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  • E-mailKristine.Jorgensen@uib.no
  • Phone+47 55 58 41 13
  • Visitor Address
    Fosswinckelsgt. 6
    Room 
    527
  • Postal Address
    Postboks 7802
    5007 Bergen

Kristine Jørgensen's research is connected to game studies. She is interested in user-centered perspectives and has among other topics studied how players experience sound in games, as well as user interfaces and interaction in games. She also has an interest in production and industry studies and has in that context researched the Norwegian game industry. In the period 2015-2019, she is project manager of the research project Games and Transgressive Aesthetics, which focuses on player experiences of transgressive game content and how they tackle this in the gameplay situation.

Games and Transgressive Aesthetics research project: http://gta.b.uib.no/

Coordinator of BA program in New Media

Coordinator of BA and MA programs in Media and Interaction Design

Books
  • Jørgensen, Kristine. 2013. Gameworld interfaces. MIT Press. 192 pages. ISBN: 978-0-262-02686-4.
  • Jørgensen, Kristine. 2009. A comprehensive study of sound in computer games: How audio affects player action. Edwin Mellen Press. 284 pages. ISBN: 978-0-7734-3826-2.
Journal articles
  • Jørgensen, Kristine. 2016. The positive discomfort of spec ops: The line. Game Studies. 16.
  • Jørgensen, Kristine; Sandqvist, Ulf; Sotamaa, Olli. 2015. From hobbyists to entrepreneurs: On the formation of the Nordic game industry. Convergence. The International Journal of Research into New Media Technologies. 1-20.
  • Jørgensen, Kristine. 2014. "Sound in a Participatory Culture". Game Studies. 14. doi: http://gamestudies.org/1401/articles/kjorgensen
  • Karlsen, Faltin; Jørgensen, Kristine. 2014. Mediepanikk eller medieskepsis? En analyse av dataspilldebatten etter 22. juli. Norsk Medietidsskrift. 21: 42-62.
  • Jørgensen, Kristine. 2012. Between the game system and the fictional world. A study of computer game interfaces. Games and Culture : A Journal of Interactive Media. 7: 142-163. Published 2012-03-26. doi: 10.1177/1555412012440315
  • Jørgensen, Kristine. 2011. "Players as co-researchers: Expert Player Perspective as an Aid to Understanding Games". Simulation & Gaming. doi: 10.1177/1046878111422739
  • Jørgensen, Kristine. 2011. The User Interface Continuum: A Study Of Player Preference. Gamasutra. The Art and Business of Making Games. Published 2011-04-12.
  • Jørgensen, Kristine. 2010. Game characters as narrative devices : a comparative analysis of Dragon Age: Origins and Mass Effect 2. Eludamos - Journal for Computer Game Culture. 4: 315-331.
  • Jørgensen, Kristine. 2010. En fremtid for norsk dataspillforskning? Aftenposten (morgenutg. : trykt utg.). Published 2010-11-16.
  • Jørgensen, Kristine. 2009. Conan eller Josefine? Politikk og økonomi i den norske spillbransjen. Norsk Medietidsskrift. 16: 317-343.
  • Jørgensen, Kristine. 2009. ”Vi spiller ikke alene”. Minerva. 3.
  • Jørgensen, Kristine. 2008. Audio and Gameplay: An Analysis of PvP Battlegrounds in World of Warcraft. Game Studies. 8.
  • Jørgensen, Kristine. 2008. Dataspill som aktivitet – eller som avhengighet? Dagbladet. Published 2008-01-18. doi: http://www.dagbladet.no/kultur/2008/01/18/524237.html
  • Jørgensen, Kristine. 2007. On Transdiegetic Sounds in Computer Games. Northern Lights. 5: 105-118.
  • Jørgensen, Kristine. 2006. Lyd som grensesnitt: når dataspillets lyd blir funksjonell. Mediekultur. 40: 44-52.
Reports and theses
  • Jørgensen, Kristine. 2003. Aporia & Epiphany in context : computer game agency in Baldur's Gate II & Heroes of Might & Magic IV. 136 pages.
Book sections
  • Jørgensen, Kristine. 2017. "Emphatic and Ecological Sounds in Gameworld Interfaces". 6, pages 72-84. In:
    • Mera, Miguel; Sadoff, Ronald; Winters, Ben. 2017. The Routledge Companion to Screen Music and Sound. Routledge. 634 pages. ISBN: 9781138855342.
  • Jørgensen, Kristine. 2016. Gameworld Interfaces as Make-Believe. 6, pages 89-99. In:
    • Turner, Phil; Harviainen, J. Tuomas. 2016. Digital Make-Believe. Springer. 178 pages. ISBN: 978-3-319-29551-0.
  • Jørgensen, Kristine. 2015. Dark Play in Dishonored. 13, pages 210-225. In:
    • Linderoth, Jonas; Mortensen, Torill; Brown, Ashley. 2015. The Dark Side of Game Play. Controversial Issues in Playful Environments. Routledge. 272 pages. ISBN: 978-1-13-882728-8.
  • Gjøsæter, Tor; Jørgensen, Kristine. 2012. Combining think aloud and comic strip illustration in the study of augmented reality games. Kap 7, pages 77-90. In:
    • Fallmyr, Terje; Bygstad, Bendik; Fog, Jørgen; Habib, Laurence Marie Anna; Iden, Jon; Krogstie, John; Munkvold, Bjørn Erik. 2012. NOKOBIT 2012 :Universitetet i Nordland 19. - 21. november 2012 : Norsk konferanse for organisasjoners bruk av informasjonsteknologi. Akademika forlag. ISBN: 978-82-321-0185-6.
  • Jørgensen, Kristine; Klevjer, Rune. 2012. Kva er dataspel? Folkeopplysning for professorar. VII. Opplysning, pages 715-730. In:
    • Knapskog, Karl; Hovden, Jan Fredrik. 2012. Hunting High and Low. Skriftfest til Jostein Gripsrud. Scandinavian Academic Press. 859 pages. ISBN: 978-82-304-0090-6.
  • Jørgensen, Kristine. 2011. Time for new terminology? Diegetic and nondiegetic sounds in computer games revisited. Kapittel 5, pages 78-97. In:
    • Grimshaw, Mark. 2011. Game Sound Technology and Player Interaction: Concepts and Developments. Information Science Publishing. 350 pages. ISBN: 9781616928285.
  • Jørgensen, Kristine; Rossi, Luca; Glas, Rene; Mortensen, Torill Elvira. 2011. Framing the Game : Four game-related approaches to Goffman's frames. Kap 9, pages 141-158. In:
    • Crawford, Garry; Gosling, Victoria; Light, Ben. 2011. Online Gaming in Context: The social and cultural significance of online games. Routledge. 302 pages. ISBN: 978-0-415-55619-4.
  • Jørgensen, Kristine. 2009. Dataspill og interaktivitet. Kapittel 12, pages 151-164. In:
    • Gentikow, Barbara. 2009. Medievitenskap. Bd. 3: Mediebruk. Fagbokforlaget. 197 pages. ISBN: 978-82-450-0593-6.
  • Jørgensen, Kristine. 2008. Left in the Dark. Playing Computer Games with the Sound Turned Off. Kapittel nummer 11, pages 163-176. In:
    • Collins, Karen. 2008. From Pac-Man to Pop Music. Interactive Audio in Games and New Media. Ashgate. 207 pages. ISBN: 978-0-7546-6200-6.

More information in national current research information system (CRIStin)

For full list of publications, see kristinejorgensen.b.uib.no

Games and Transgressive Aesthetics: http://gta.b.uib.no/

GAMEWORK: Game Production Studies Initiative: http://gamework.b.uib.no/