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Matilda Ståhl

Biographic Data

ID9438004
NAMEMatilda Ståhl
GIVEN NAMESMatilda
FAMILY NAMEStåhl
SIGNATURESTAHL M
AFFILIATIONSÅbo Akademi University
ORCID0000-0002-4248-8804
VERIFIEDYes
TOTAL WORKS3
TOTAL CITATIONS0
WORKS AS AUTHOR3
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2019
LATEST PUBLICATION YEAR2024
H-INDEX0
  • Callouts as a coordinating device in a team-based networked first-person shooter game

    Open Access•Fredrik Rusk, Matilda Ståhl et al.•ARTICLE•Social Sciences & Humanities Open•2024

    This study investigates the role of callouts as a vital communicative and coordinating practice in Counter-Strike: Global Offensive (CS:GO), a team-based networked first-person shooter (FPS) video game. Through callouts, players share relevant information regarding opponents’ locations and movements, contributing to a co-construction of a distributed knowledge of the game environment. By analyzing callouts as a coordinating device that is part of…

  • The Social Accomplishment of Seeing Together in Networked Team Play

    Open Access•Fredrik Rusk, Nicholas Taylor et al.•ARTICLE•Simulation & Gaming•2024

    Background This article focuses on communication in team-based esports, particularly in the ways that callouts enable players in team-based First-Person Shooters (FPS) to collaboratively link their own perception and awareness of in-game actions to that of their teammates. Callouts are short, community-based utterances that players use to communicate vital details of fast-paced action in competitive games. Aim We provide an empirically-based theo…

  • Exploring visual communication and competencies through interaction with images in social media

    Open Access•Matilda Ståhl, Hannah Kaihovirta•ARTICLE•Learning Culture and Social…•2019

    The students of today are surrounded by visual information, online as well as offline. This study examines visual communication and active competencies when interacting with longer-lasting images in social media. Focusing on one focus student in upper secondary school in Finland, the ethnographic data consist of 41 images that the focus student interacted with, by liking or sharing, on Tumblr and Instagram during school time. The data are collect…

No prominent works on this page.

  • Exploring visual communication and competencies through interaction with images in social media

    Open Access•Matilda Ståhl, Hannah Kaihovirta•ARTICLE•Learning Culture and Social…•2019

    The students of today are surrounded by visual information, online as well as offline. This study examines visual communication and active competencies when interacting with longer-lasting images in social media. Focusing on one focus student in upper secondary school in Finland, the ethnographic data consist of 41 images that the focus student interacted with, by liking or sharing, on Tumblr and Instagram during school time. The data are collect…

  • Callouts as a coordinating device in a team-based networked first-person shooter game

    Open Access•Fredrik Rusk, Matilda Ståhl et al.•ARTICLE•Social Sciences & Humanities Open•2024

    This study investigates the role of callouts as a vital communicative and coordinating practice in Counter-Strike: Global Offensive (CS:GO), a team-based networked first-person shooter (FPS) video game. Through callouts, players share relevant information regarding opponents’ locations and movements, contributing to a co-construction of a distributed knowledge of the game environment. By analyzing callouts as a coordinating device that is part of…

  • The Social Accomplishment of Seeing Together in Networked Team Play

    Open Access•Fredrik Rusk, Nicholas Taylor et al.•ARTICLE•Simulation & Gaming•2024

    Background This article focuses on communication in team-based esports, particularly in the ways that callouts enable players in team-based First-Person Shooters (FPS) to collaboratively link their own perception and awareness of in-game actions to that of their teammates. Callouts are short, community-based utterances that players use to communicate vital details of fast-paced action in competitive games. Aim We provide an empirically-based theo…

Computer Science (3 works) · Human–computer interaction (3 works) · Psychology (3 works) · Digital Games and Media (2 works) · Engineering (2 works) · Multimedia (2 works) · Sociology (2 works) · Artificial Intelligence in Games (1 work) · Communication (1 work) · Conversation (1 work)

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