- E-postkristine.jorgensen@uib.no
- Telefon+47 55 58 41 13
- BesøksadresseFosswinckels gt 65007 BergenRom613
- PostadressePostboks 78025020 Bergen
Kristine Jørgensen forsker innen dataspillstudier. Hun er interessert i brukerorienterte perspektiver og har forsket på hvordan spillere opplever grenseoverskridende spillinnhold, lyd i dataspill, og interaksjon med grenseflater i spill.
Hun har også en interesse for produksjons- og bransjestudier og har i den sammenheng forsket på den norske spillbransjen. I perioden 2015-2019 ledet hun forskningsprosjektet Games and Transgressive Aestethics.
Kristine Jørgensen leder forskningsprosjektet Understanding Male Gamers (2023-2028) og er arbeidspakkeleder i SFFen Center for Digital Narrative (2023-2033).
Hun er også medforfatter for The Paradox of Transgression in Games (med Torill Elvira Mortensen), forfatter av Gameworld Interfaces og A Comprehensive Study of Sound in Computer Games: How Audio Affects Player Action, og medredaktør for Transgression in Games and Play (med Faltin Karlsen).
Underviser på studieprogrammene i Medie- og interaksjonsdesign i Media City Bergen.
- (2024). Games for the Pluriverse: Exploring the Use, Opportunities, and Problems of Drawing from Local Cultural Heritage in Video Games. Games and Culture.
- (2024). Dataspillere og maskulinitet – gamermaskulinitet som en hybridmaskulinitet? Norsk Medietidsskrift.
- (2022). Companion Characters and Portal's Companion Cube: A Response to Ida Broni Christensen. Narrative. 192-194.
- (2022). "Whose Expression is it Anyway? Videogames and the Freedom of Expression". Games and Culture. 997-1014.
- (2022). "From Political Economy to Identity Politics: A Forum Study of Political Discussions between Players". Gamevironments. 15-57.
- (2021). Emotional Mario Task at MediaEval 2021. CEUR Workshop Proceedings.
- (2021). "Norway". . I:
- (2021). Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd Edition.
- (2020). The Paradox of Transgression in Games.
- (2019). Understanding War Game Experiences: Applying Multiple Player Perspectives to Game Analysis. 16 sider.
- (2019). Public game funding in the Nordic region. International Journal of Cultural Policy.
- (2019). Dead Rising and the Gameworld Zombie.
- (2018). When Is It Enough? Uncomfortable Game Content and the Transgression of Player Taste. 15 sider.
- (2018). Transgression in Games and Play. MIT Press.
- (2018). Introduction: Playful Transgressions. 9 sider.
- (2017). Newcomers in a Global Industry: Challenges of a Norwegian Game Company . Games and Culture. 660-679.
- (2017). From hobbyists to entrepreneurs. Convergence. The International Journal of Research into New Media Technologies. 457-476.
- (2017). "Emphatic and Ecological Sounds in Gameworld Interfaces". 13 sider.
- (2016). The positive discomfort of spec ops: The line. Game Studies.
- (2016). Gameworld Interfaces as Make-Believe. 11 sider.
- (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.
- (2015). Dark Play in Dishonored. 16 sider.
- (2014). Mediepanikk eller medieskepsis? En analyse av dataspilldebatten etter 22. juli. Norsk Medietidsskrift. 42-62.
- (2013). Mellom næring og kultur: en studie av norsk spillpolitikk. Norsk Medietidsskrift. 5-28.
- (2013). Gameworld interfaces.
- (2013). "Estetikk og spillelementer: Utfoldelse og lekenhet med digital medieteknologi". Norsk Medietidsskrift. 241-260.
- (2012). Kva er dataspel? Folkeopplysning for professorar. 16 sider.
- (2012). Combining think aloud and comic strip illustration in the study of augmented reality games. 14 sider.
- (2012). Between the game system and the fictional world. A study of computer game interfaces. Games and Culture. 142-163.
- (2011). Time for new terminology? Diegetic and nondiegetic sounds in computer games revisited. 20 sider.
- (2011). Framing the Game : Four game-related approaches to Goffman's frames. 18 sider.
- (2011). "Players as co-researchers: Expert Player Perspective as an Aid to Understanding Games". Simulation & Gaming.
- (2010). Game characters as narrative devices : a comparative analysis of Dragon Age: Origins and Mass Effect 2. Eludamos: Journal for Computer Game Culture. 315-331.
- (2009). Dataspill og interaktivitet. 151-164. I:
- (2009). Medievitenskap. Bd. 3: Mediebruk. Fagbokforlaget.
- (2009). Conan eller Josefine? Politikk og økonomi i den norske spillbransjen. Norsk Medietidsskrift. 317-343.
- (2009). A comprehensive study of sound in computer games: How audio affects player action.
- (2008). Left in the Dark. Playing Computer Games with the Sound Turned Off. 14 sider.
- (2008). Audio and Gameplay: An Analysis of PvP Battlegrounds in World of Warcraft. Game Studies.
- (2007). On Transdiegetic Sounds in Computer Games. Northern Lights: Film & Media Studies Yearbook. 105-118.
- (2006). Lyd som grensesnitt: når dataspillets lyd blir funksjonell. Mediekultur. 44-52.
- (2003). Aporia & Epiphany in context : computer game agency in Baldur's Gate II & Heroes of Might & Magic IV.
Se fullstendig oversikt over publikasjoner i CRIStin.
For komplett liste over publikasjoner, se Person #50014 - Kristine Jørgensen - Cristin