Anne Mette Thorhauge
Dados Biográficos
| ID | 101898 |
|---|---|
| NOME | Anne Mette Thorhauge |
| PRENOMES | Anne Mette |
| SOBRENOME | Thorhauge |
| ASSINATURA | THORHAUGE A M |
| AFILIAÇÕES | University of Copenhagen |
| ORCID | 0000-0002-5100-5587 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 19 |
| TOTAL DE CITAÇÕES | 33 |
| TOTAL COMO AUTOR | 19 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2012 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2026 |
| ÍNDICE H | 4 |
From player to asset
This paper examines crypto economies in ‘play-to-earn’ games via a case study of Axie Infinity (Sky Mavis, Citation2018). High entry costs spawned ‘scholarships’ in which asset-owning managers lease Axies to applicants – largely young Filipino adults – in exchange for a share of earnings. Using scraped data from four Discord communities, we analyse scholarship applications, revealing three strategic framings: (1) Hardship as leverage: Applicants …
MedieKultur gennem mere end 40 år
Sports events in a transmedia landscape
The steam platform economy
In this article, I analyse the Steam platform as a configuration of several market contexts. I argue that Valve, the owner of Steam, maintains a classical retail market catering to large game publishers, while the emphasis of Valve’s own game titles is in alternative market contexts based on player-driven economies. I first discuss Steam as a distinct type of platform economy due to its roots in player-driven game economies. I then introduce the …
Dynamics of Digital Markets
The focus of this panel is the material, organizational, and cultural conditions of digital markets. While the notion of economy refers to the more general production, distribution and allocation in society, the idea of markets represents specific contexts of economic exchange typical of capitalist economies (Carruthers & Babb, 2013). A more elaborate understanding of digital markets and their relationships with digital platforms can expand our u…
Epic, Steam, and the role of skin-betting in game (platform) economies
In this article, we discuss how and why virtual items known as “skins” travel beyond games and into wider online ecosystems where they become tokens in gambling games. We argue that betting with skins purchased on the Steam platform contributes to the wider platform economy. We do this on the basis of a comparative analysis of Counter-Strike: Global Offensive and Fortnite: Battle Royale as well as the two platforms on which these games exist. Fir…
The Steam Platform Economy
With this paper I aim to analyse and discuss the Steam game platform in a platform economic perspective. I will argue that Steam represents a special type of platform economy due to its roots in gaming economies: Steam’s platform economy can be seen as a specific way of capitalising on the player-driven economies that arise within and beyond key game titles offered on the platform. The API offered to third party developers on Steams websites can …
Intimitet og visuel kommunikation i sociale medier
Hverdagens intime og seksuelle relationer er flyttet ind i sociale medier og på digitale platforme. Vi hører mest om det, når det går galt og skandalerne ruller, men hvis vi skal forstå disse enkeltstående og ekstreme sager, må vi også forstå konteksten: Digitale medier og visuel kommunikation som en naturlig del af hverdagens intime og seksuelle relationer, en måde at være kærester, gøre tilnærmelser og lege med sin seksualitet på. Derfor kredse…
Intimacy and visual communication in social media
Sharing (intimate) photos has become an integral part of close relationships in the ageof social media. Most young people use social media as a way to establish and main-tain strong social ties rather than as a way of connecting to public life. This pattern ofuse includes the sharing of photos and videos with intimate and sexual content, suchas nudes, intimate situations, and other types of self-disclosure. Given that the primary public and acade…
Friends, lovers, risk and intimacy
In this article we aim to analyse and discuss the notion of risk in photo-sharing practices and the purposes risk serves in the development of intimate relationships. We will argue that risk in the form of self-disclosure is an inseparable aspect of intimate photo-sharing rather than an undesirable side-effect, and that a broader analytical perspective on the role of risk in the development of intimate relationships allows us to understand risky …
Individual pastime or focused social interaction
This article outlines how gaming and video gameplay among Danish youth can be integral parts of everyday practices. The article is based on a mixed-methods study of video gameplay patterns among Danish children and young people aged 10–18 years. The study included a survey with a stratified random sample ( N = 1560), follow-up in-depth interviews using purposive sampling from the survey respondents ( N = 19) and focus group interviews with boys a…
Mindeord til Kjetil Sandvik
Introduction to gender and media revisited
Gender is not a new concept in media studies.However, its uses and connotations have changed over time to include diff erent types of problems such as the position of women in media industries, gendered stereotypes in mass media or, more recently, the fl uidity and performance of gender inspired by queer studies.When, back in 1986, MedieKultur ran a special issue on "Women and Electronic Mass Media", the focus was specifi cally on women in media …
Cross-media communication in context
In this article, we suggest and discuss a qualitative, multi-methods approach to data collected on smartphones as a way of uncovering a user-centred perspective on cross-media communication. As an individualised multimedia device, the smartphone represents a relevant starting point for studying individual users' cross-media practices. Moreover, the technological affordances of the smartphone, including built-in sensors and GPS tracker as well as …
Smartphone log data in a qualitative perspective
Log data from smartphones have primarily been used in large-scale research designs to draw statistical inferences from hundreds or even thousands of participants. In this article, we argue that more qualitatively oriented designs can also benefit greatly from integrating these rich data sources into studies of smartphones in everyday life. Through an illustrative study, we explore a more nuanced perspective on what can be considered “log data” an…
Bo Kampmann Walther
Technology, power and the political economy of new media
Recent developments in digital communication technologies have challenged commonly held notions of media systems and the power and production relations that they involve.The networked, global nature of new media has challenged previously well-known orders of business.For example, the introduction of new platforms (smartphones, tablets) not only makes content available to consumers in new ways, but also undermines existing constellations of power …
The Rules of the Game-The Rules of the Player
This article presents a critical view of the concept of rules in game studies on the basis of a case study of role-playing across media. Role-playing in its traditional form is a complex activity including a game system and a number of communicative conventions where one player takes the role of the game manager in order to implement the rules and provide a world for the other players. In online role-playing games, a programmed system simulates t…
Communication technologies in the study environment
In this article, I will analyse and discuss two qualitative case studies concerning ICT in the study environment at the University of Copenhagen, Denmark. I will place special focus on the way in which organisational perspectives as well as technological affordances shape how communication technologies are integrated into organisational structures and practices on campus. This involves a comparison between course management systems on the one han…
Epic, Steam, and the role of skin-betting in game (platform) economies
In this article, we discuss how and why virtual items known as “skins” travel beyond games and into wider online ecosystems where they become tokens in gambling games. We argue that betting with skins purchased on the Steam platform contributes to the wider platform economy. We do this on the basis of a comparative analysis of Counter-Strike: Global Offensive and Fortnite: Battle Royale as well as the two platforms on which these games exist. Fir…
Individual pastime or focused social interaction
This article outlines how gaming and video gameplay among Danish youth can be integral parts of everyday practices. The article is based on a mixed-methods study of video gameplay patterns among Danish children and young people aged 10–18 years. The study included a survey with a stratified random sample ( N = 1560), follow-up in-depth interviews using purposive sampling from the survey respondents ( N = 19) and focus group interviews with boys a…
Intimacy and visual communication in social media
Sharing (intimate) photos has become an integral part of close relationships in the ageof social media. Most young people use social media as a way to establish and main-tain strong social ties rather than as a way of connecting to public life. This pattern ofuse includes the sharing of photos and videos with intimate and sexual content, suchas nudes, intimate situations, and other types of self-disclosure. Given that the primary public and acade…
Smartphone log data in a qualitative perspective
Log data from smartphones have primarily been used in large-scale research designs to draw statistical inferences from hundreds or even thousands of participants. In this article, we argue that more qualitatively oriented designs can also benefit greatly from integrating these rich data sources into studies of smartphones in everyday life. Through an illustrative study, we explore a more nuanced perspective on what can be considered “log data” an…
Friends, lovers, risk and intimacy
In this article we aim to analyse and discuss the notion of risk in photo-sharing practices and the purposes risk serves in the development of intimate relationships. We will argue that risk in the form of self-disclosure is an inseparable aspect of intimate photo-sharing rather than an undesirable side-effect, and that a broader analytical perspective on the role of risk in the development of intimate relationships allows us to understand risky …
The steam platform economy
In this article, I analyse the Steam platform as a configuration of several market contexts. I argue that Valve, the owner of Steam, maintains a classical retail market catering to large game publishers, while the emphasis of Valve’s own game titles is in alternative market contexts based on player-driven economies. I first discuss Steam as a distinct type of platform economy due to its roots in player-driven game economies. I then introduce the …
The Rules of the Game-The Rules of the Player
This article presents a critical view of the concept of rules in game studies on the basis of a case study of role-playing across media. Role-playing in its traditional form is a complex activity including a game system and a number of communicative conventions where one player takes the role of the game manager in order to implement the rules and provide a world for the other players. In online role-playing games, a programmed system simulates t…
Introduction to gender and media revisited
Gender is not a new concept in media studies.However, its uses and connotations have changed over time to include diff erent types of problems such as the position of women in media industries, gendered stereotypes in mass media or, more recently, the fl uidity and performance of gender inspired by queer studies.When, back in 1986, MedieKultur ran a special issue on "Women and Electronic Mass Media", the focus was specifi cally on women in media …
Cross-media communication in context
In this article, we suggest and discuss a qualitative, multi-methods approach to data collected on smartphones as a way of uncovering a user-centred perspective on cross-media communication. As an individualised multimedia device, the smartphone represents a relevant starting point for studying individual users' cross-media practices. Moreover, the technological affordances of the smartphone, including built-in sensors and GPS tracker as well as …
Communication technologies in the study environment
In this article, I will analyse and discuss two qualitative case studies concerning ICT in the study environment at the University of Copenhagen, Denmark. I will place special focus on the way in which organisational perspectives as well as technological affordances shape how communication technologies are integrated into organisational structures and practices on campus. This involves a comparison between course management systems on the one han…
Technology, power and the political economy of new media
Recent developments in digital communication technologies have challenged commonly held notions of media systems and the power and production relations that they involve.The networked, global nature of new media has challenged previously well-known orders of business.For example, the introduction of new platforms (smartphones, tablets) not only makes content available to consumers in new ways, but also undermines existing constellations of power …
The Rules of the Game-The Rules of the Player
This article presents a critical view of the concept of rules in game studies on the basis of a case study of role-playing across media. Role-playing in its traditional form is a complex activity including a game system and a number of communicative conventions where one player takes the role of the game manager in order to implement the rules and provide a world for the other players. In online role-playing games, a programmed system simulates t…
Bo Kampmann Walther
Smartphone log data in a qualitative perspective
Log data from smartphones have primarily been used in large-scale research designs to draw statistical inferences from hundreds or even thousands of participants. In this article, we argue that more qualitatively oriented designs can also benefit greatly from integrating these rich data sources into studies of smartphones in everyday life. Through an illustrative study, we explore a more nuanced perspective on what can be considered “log data” an…
Introduction to gender and media revisited
Gender is not a new concept in media studies.However, its uses and connotations have changed over time to include diff erent types of problems such as the position of women in media industries, gendered stereotypes in mass media or, more recently, the fl uidity and performance of gender inspired by queer studies.When, back in 1986, MedieKultur ran a special issue on "Women and Electronic Mass Media", the focus was specifi cally on women in media …
Cross-media communication in context
In this article, we suggest and discuss a qualitative, multi-methods approach to data collected on smartphones as a way of uncovering a user-centred perspective on cross-media communication. As an individualised multimedia device, the smartphone represents a relevant starting point for studying individual users' cross-media practices. Moreover, the technological affordances of the smartphone, including built-in sensors and GPS tracker as well as …
Mindeord til Kjetil Sandvik
Individual pastime or focused social interaction
This article outlines how gaming and video gameplay among Danish youth can be integral parts of everyday practices. The article is based on a mixed-methods study of video gameplay patterns among Danish children and young people aged 10–18 years. The study included a survey with a stratified random sample ( N = 1560), follow-up in-depth interviews using purposive sampling from the survey respondents ( N = 19) and focus group interviews with boys a…
The Steam Platform Economy
With this paper I aim to analyse and discuss the Steam game platform in a platform economic perspective. I will argue that Steam represents a special type of platform economy due to its roots in gaming economies: Steam’s platform economy can be seen as a specific way of capitalising on the player-driven economies that arise within and beyond key game titles offered on the platform. The API offered to third party developers on Steams websites can …
Intimitet og visuel kommunikation i sociale medier
Hverdagens intime og seksuelle relationer er flyttet ind i sociale medier og på digitale platforme. Vi hører mest om det, når det går galt og skandalerne ruller, men hvis vi skal forstå disse enkeltstående og ekstreme sager, må vi også forstå konteksten: Digitale medier og visuel kommunikation som en naturlig del af hverdagens intime og seksuelle relationer, en måde at være kærester, gøre tilnærmelser og lege med sin seksualitet på. Derfor kredse…
Intimacy and visual communication in social media
Sharing (intimate) photos has become an integral part of close relationships in the ageof social media. Most young people use social media as a way to establish and main-tain strong social ties rather than as a way of connecting to public life. This pattern ofuse includes the sharing of photos and videos with intimate and sexual content, suchas nudes, intimate situations, and other types of self-disclosure. Given that the primary public and acade…
Friends, lovers, risk and intimacy
In this article we aim to analyse and discuss the notion of risk in photo-sharing practices and the purposes risk serves in the development of intimate relationships. We will argue that risk in the form of self-disclosure is an inseparable aspect of intimate photo-sharing rather than an undesirable side-effect, and that a broader analytical perspective on the role of risk in the development of intimate relationships allows us to understand risky …
Dynamics of Digital Markets
The focus of this panel is the material, organizational, and cultural conditions of digital markets. While the notion of economy refers to the more general production, distribution and allocation in society, the idea of markets represents specific contexts of economic exchange typical of capitalist economies (Carruthers & Babb, 2013). A more elaborate understanding of digital markets and their relationships with digital platforms can expand our u…
Epic, Steam, and the role of skin-betting in game (platform) economies
In this article, we discuss how and why virtual items known as “skins” travel beyond games and into wider online ecosystems where they become tokens in gambling games. We argue that betting with skins purchased on the Steam platform contributes to the wider platform economy. We do this on the basis of a comparative analysis of Counter-Strike: Global Offensive and Fortnite: Battle Royale as well as the two platforms on which these games exist. Fir…
The steam platform economy
In this article, I analyse the Steam platform as a configuration of several market contexts. I argue that Valve, the owner of Steam, maintains a classical retail market catering to large game publishers, while the emphasis of Valve’s own game titles is in alternative market contexts based on player-driven economies. I first discuss Steam as a distinct type of platform economy due to its roots in player-driven game economies. I then introduce the …
Sports events in a transmedia landscape
From player to asset
This paper examines crypto economies in ‘play-to-earn’ games via a case study of Axie Infinity (Sky Mavis, Citation2018). High entry costs spawned ‘scholarships’ in which asset-owning managers lease Axies to applicants – largely young Filipino adults – in exchange for a share of earnings. Using scraped data from four Discord communities, we analyse scholarship applications, revealing three strategic framings: (1) Hardship as leverage: Applicants …
MedieKultur gennem mere end 40 år
Sociology (10 obras) · Computer Science (9 obras) · Business (7 obras) · Digital Games and Media (7 obras) · Economics (5 obras) · Psychology (5 obras) · Artificial Intelligence (4 obras) · Economy (4 obras) · Gender, Feminism, and Media (4 obras) · Media Studies and Communication (3 obras)