Emil Lundedal Hammar
Biographic Data
| ID | 797444 |
|---|---|
| NAME | Emil Lundedal Hammar |
| GIVEN NAMES | Emil Lundedal |
| FAMILY NAME | Hammar |
| SIGNATURE | HAMMAR E L |
| AFFILIATIONS | UiT The Arctic University of Norway |
| ORCID | 0000-0003-2640-5949 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 21 |
| WORKS AS AUTHOR | 4 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2016 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 2 |
Digital Games as Media for Teaching and Learning
Background Videogames can be useful tools for teaching and learning. To plan educational uses, potential benefits and possible problematic aspects of specific titles need to be critically assessed by teachers and school leaders prior to implementation. Theory and Method Based on game ontological models, we identify salient areas of inquiry in games research and use these to structure a template for evaluation. This way we operationalize foundatio…
Politics of Production
2019 marked ten years since the publication of Nick Dyer-Witheford and Greig de Peuter’s Games of Empire, which has become a seminal book in videogame cultural criticism. Ten years later, there is still a pressing need for cultural and materialist criticism of the politics of production within game studies. In putting together this special issue, our hope is to identify new developments in the game industry and academia that are emblematic of 21s…
Introduction to the Special Issue on Postcolonial Perspectives in Game Studies
The treatment of colonialism in video games, barring a few notable exceptions, is marked by a Western and, specifically, late 19th-century imperialist bias. Simultaneously, in the past two decades of multifaceted research and the development of robust theoretical frameworks in the still fledgling discipline of game studies, postcolonial discourses, whether they comprise critiques of imperialism or neocolonialism, have not been prominently highlig…
Counter-hegemonic commemorative play
In this article, I argue that digital games hold the potential to influence processes of cultural memory related to past and contemporary forms of marginalization. By bringing cultural memory studies into dialogue with game studies, I account for the ways through which digital games and practices of play might influence historical discourses and memory politics pertaining to marginalized identities. In order to demonstrate this, I conduct an anal…
Counter-hegemonic commemorative play
In this article, I argue that digital games hold the potential to influence processes of cultural memory related to past and contemporary forms of marginalization. By bringing cultural memory studies into dialogue with game studies, I account for the ways through which digital games and practices of play might influence historical discourses and memory politics pertaining to marginalized identities. In order to demonstrate this, I conduct an anal…
Introduction to the Special Issue on Postcolonial Perspectives in Game Studies
The treatment of colonialism in video games, barring a few notable exceptions, is marked by a Western and, specifically, late 19th-century imperialist bias. Simultaneously, in the past two decades of multifaceted research and the development of robust theoretical frameworks in the still fledgling discipline of game studies, postcolonial discourses, whether they comprise critiques of imperialism or neocolonialism, have not been prominently highlig…
Counter-hegemonic commemorative play
In this article, I argue that digital games hold the potential to influence processes of cultural memory related to past and contemporary forms of marginalization. By bringing cultural memory studies into dialogue with game studies, I account for the ways through which digital games and practices of play might influence historical discourses and memory politics pertaining to marginalized identities. In order to demonstrate this, I conduct an anal…
Introduction to the Special Issue on Postcolonial Perspectives in Game Studies
The treatment of colonialism in video games, barring a few notable exceptions, is marked by a Western and, specifically, late 19th-century imperialist bias. Simultaneously, in the past two decades of multifaceted research and the development of robust theoretical frameworks in the still fledgling discipline of game studies, postcolonial discourses, whether they comprise critiques of imperialism or neocolonialism, have not been prominently highlig…
Politics of Production
2019 marked ten years since the publication of Nick Dyer-Witheford and Greig de Peuter’s Games of Empire, which has become a seminal book in videogame cultural criticism. Ten years later, there is still a pressing need for cultural and materialist criticism of the politics of production within game studies. In putting together this special issue, our hope is to identify new developments in the game industry and academia that are emblematic of 21s…
Digital Games as Media for Teaching and Learning
Background Videogames can be useful tools for teaching and learning. To plan educational uses, potential benefits and possible problematic aspects of specific titles need to be critically assessed by teachers and school leaders prior to implementation. Theory and Method Based on game ontological models, we identify salient areas of inquiry in games research and use these to structure a template for evaluation. This way we operationalize foundatio…
Digital Games and Media (4 works) · Epistemology (3 works) · Law (3 works) · Media studies (3 works) · Political science (3 works) · Sociology (3 works) · Aesthetics (2 works) · Art (2 works) · Educational Games and Gamification (2 works) · Gender, Feminism, and Media (2 works)