Torill Elvira Mortensen
Biographic Data
| ID | 76070 |
|---|---|
| NAME | Torill Elvira Mortensen |
| GIVEN NAMES | Torill Elvira |
| FAMILY NAME | Mortensen |
| SIGNATURE | MORTENSEN T E |
| AFFILIATIONS | IT University of Copenhagen |
| ORCID | 0000-0003-0223-0590 |
| VERIFIED | Yes |
| TOTAL WORKS | 12 |
| TOTAL CITATIONS | 73 |
| AUTHOR COUNT | 11 |
| EDITOR COUNT | 1 |
| FIRST PUBLICATION YEAR | 2006 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 2 |
Playing With Needles: Technology, Gender and Playful Participation in Online Knitting Communities
Adult women are often considered to be technologically challenged and not playful, traits that make them less interesting for game designers and scholars. They are commonly expected to have quiet and productive hobbies, engage in gender-stereotypically feminine pursuits such as knitting and not participate in competitions or fan culture play. This article discusses and explores how knitters engage in play and competition, within environments that…
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 …
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…
Real game worlds: The emotional reality of fictional worlds
There are two ways to understand play: one is to observe it, the other is to participate in it. Since 2001, game studies has promoted participation as one of the main requirements to understand play. Some play is so performative that while it can be observed, it also must be played. Game worlds, the worlds of online, multi-user games, are delicate constructs of make-believe and technology, which act as support and arenas for immersive, theatrical…
Introduction to Special Issue: Media-ludic approaches: Critical reflections on games and research practice
Introduction
Dark Side of Game Play
Anger, Fear, and Games: The Long Event of #GamerGate
The event known as #GamerGate (GG) emphasized the need to take the study of game culture seriously and pursue it across several platforms. It demonstrated how seemingly ephemeral media created echo chambers of anger, and how the outbursts of hypermasculine aggression exemplified by hooligans also can connect to games and play. Starting from how GG gained popular attention, this article outlines and discusses the nature of GG, the relation to the …
The Dark Side of Game Play: Controversial Issues in Playful Environments
Part I: Introduction 1. Dark Play: The Aesthetics of Controversial Playfulness Torill Elvira Mortensen and Jonas Linderoth Part II: Discourses of Dark Play 2. Analyzing Game Controversies: A Historical Approach to Moral Panics and Digital Games Faltin Karlsen 3. Of Heroes and Henchmen: The Conventions of Killing Generic Expendables in Digital Games Rene Glas 4. Don't Forget to Die: A Software Update is Available for the Death Drive Emily Flynn-Jo…
O jogo enquanto vida moralmente correta: Hedonismo utilitário, a ética do jogo
We play because it’s fun and it gives us pleasure, but what, exactly, does that mean? This article explores the connection between the act of gaming and a philosophy of pleasure, that of utilitarian hedonism. Hedonism in this context is not just a system of thought concerning itself with enjoyment and pleasure, but a way to look at gaming as a moral act. The article poses two main questions: Is it possible to study pleasure, and can gaming be enj…
WoW is the New MUD: Social Gaming from Text to Video
With the immense popularity of massively multiplayer games such as World of Warcraft (WoW), other media as well as game research have discovered gaming as a topic of discussion and study. These discussions, however, tend to ignore the history of both games and of game studies. This article addresses the connections between one of the old and, today, obscure forms of using computers for multiplayer gaming-the text-based Multi-User Dungeon (MUD)-an…
Anger, Fear, and Games: The Long Event of #GamerGate
The event known as #GamerGate (GG) emphasized the need to take the study of game culture seriously and pursue it across several platforms. It demonstrated how seemingly ephemeral media created echo chambers of anger, and how the outbursts of hypermasculine aggression exemplified by hooligans also can connect to games and play. Starting from how GG gained popular attention, this article outlines and discusses the nature of GG, the relation to the …
WoW is the New MUD: Social Gaming from Text to Video
With the immense popularity of massively multiplayer games such as World of Warcraft (WoW), other media as well as game research have discovered gaming as a topic of discussion and study. These discussions, however, tend to ignore the history of both games and of game studies. This article addresses the connections between one of the old and, today, obscure forms of using computers for multiplayer gaming-the text-based Multi-User Dungeon (MUD)-an…
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…
WoW is the New MUD: Social Gaming from Text to Video
With the immense popularity of massively multiplayer games such as World of Warcraft (WoW), other media as well as game research have discovered gaming as a topic of discussion and study. These discussions, however, tend to ignore the history of both games and of game studies. This article addresses the connections between one of the old and, today, obscure forms of using computers for multiplayer gaming-the text-based Multi-User Dungeon (MUD)-an…
O jogo enquanto vida moralmente correta: Hedonismo utilitário, a ética do jogo
We play because it’s fun and it gives us pleasure, but what, exactly, does that mean? This article explores the connection between the act of gaming and a philosophy of pleasure, that of utilitarian hedonism. Hedonism in this context is not just a system of thought concerning itself with enjoyment and pleasure, but a way to look at gaming as a moral act. The article poses two main questions: Is it possible to study pleasure, and can gaming be enj…
The Dark Side of Game Play: Controversial Issues in Playful Environments
Part I: Introduction 1. Dark Play: The Aesthetics of Controversial Playfulness Torill Elvira Mortensen and Jonas Linderoth Part II: Discourses of Dark Play 2. Analyzing Game Controversies: A Historical Approach to Moral Panics and Digital Games Faltin Karlsen 3. Of Heroes and Henchmen: The Conventions of Killing Generic Expendables in Digital Games Rene Glas 4. Don't Forget to Die: A Software Update is Available for the Death Drive Emily Flynn-Jo…
Real game worlds: The emotional reality of fictional worlds
There are two ways to understand play: one is to observe it, the other is to participate in it. Since 2001, game studies has promoted participation as one of the main requirements to understand play. Some play is so performative that while it can be observed, it also must be played. Game worlds, the worlds of online, multi-user games, are delicate constructs of make-believe and technology, which act as support and arenas for immersive, theatrical…
Introduction to Special Issue: Media-ludic approaches: Critical reflections on games and research practice
Introduction
Dark Side of Game Play
Anger, Fear, and Games: The Long Event of #GamerGate
The event known as #GamerGate (GG) emphasized the need to take the study of game culture seriously and pursue it across several platforms. It demonstrated how seemingly ephemeral media created echo chambers of anger, and how the outbursts of hypermasculine aggression exemplified by hooligans also can connect to games and play. Starting from how GG gained popular attention, this article outlines and discusses the nature of GG, the relation to the …
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…
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…
Playing With Needles: Technology, Gender and Playful Participation in Online Knitting Communities
Adult women are often considered to be technologically challenged and not playful, traits that make them less interesting for game designers and scholars. They are commonly expected to have quiet and productive hobbies, engage in gender-stereotypically feminine pursuits such as knitting and not participate in competitions or fan culture play. This article discusses and explores how knitters engage in play and competition, within environments that…
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 …
Computer Science (9 works) · Digital Games and Media (9 works) · Art (7 works) · Psychology (7 works) · Sociology (6 works) · Aesthetics (5 works) · Social Psychology (4 works) · Cinema and Media Studies (3 works) · Games (3 works) · Human–computer interaction (3 works)