Claus Toft-Nielsen
Dados Biográficos
| ID | 285976 |
|---|---|
| NOME | Claus Toft-Nielsen |
| PRENOMES | Claus |
| SOBRENOME | Toft-Nielsen |
| ASSINATURA | TOFT-NIELSEN C |
| AFILIAÇÕES | Aarhus University |
| ORCID | 0009-0002-2871-9052 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 6 |
| TOTAL DE CITAÇÕES | 19 |
| TOTAL COMO AUTOR | 6 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2015 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2026 |
| ÍNDICE H | 2 |
Understanding Hopepunk Games
This paper introduces a theoretical framework for understanding “hopepunk games” by combining hauntological attitudes and utopian approaches, offering a grounded conceptualization of its core traits. By drawing together theories from hauntology and utopia as method, the framework synthesizes them into core concepts that engage and mirror each other. This produces prompts for analyzing hopepunk games both conceptually and practically. The approach…
Digital intimacy
In the past decade, memes have emerged as a prominent mode of online interaction that influence social, cultural and political discourse, but less attention has been given to people’s everyday practices associated with memes. Based on two focus-group interviews conducted with undergraduate university students in Denmark, we examine how, when and why memes are a part of everyday lives and practices – particularly focusing on the relational and int…
Going home again
Since its release in 2004, World of Warcraft (WoW) has regularly changed the game and the play experience in significant ways. Recently, Blizzard, the developer of WoW, announced the upcoming game WoW Classic: 'an authentic, Blizzard-quality classic experience'. Drawing on interviews with adult WoW fans and gamers, the article examines the game as an 'affective space' (Hills, 2002) of fandom that cannot be separated from the fan narratives and ex…
Introduction to Special Issue
Introduction
Playful learning in higher education
Increased focus on quantifiable performance and assessment in higher education is creating a learning culture characterized by fear of failing, avoidance of risk, and extrinsic goal-oriented behaviours. In this article, we explore possibilities of a more playful approach to teaching and learning in higher education through the metaphor of the ‘magic circle’. This approach stimulates intrinsic motivation and educational drive, creates safe spaces …
Gaming practices in everyday life. An analytical operationalization of field theory by means of practice theory
This article investigates digital game play (gaming) as a specific media field (Bourdieu, 1984, p. 72), in which especially gaming capital (Consalvo, 2007) functions as a theoretical lens. We aim to analyse the specific practices that constitute and are constituted in and around gaming. This multitude of practices is theoretically qualified by the second generation of practice theorists, including (Bruchler & Postill, 2010; Reckwitz, 2002; Schatz…
Playful learning in higher education
Increased focus on quantifiable performance and assessment in higher education is creating a learning culture characterized by fear of failing, avoidance of risk, and extrinsic goal-oriented behaviours. In this article, we explore possibilities of a more playful approach to teaching and learning in higher education through the metaphor of the ‘magic circle’. This approach stimulates intrinsic motivation and educational drive, creates safe spaces …
Gaming practices in everyday life. An analytical operationalization of field theory by means of practice theory
This article investigates digital game play (gaming) as a specific media field (Bourdieu, 1984, p. 72), in which especially gaming capital (Consalvo, 2007) functions as a theoretical lens. We aim to analyse the specific practices that constitute and are constituted in and around gaming. This multitude of practices is theoretically qualified by the second generation of practice theorists, including (Bruchler & Postill, 2010; Reckwitz, 2002; Schatz…
Going home again
Since its release in 2004, World of Warcraft (WoW) has regularly changed the game and the play experience in significant ways. Recently, Blizzard, the developer of WoW, announced the upcoming game WoW Classic: 'an authentic, Blizzard-quality classic experience'. Drawing on interviews with adult WoW fans and gamers, the article examines the game as an 'affective space' (Hills, 2002) of fandom that cannot be separated from the fan narratives and ex…
Gaming practices in everyday life. An analytical operationalization of field theory by means of practice theory
This article investigates digital game play (gaming) as a specific media field (Bourdieu, 1984, p. 72), in which especially gaming capital (Consalvo, 2007) functions as a theoretical lens. We aim to analyse the specific practices that constitute and are constituted in and around gaming. This multitude of practices is theoretically qualified by the second generation of practice theorists, including (Bruchler & Postill, 2010; Reckwitz, 2002; Schatz…
Playful learning in higher education
Increased focus on quantifiable performance and assessment in higher education is creating a learning culture characterized by fear of failing, avoidance of risk, and extrinsic goal-oriented behaviours. In this article, we explore possibilities of a more playful approach to teaching and learning in higher education through the metaphor of the ‘magic circle’. This approach stimulates intrinsic motivation and educational drive, creates safe spaces …
Introduction to Special Issue
Introduction
Going home again
Since its release in 2004, World of Warcraft (WoW) has regularly changed the game and the play experience in significant ways. Recently, Blizzard, the developer of WoW, announced the upcoming game WoW Classic: 'an authentic, Blizzard-quality classic experience'. Drawing on interviews with adult WoW fans and gamers, the article examines the game as an 'affective space' (Hills, 2002) of fandom that cannot be separated from the fan narratives and ex…
Understanding Hopepunk Games
This paper introduces a theoretical framework for understanding “hopepunk games” by combining hauntological attitudes and utopian approaches, offering a grounded conceptualization of its core traits. By drawing together theories from hauntology and utopia as method, the framework synthesizes them into core concepts that engage and mirror each other. This produces prompts for analyzing hopepunk games both conceptually and practically. The approach…
Digital intimacy
In the past decade, memes have emerged as a prominent mode of online interaction that influence social, cultural and political discourse, but less attention has been given to people’s everyday practices associated with memes. Based on two focus-group interviews conducted with undergraduate university students in Denmark, we examine how, when and why memes are a part of everyday lives and practices – particularly focusing on the relational and int…
Computer Science (3 obras) · Digital Games and Media (2 obras) · Everyday life (2 obras) · Identity (music (2 obras) · Media studies (2 obras) · Narrative (2 obras) · Politics (2 obras) · Psychology (2 obras) · Sociology (2 obras) · Aesthetics (1 obras)