- E-mailRune.Klevjer@uib.no
- Phone+47 55 58 41 23+47 906 30 360
- Visitor AddressFosswinckelsgt. 6Room517
- Postal AddressPostboks 78025020 Bergen
Academic article
- 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.
- 2001. Det gamle evangelium. Sjangerblanding og situasjonsbeskrivelse i Sofies Verden. Rhetorica Scandinavica. 68-85.
Lecture
- 2015. Foredrag ved og debatt mellom Anne Beate Maurseth, Rune Klevjer og Rune Aune Mentzoni om spillkultur og holdninger til spill og spilling i litteraturen og i virkeligheten, før og nå. Introduksjon og debattledelse ved Per Buvik.
Popular scientific lecture
- 2009. Myter og Realiteter. Dataspill i media, forskning og hverdag.
- 2009. Dataspill og Digital Kompetanse.
- 2008. Hva gjør en dataspillforsker?
- 2006. Shoot'em Up eller First Person Shooter?Om betydningen av sjangerforståelse i forskning og undervisning om dataspill.
- 2006. Film og dataspill - to sider av samme sak?
- 2006. Dataspillets poetikk: spill og lek med hele mennesket?
- 2006. Dataspill og spillkultur.
- 2006. Avatar og kropp i dataspill.
- 2005. Stiloppgave: Analyse av dataspill?
- 2004. Fortelling i dataspill.
Academic lecture
- 2013. Representation and Virtuality in Computer Games.
- 2012. Game Space and Social Space.
- 2011. Telepresence, cinema, role-playing. The structure of player identity in 3D action-adventure games.
- 2009. Natural Motion and the Dual-Axis Adventure.
- 2009. Model and Image. Towards an Image of Computer Game Depiction.
- 2008. Avatar-Based 3D and the Six Genres of the Computer Game.
- 2008. Avatar versus Character. The relationship between simulated embodiment and playable characters in computer game theory and design.
- 2006. The Role of the Avatar.
- 2006. Games and Historical Representation.
- 2006. From Games to Gaming.
- 2003. Gladiator, worker, operative: The hero of the First Person Shooter Adventure.
- 2003. Genre in single-player computer games.
- 2003. Cyborgian parody: Work, war and play in the single-player First Person Shooter.
- 2002. In defence of cutscenes.
Other product
- 2006. Aesthetics of Play online proceedings.
Book review
- 2008. “Review: Diane Carr, David Buckingham, Andrew Burn and Gareth Scott, Computer Games: Text, Narrative and Play. European Journal of Cultural Studies. 221-223.
Popular scientific article
- 2008. Dataspill i skolen? TILT - Mediepedagogisk tidsskrift.
Feature article
- 2005. Genre Blindness. DIGRA Hard Core Columns.
- 2004. Spill og verdier. Dagbladet.
Doctoral dissertation
- 2007. What is the avatar? Fiction and embodiment in avatar-based singleplayer computer games.
Interview
- 2009. - Spillbransjen er ikke moden nok for sex.
Programme management
- 2002. Offline. En magasinserie i fire deler om medier og medievitenskap.
Programme participation
- 2008. P2 Kulturnytt - Kauhajoki massakre.
Academic chapter/article/Conference paper
- 2016. Avatar. 5 pages.
- 2014. Graphic Realism. 5 pages.
- 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. 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.
- 2005. La via della pistola. L’estetica dei first person shooter in single player.
- 2005. Danzando con il Grottesco Moderno. Guerra, lavoro, gioco e rituale nei First Person Shooter run-and-gun.
Encyclopedia article
- 2014. Cutscene. 106-107. In:
- 2014. Johns Hopkins Guide to Digital Media. Johns Hopkins University Press.
More information in national current research information system (CRIStin)
Fields of competence