Rune Klevjer
- E-mailRune.Klevjer@uib.no
- Phone+47 55 58 41 23
- Visitor AddressFosswinckels gate 6Lauritz Meltzers hus5007 BergenRoom517
- Postal AddressPostboks 78025020 Bergen
Questioning Immersion seminar, Bergen 2-3. June 2022
Section editor, Journal of the Philosophy of Games.
Selected publications:
Klevjer, R. (2021). Civilization IV i den videregående skolen: Mellom fortrolighet og fremmedgjøring. Nordidactica – Journal of Humanities and Social Science Education, 11(1). https://journals.lub.lu.se/nordidactica/index
Klevjer, R. (2019). Virtuality and Depiction in Video Game Representation. Games and Culture. 14(7-8): 724-741. doi:10.1177/1555412017727688
Klevjer, R. and Hovden, J.F. (2017). The Structure of Videogame Preference. Game Studies, 17 (2).
Klevjer, R. (2012). Enter the Avatar. The phenomenology of prosthetic telepresence in computer games. In H. Fossheim, T. Mandt Larsen & J. R. Sageng (Eds.), The Philosophy of Computer Games (pp. 17-38). London & New York: Springer
Selected publications:
Klevjer, R. (2021). Civilization IV i den videregående skolen: Mellom fortrolighet og fremmedgjøring. Nordidactica – Journal of Humanities and Social Science Education, 11(1). https://journals.lub.lu.se/nordidactica/index
Klevjer, R. (2019). Virtuality and Depiction in Video Game Representation. Games and Culture. 14(7-8): 724-741. doi:10.1177/1555412017727688
Klevjer, R. and Hovden, J.F. (2017). The Structure of Videogame Preference. Game Studies, 17 (2).
Klevjer, R. (2012). Enter the Avatar. The phenomenology of prosthetic telepresence in computer games. In H. Fossheim, T. Mandt Larsen & J. R. Sageng (Eds.), The Philosophy of Computer Games (pp. 17-38). London & New York: Springer
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From CRISTIN:
- (2022). What Is the Avatar? Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition.
- (2021). Civilization IV i den videregående skolen: mellom fortrolighet og fremmedgjøring. Nordidactica.
- (2019). Virtuality and depiction in video game representation. Games and Culture. 724-741.
- (2019). Representação e Virtualidade em Videogames. Intexto. 36-49.
- (2017). Virtuality and Depiction in Video Game Representation. Games and Culture.
- (2017). The Structure of Videogame Preference. Game Studies.
- (2016). Learning with commercial games: The case of Nordahl Grieg High School, Norway. Games+Learning+Society Conference Proceedings. 292-298.
- (2016). Avatar. 5 pages.
- (2014). Graphic Realism. 5 pages.
- (2014). Cutscene. 106-107. In:
- (2014). Johns Hopkins Guide to Digital Media. Johns Hopkins University Press.
- (2014). Cut scenes. 10 pages.
- (2012). Kva er dataspel? Folkeopplysning for professorar. 16 pages.
- (2012). Enter the Avatar. The phenomenology of prosthetic telepresence in computer games. 22 pages.
- (2009). The Way of the Gun. Die Ästhetik des singleplayer first person shooters. 20 pages.
- (2008). “Review: Diane Carr, David Buckingham, Andrew Burn and Gareth Scott, Computer Games: Text, Narrative and Play. European Journal of Cultural Studies. 221-223.
- (2008). The Cultural Value of Games: Computer Games and Cultural Policy in Europe. 20 pages.
- (2008). Per Una Difesa delle cut scenes. 16 pages.
- (2008). Dataspillanalyse: reisen og kartet. 20 pages.
- (2008). Dataspill i skolen? TILT - Mediepedagogisk tidsskrift.
- (2007). What is the avatar? Fiction and embodiment in avatar-based singleplayer computer games.
- (2005). La via della pistola. L’estetica dei first person shooter in single player.
- (2005). Genre Blindness. DIGRA Hard Core Columns.
- (2005). Danzando con il Grottesco Moderno. Guerra, lavoro, gioco e rituale nei First Person Shooter run-and-gun.
- (2004). Spill og verdier. Dagbladet.
- (2001). Det gamle evangelium. Sjangerblanding og situasjonsbeskrivelse i Sofies Verden. Rhetorica Scandinavica. 68-85.
More information in national current research information system (CRIStin)