Papers by Kristine Jørgensen
Convergence: The International Journal of Research into New Media Technologies
Human–Computer Interaction Series, 2016
Make-believe is an important part of our engagement with many aspects of our lives and is often s... more Make-believe is an important part of our engagement with many aspects of our lives and is often seen as central to our engagement with representational media. When playing video games, players must make sense of a range of information, and gameworlds include a selection of signs that either point to the game system, or to the fictional aspects of the game. The combination of health meters, experience bars, and symbols floating around in the world, with a recognizable environment featuring anthropomorphic inhabitants with intentions and motivations may appear paradoxical, but players tend to accept this contradiction without any confusion. With reference to Kendall Walton’s (Mimesis as make-believe. On the foundations of the representational arts. Harvard University Press, Cambridge, MA, 1990) theory of make-believe where virtually anything has the potential of being props in the imaginative process, the aim of this chapter is to expand the understanding of make-believe by exploring how it is employed when players interact with gameworlds.
MedieKultur: Journal of media and communication research, 2006
Lyd i dataspill har en større rolle enn å være en atmosfæreskaper. Den har også en viktig funksjo... more Lyd i dataspill har en større rolle enn å være en atmosfæreskaper. Den har også en viktig funksjonell rolle ved å gi informasjon som er relevant for såvel proaktive som reaktive spillerhandlinger. Denne artikkelen har til hensikt å diskutere lydens funksjonelle rolle i spill. Som analyseeksempler blir stealthspillet Hitman Contracts og real-time strategispillet Warcraft III brukt, og disse vil bli belyst av begreper fra to teoretiske retninger. Filmteoretiske ideer som forholdet mellom diegetisk og ekstradiegetisk lyd, samt Chions forståelse av forskjellige lyttemåter er sentrale for en videre forståelse av lydens rolle, mens HCI-studier kan si noe om lydens rolle i datamaskinbaserte miljøer og hvilke teknikker som benyttes når lyd brukes til informative formål.
Norsk Medietidsskrift, Jan 14, 2010
The article describes the different players in the Norwegian game industry, and discusses the cha... more The article describes the different players in the Norwegian game industry, and discusses the challenges and possibilities that they face. In particular, it is argued that challenges relate to publishing, financial issues and recruitment, and that there are interesting possibilities in ...
Northern Lights, 2007
This article will identify and define the concept of transdiegetic sound space in computer games,... more This article will identify and define the concept of transdiegetic sound space in computer games, and discuss the relationship of this space to action and events in the game. The point of departure for the article is based on discussions of the diegetic space in film theory, but ...
Concepts and Developments, 2000
78 Chapter 5 Time for New Terminology? Diegetic and Non-Diegetic Sounds in Computer Games Revisit... more 78 Chapter 5 Time for New Terminology? Diegetic and Non-Diegetic Sounds in Computer Games Revisited Kristine Jørgensen University of Bergen, Norway AbstrAct This chapter is a critical discussion of the use of the concepts diegetic and non-diegetic in connection with ...
Gameworld Interfaces, 2013
Gameworld Interfaces, 2013
Gameworld Interfaces, 2013
With point of departure in the concepts of positive negative experiences (Hopeametsä 2008; Montol... more With point of departure in the concepts of positive negative experiences (Hopeametsä 2008; Montola 2010), deep play (Geertz, 1973, 432-433; Schechner 2013, 118-119), brink play (Poremba 2007), and the bleed effect (Montola 2010; Waern 2010), this paper discusses how games tackle serious and controversial issues in the context of play. The paper's central argument is that seriousness is not only possible in games and play, but that seriousness is a prerequisite and a necessary aspect of all play activities.
""The article describes the different players in the Norwegian game industry, and discu... more ""The article describes the different players in the Norwegian game industry, and discusses the challenges and possibilities that they face. In particular, it is argued that challenges relate to publishing, financial issues and recruitment, and that there are interesting possibilities in connection with the recent political attention that Norwegian game companies have received. An issue in addition is the fact that Norwegian game companies have never been closely associated with international publishing houses.""
| kristine jørgensen og torill elvira mortensen | estetikk og spillelementer | [ 242 ] norsk medi... more | kristine jørgensen og torill elvira mortensen | estetikk og spillelementer | [ 242 ] norsk medietidsskrift | 2013 | årg. 20 | nr. 3 | | kristine jørgensen og torill elvira mortensen | estetikk og spillelementer | norsk medietidsskrift | 2013 | årg. 20 | nr. 3 | [ 243 ] | kristine jørgensen og torill elvira mortensen | estetikk og spillelementer | [ 244 ] norsk medietidsskrift | 2013 | årg. 20 | nr. 3 | | kristine jørgensen og torill elvira mortensen | estetikk og spillelementer | [ 246 ] norsk medietidsskrift | 2013 | årg. 20 | nr. 3 |
"Description: This study examines the functionality of sound in computer games, a topic whic... more "Description: This study examines the functionality of sound in computer games, a topic which has received little attention in game studies and media studies. It is a study of the communicative aspects of sound in computer games that utilizes theories from both film studies and research on audio as a system of information in computer-based and physical environments. Reviews: “A special strength is [the author’s] emphasis on the functionality of sound in computer games; the studies explore the relationship between game audio and player actions. This is particularly welcome in an area where much public debate remains concerned about what media may do to people, and in which a substantial portion of research so far has been preoccupied with the forms and aesthetics of gaming.” – Prof. Klaus Bruhn Jensen, University of Copenhagen “Jørgensen’s study is clearly argued, methodologically sound, theoretically original, and provides game studies with (to my knowledge) the first comprehensive account of the role of sound and audition in game design and play. It will thus be a welcome contribution both to the understanding of gaming and game audio - as well as the role of sound in audiovisual media in general.” – Prof. Arnt Maasø, University of Oslo “. . . likely to help set the agenda for further studies of sound in gaming as well as other communicative practices. In addition to its theoretical overviews and empirical findings, the work makes a strong case for the value of detailed empirical studies as a basis for theory development.” – Prof. Jon Dovey, University of the West of England "
As a new cultural industry, digital game development is located between the sectors of culture an... more As a new cultural industry, digital game development is located between the sectors of culture and trade. While Norwegian game development is defined today as a matter for the Ministry of Culture, the industry is asking for a more holistic policy that includes trade policies. This article discusses Norwegian game policies with point of departure in research interviews with four Norwegian game developers and argues that trade policies are already included in the existing cultural policy.
Advancement in handheld device capabilities and an increased feasibility of augmented reality (AR... more Advancement in handheld device capabilities and an increased feasibility of augmented reality (AR) technology has lead to an increase development and use of augmented reality games. In this paper we propose a practice for studying different types augmented reality games. The practice was developed through experimenting in pilot studies and testing the approach on two different games. One session was executed with three participants experiencing an AR game for the Playstation 3 while seven users underwent the process using a mobile AR game. The proposed approach apply the think aloud method in combination with careful and extensive video recording to enable illustration and analysis of interaction in a comic strip like format. A discussion of the weaknesses; strengths and potential pitfalls with our approach are presented to the readers. In conclusion we find that the specific qualities of AR games in general are opportune to be represented and analysed in this format and a checklist...
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Papers by Kristine Jørgensen