, Youtube and other channels, commenting on their marriages or their life at the …
Transmedial Worlds in Everyday Life: Networked Reception, Social Media and Fictional Worlds
People are not only reading, watching and playing in fictional worlds like never before, but also using them to reflect about their lives through Facebook, Twitter, YouTube and other channels, commenting on their marriages or their life at the office, analyzing current news, or reminiscing on the role these worlds played in their childhood. The book’s unique methodological approach combines an aesthetic and literary perspective that looks closely…
Jugando con la ciudad: Street art y videojuegos
In this paper we introduce and describe the phenomenon of videogame street art as a specific kind of street art. We consider its materiality and significance, and conceptualize it in the light of a double manifestation of play: the playful appropriation of the city by the artist and the fact that Street art encapsulates the act of playing videogames in a visual form. Digital play spills out of our computer screens and occupies the urban space wit…
Playful Subversions: Young children and tablet use
Drawing on data from empirical studies of small children (4- to 8-year-olds) using tablets in educational settings, we explore the ways they resist the expected use of the various applications in order to invent their own forms of interaction. We propose the category of playful subversion to conceptualize the different kinds of technology appropriation and the pleasures of playful tinkering. We identify four aspects of playful subversion in relat…
The networked reception of transmedial universes: An experience-centered approach
Building upon ten years of empirical work, this paper reflects on how to study increasingly complex user engagement with transmedial worlds. We examine our own analytical evolution from an initial aesthetic orientation to our current effort to incorporate the user ́s own perspective through qualitative and quantitative studies. We argue that mapping user experience requires a sophisticated and holistic analytical approach - particularly, due to t…
Meta-Literacy in Gameworlds
Anàlisi is a science journal published by the Journalism and Communication Sciences Department of the Autonomous University of Barcelona (UAB). The journal has been published by the UAB Journalism Department since 1980. Anàlisi publishes science articles in the fields of the communication sciences: journalism, advertising and public relations, audiovisual communication, internet, multimedia and similar areas, always from the social and cultural v…
Understanding Video Games: The Essential Introduction
Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third …
Understanding Video Games: The Essential Introduction
This expanded and revised second edition of Understanding Video Games provides a comprehensive introduction to the growing field of game studies. Understanding Video Games, 2nd Edition is an essential read for newcomers to video game studies and experienced game scholars alike. This follow-up to the pioneering first edition takes video game studies into the next decade of the twenty-first century, highlighting changes in the game business, advanc…
Understanding Video Games: The Essential Introduction
From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the …
“Because it just looks cool!” - Fashion as character performance: The Case of WoW
This paper explores the neglected area of clothing and fashion in computer games, particularly MMORPGs, which we claim is an important aspect of game aesthetics and player performance. Combining knowledge from the cultural studies of fashion with a study of the function and importance of clothing in the gameworld World of Warcraft (WoW), and drawing on qualitative methods, we argue that fashion in an online gameworld like WoW is a vehicle for per…
Understanding Video Games: The Essential Introduction
From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game studies into the next decade of the twenty-first century, highlighting changes in the area, including mobile, social, and casual gaming. In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game i…
Playful Subversions: Young children and tablet use
Drawing on data from empirical studies of small children (4- to 8-year-olds) using tablets in educational settings, we explore the ways they resist the expected use of the various applications in order to invent their own forms of interaction. We propose the category of playful subversion to conceptualize the different kinds of technology appropriation and the pleasures of playful tinkering. We identify four aspects of playful subversion in relat…
The networked reception of transmedial universes: An experience-centered approach
Building upon ten years of empirical work, this paper reflects on how to study increasingly complex user engagement with transmedial worlds. We examine our own analytical evolution from an initial aesthetic orientation to our current effort to incorporate the user ́s own perspective through qualitative and quantitative studies. We argue that mapping user experience requires a sophisticated and holistic analytical approach - particularly, due to t…
Understanding Video Games: The Essential Introduction
From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game studies into the next decade of the twenty-first century, highlighting changes in the area, including mobile, social, and casual gaming. In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game i…
Understanding Video Games: The Essential Introduction
From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the …
“Because it just looks cool!” - Fashion as character performance: The Case of WoW
This paper explores the neglected area of clothing and fashion in computer games, particularly MMORPGs, which we claim is an important aspect of game aesthetics and player performance. Combining knowledge from the cultural studies of fashion with a study of the function and importance of clothing in the gameworld World of Warcraft (WoW), and drawing on qualitative methods, we argue that fashion in an online gameworld like WoW is a vehicle for per…
Understanding Video Games: The Essential Introduction
This expanded and revised second edition of Understanding Video Games provides a comprehensive introduction to the growing field of game studies. Understanding Video Games, 2nd Edition is an essential read for newcomers to video game studies and experienced game scholars alike. This follow-up to the pioneering first edition takes video game studies into the next decade of the twenty-first century, highlighting changes in the game business, advanc…
Understanding Video Games: The Essential Introduction
Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third …
The networked reception of transmedial universes: An experience-centered approach
Building upon ten years of empirical work, this paper reflects on how to study increasingly complex user engagement with transmedial worlds. We examine our own analytical evolution from an initial aesthetic orientation to our current effort to incorporate the user ́s own perspective through qualitative and quantitative studies. We argue that mapping user experience requires a sophisticated and holistic analytical approach - particularly, due to t…
Meta-Literacy in Gameworlds
Anàlisi is a science journal published by the Journalism and Communication Sciences Department of the Autonomous University of Barcelona (UAB). The journal has been published by the UAB Journalism Department since 1980. Anàlisi publishes science articles in the fields of the communication sciences: journalism, advertising and public relations, audiovisual communication, internet, multimedia and similar areas, always from the social and cultural v…
Jugando con la ciudad: Street art y videojuegos
In this paper we introduce and describe the phenomenon of videogame street art as a specific kind of street art. We consider its materiality and significance, and conceptualize it in the light of a double manifestation of play: the playful appropriation of the city by the artist and the fact that Street art encapsulates the act of playing videogames in a visual form. Digital play spills out of our computer screens and occupies the urban space wit…
Playful Subversions: Young children and tablet use
Drawing on data from empirical studies of small children (4- to 8-year-olds) using tablets in educational settings, we explore the ways they resist the expected use of the various applications in order to invent their own forms of interaction. We propose the category of playful subversion to conceptualize the different kinds of technology appropriation and the pleasures of playful tinkering. We identify four aspects of playful subversion in relat…
Transmedial Worlds in Everyday Life: Networked Reception, Social Media, and Fictional Worlds
"In this pioneering new book, authors Klastrup and Tosca explore the many ways that transmedial worlds are present in people's everyday life, proposing a new theory of (trans)media use for the digital age. People are not only reading, watching and playing in fictional worlds like never before, but also using them to reflect about their lives through Facebook, Twitter, Youtube and other channels, commenting on their marriages or their life at the …
Transmedial Worlds in Everyday Life: Networked Reception, Social Media and Fictional Worlds
People are not only reading, watching and playing in fictional worlds like never before, but also using them to reflect about their lives through Facebook, Twitter, YouTube and other channels, commenting on their marriages or their life at the office, analyzing current news, or reminiscing on the role these worlds played in their childhood. The book’s unique methodological approach combines an aesthetic and literary perspective that looks closely…
Replaying the Endless Loop
On the basis of the author’s participation in the “Massive and Microscopic Sensemaking” autoethnographic experiment, this article suggests that researchers can use videogame rhetoric as a heuristic to think through the timelessness of the pandemic lockdown. The author used her autoethnographic field notes as background material to write a series of short fictional videogame narratives, in the methodological tradition of layered ethnographic accou…
Sameness and Repetition in Contemporary Media Culture
Sameness and Repetition in Contemporary Media Culture theorises and historically grounds the idea of repetition in relation to media as something that is deeply embedded in our cultural tradition
Manifesto for transformist media scholars: A multivocal chorus for troubled times
This manifesto invites reflection on the role of media scholars in contemporary society. The text is intentionally poetic and dialogic, presenting a collection of diverse voices rather than a unified academic argument. The manifesto emerged from a workshop titled "The media scholar as (utopic) activist?" held during the SMiD 2024 conference, where participants explored the utopic method to ground their activist impulses. The manifesto comprises s…
Mediating the Vikings: Popular Culture, Character Types and Museum Audience Experiences
This article explores the dynamic interplay between Viking character types in popular culture and museum audiences. We examine how pervasive mediated Viking imagery shapes expectations, conceptualizing it as ‘character types’ activated in museum settings. Using qualitative interviews conducted at two Danish museums, we identify six dominant ‘Viking character types’: The Warrior, The Monster, The Explorer/Craftsman, The Feminist, The Style Icon an…
Interview with a vampire: Reviewing the field of digital media and technology through the lens of large language models
This article reviews the evolution of digital media research from the early 1990s to the present through an experimental interview with large language models. Treating generative AI as a situated, fallible “expert,” it combines exploratory review, qualitative probing, and reflexive analysis to trace conceptual shifts in the field, drawing on the archive of MedieKultur. We examine the evolution of digital media technologies and their uses, from on…
Digital Games and Media (12 works) · Art (9 works) · Computer Science (8 works) · Aesthetics (7 works) · Sociology (7 works) · 794.8 (4 works) · Board (4 works) · Computerspellen (4 works) · Computerspiel (4 works) · Epistemology (4 works)