Kristine Jørgensen's picture
Zulfikar Fahmy, UiB
  • E-mailkristine.jorgensen@uib.no
  • Phone+47 55 58 41 13
  • Visitor Address
    Fosswinckels gt 6
    5007 Bergen
  • Postal Address
    Postboks 7802
    5020 Bergen

Kristine Jørgensen's research is in game studies. She is interested in player-centered perspectives and has studied player experiences with transgressive game content, player interaction with game interfaces, and player experiences of sound 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 was project manager of the research project Games and Transgressive Aesthetics, which focuses on player experiences of controversial, uncomfortable, and norm-breaking game content and how they tackle this in the gameplay situation.

Kristine Jørgensen is also the leader of UiBs cross-faculty research network for game studies.

She is the co-author of The Paradox of Transgression in Games (with Torill Elvira Mortensen), the author of Gameworld Interfaces and  A Comprehensive Study of Sound in Computer Games: How Audio Affects Player Action, and the co-editor of Transgression in Games and Play (with Faltin Karlsen).


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

I teach at the BA and MA programs in Media and Interaction Design at Media City Bergen.


  • Show author(s) (2022). Companion Characters and Portal's Companion Cube: A Response to Ida Broni Christensen. Narrative. 192-194.
  • Show author(s) (2022). "Whose Expression is it Anyway? Videogames and the Freedom of Expression". Games and Culture. 997-1014.
  • Show author(s) (2022). "Play Don't Show — Video Game Companions". Narrative. 182-196.
  • Show author(s) (2022). "From Political Economy to Identity Politics: A Forum Study of Political Discussions between Players". Gamevironments. 15-57.
  • Show author(s) (2021). "Norway". . In:
    • Show author(s) (2021). Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd Edition.
  • Show author(s) (2020). The Paradox of Transgression in Games.
  • Show author(s) (2019). Understanding War Game Experiences: Applying Multiple Player Perspectives to Game Analysis. 16 pages.
  • Show author(s) (2019). Public game funding in the Nordic region. International Journal of Cultural Policy.
  • Show author(s) (2019). Dead Rising and the Gameworld Zombie.
  • Show author(s) (2018). When Is It Enough? Uncomfortable Game Content and the Transgression of Player Taste. 15 pages.
  • Show author(s) (2018). Transgression in Games and Play. MIT Press.
  • Show author(s) (2018). Introduction: Playful Transgressions. 9 pages.
  • Show author(s) (2017). Newcomers in a Global Industry: Challenges of a Norwegian Game Company . Games and Culture. 660-679.
  • Show author(s) (2017). From hobbyists to entrepreneurs. Convergence. The International Journal of Research into New Media Technologies. 457-476.
  • Show author(s) (2017). "Emphatic and Ecological Sounds in Gameworld Interfaces". 13 pages.
  • Show author(s) (2016). The positive discomfort of spec ops: The line. Game Studies.
  • Show author(s) (2016). Gameworld Interfaces as Make-Believe. 11 pages.
  • Show author(s) (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.
  • Show author(s) (2015). Dark Play in Dishonored. 16 pages.
  • Show author(s) (2014). Mediepanikk eller medieskepsis? En analyse av dataspilldebatten etter 22. juli. Norsk Medietidsskrift. 42-62.
  • Show author(s) (2013). Mellom næring og kultur: en studie av norsk spillpolitikk. Norsk Medietidsskrift. 5-28.
  • Show author(s) (2013). Gameworld interfaces.
  • Show author(s) (2013). "Estetikk og spillelementer: Utfoldelse og lekenhet med digital medieteknologi". Norsk Medietidsskrift. 241-260.
  • Show author(s) (2012). Kva er dataspel? Folkeopplysning for professorar. 16 pages.
  • Show author(s) (2012). Combining think aloud and comic strip illustration in the study of augmented reality games. 14 pages.
  • Show author(s) (2012). Between the game system and the fictional world. A study of computer game interfaces. Games and Culture. 142-163.
  • Show author(s) (2011). Time for new terminology? Diegetic and nondiegetic sounds in computer games revisited. 20 pages.
  • Show author(s) (2011). Framing the Game : Four game-related approaches to Goffman's frames. 18 pages.
  • Show author(s) (2011). "Players as co-researchers: Expert Player Perspective as an Aid to Understanding Games". Simulation & Gaming.
  • Show author(s) (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.
  • Show author(s) (2009). Dataspill og interaktivitet. 151-164. In:
    • Show author(s) (2009). Medievitenskap. Bd. 3: Mediebruk. Fagbokforlaget.
  • Show author(s) (2009). Conan eller Josefine? Politikk og økonomi i den norske spillbransjen. Norsk Medietidsskrift. 317-343.
  • Show author(s) (2009). A comprehensive study of sound in computer games: How audio affects player action.
  • Show author(s) (2008). Left in the Dark. Playing Computer Games with the Sound Turned Off. 14 pages.
  • Show author(s) (2008). Audio and Gameplay: An Analysis of PvP Battlegrounds in World of Warcraft. Game Studies.
  • Show author(s) (2007). On Transdiegetic Sounds in Computer Games. Northern Lights: Film & Media Studies Yearbook. 105-118.
  • Show author(s) (2006). Lyd som grensesnitt: når dataspillets lyd blir funksjonell. Mediekultur. 44-52.
  • Show author(s) (2003). Aporia & Epiphany in context : computer game agency in Baldur's Gate II & Heroes of Might & Magic IV.

More information in national current research information system (CRIStin)

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