Kristian Haulund Jensen
Biographic Data
| ID | 795272 |
|---|---|
| NAME | Kristian Haulund Jensen |
| GIVEN NAMES | Kristian Haulund |
| FAMILY NAME | Jensen |
| SIGNATURE | JENSEN K H |
| AFFILIATIONS | Aarhus University |
| ORCID | 0000-0002-5642-6399 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 5 |
| WORKS AS AUTHOR | 6 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2023 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 2 |
‘Us girls … we have such a strong support system
In contemporary public and scientific discourse, the role of social media in young people’s lives is frequently problematized. However, technologies are often involved in practices of care, and this complicates dystopian images of digital technologies and their influence. In this study, I draw on feminist and Science and Technology Studies (STS) perspectives on care to analyze five focus group discussions with a total of 38 adolescent girls, demo…
Gendered media practices in new media environments
Young people’s sexual learning is shaped by their engagement with various information sources. Social media is one such source, and advice on successful flirting and sexual engagement is a recurring theme on TikTok. Deploying a media practice approach (Couldry 2004) and drawing on data from ten focus groups with a total of 72 Danish adolescents aged 15-17, this study explores how young people engage with TikTok influencers’ romantic and sexual ad…
Sociable desires and gendered commitments
Food consumption in video gaming culture has been linked to convenience, nutritionally poor food, and unconventional eating norms. However, little attention has been given to video gaming and food interactions in mundane settings. This article explores how video gaming and food practices compete for time and attention in everyday life. We use theories of practice approach and data from a qualitative study on young Danish adults who frequently pla…
Exploring Digital/Non-digital Entanglements Through Everyday Practice Connections in Young People's Gaming
With the digitalization of everyday life, the distinction between online and offline life is less relevant. Thus, we suggest that researchers ask how the digital and the non-digital are entangled, rather than if they are. In this study, we explore how video gaming is a digitally saturated practice that is embedded in young people's everyday lives. We analyse 56 qualitative interviews with young Danish video game players to investigate how their g…
The convenience of gaming
The frequency of video game consumption is a contested topic among scholars. In existing research, the extent of video game use is often related to the terminologies ‘excessive gaming’, ‘video game addiction’ and ‘problem gaming’. Yet the socio-material and practical qualities of gaming in everyday life have received little theoretical and empirical attention in the research on frequent video gaming. By considering these issues this article aims …
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…
The convenience of gaming
The frequency of video game consumption is a contested topic among scholars. In existing research, the extent of video game use is often related to the terminologies ‘excessive gaming’, ‘video game addiction’ and ‘problem gaming’. Yet the socio-material and practical qualities of gaming in everyday life have received little theoretical and empirical attention in the research on frequent video gaming. By considering these issues this article aims …
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…
Exploring Digital/Non-digital Entanglements Through Everyday Practice Connections in Young People's Gaming
With the digitalization of everyday life, the distinction between online and offline life is less relevant. Thus, we suggest that researchers ask how the digital and the non-digital are entangled, rather than if they are. In this study, we explore how video gaming is a digitally saturated practice that is embedded in young people's everyday lives. We analyse 56 qualitative interviews with young Danish video game players to investigate how their g…
The convenience of gaming
The frequency of video game consumption is a contested topic among scholars. In existing research, the extent of video game use is often related to the terminologies ‘excessive gaming’, ‘video game addiction’ and ‘problem gaming’. Yet the socio-material and practical qualities of gaming in everyday life have received little theoretical and empirical attention in the research on frequent video gaming. By considering these issues this article aims …
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…
Exploring Digital/Non-digital Entanglements Through Everyday Practice Connections in Young People's Gaming
With the digitalization of everyday life, the distinction between online and offline life is less relevant. Thus, we suggest that researchers ask how the digital and the non-digital are entangled, rather than if they are. In this study, we explore how video gaming is a digitally saturated practice that is embedded in young people's everyday lives. We analyse 56 qualitative interviews with young Danish video game players to investigate how their g…
Gendered media practices in new media environments
Young people’s sexual learning is shaped by their engagement with various information sources. Social media is one such source, and advice on successful flirting and sexual engagement is a recurring theme on TikTok. Deploying a media practice approach (Couldry 2004) and drawing on data from ten focus groups with a total of 72 Danish adolescents aged 15-17, this study explores how young people engage with TikTok influencers’ romantic and sexual ad…
Sociable desires and gendered commitments
Food consumption in video gaming culture has been linked to convenience, nutritionally poor food, and unconventional eating norms. However, little attention has been given to video gaming and food interactions in mundane settings. This article explores how video gaming and food practices compete for time and attention in everyday life. We use theories of practice approach and data from a qualitative study on young Danish adults who frequently pla…
‘Us girls … we have such a strong support system
In contemporary public and scientific discourse, the role of social media in young people’s lives is frequently problematized. However, technologies are often involved in practices of care, and this complicates dystopian images of digital technologies and their influence. In this study, I draw on feminist and Science and Technology Studies (STS) perspectives on care to analyze five focus group discussions with a total of 38 adolescent girls, demo…
Computer Science (4 works) · Digital Games and Media (4 works) · Everyday life (4 works) · Impact of Technology on Adolescents (4 works) · Sociology (4 works) · Multimedia (3 works) · Qualitative research (3 works) · Video game (3 works) · Epistemology (2 works) · Friendship (2 works)