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university of tampere: faculty of communication sciences: conferences: nordmedia2017: divisions:
Faculty of Communication SciencesUniversity of TampereFaculty of Communication Sciences

TWG 2: Digital Games and Playful Media

Co-chair: Professor, Faltin Karlsen, Westerdals – Oslo School of Art, Communication and Technology
fk [at]

Co-chair: Associate professor, Andreas Lindegaard Gregersen, Department of Media, Cognition and Communication, University of Copenhagen
agr [at]

Abstracts for individual papers, download here (pdf)

Abstracts for panels, download here (pdf)

Programmefor TWG2: Digital Games & Playful Media 

Each paper will have 30 minutes availablein total.In order to theauthorto receive as much feedback as possible, the author will startwithonlya brief presentation of the paper, maximum 5 minutes.On the panel session, each paper will have20minutes availableplus ageneral discussion at the end.Each paperhashad one of the other participantsassignedasdiscussant, with theresponsibilitytogivesome initialfeedback on the paperas a starting point for the general discussion.Since we are so few participants in this division, it is strongly encouraged that all of us read all the papers.  

Friday,18 August 

Room A06

09.00-10.00 Sessions

KarinRyding,What the end reveals - Myths in post-apocalyptic videogames 

Tanja Sihvonen,Art Mods as Glitches in the Game System 


10.00-10.15 Coffee break 


10.15-11.55Panel SessionAll Work and All Play? – Towards Game Production Studies


BjörnBergMarklund, Higher Education and the Video Game Industry in Sweden; past, present, and future 

KristineJørgensen,Is there such a thing as “Norwegianness” in Norwegian games? 

UlfSandqvist, TheNordic welfare state and computer games: The Swedish case 1950-2010 

OlliSotamaa,The meaning and roles of play in the everyday work of professional game developers 


11.5512.00Election of division chairs 




Call for abstracts and panels

Digital games are the primary focus of this TWG. We invite contributions from technological, aesthetical, social and cultural perspectives.

Digital games have increasingly become part of our mainstream culture. From being a phenomenon associated with children and adolescents in the previous century it is currently used by larger proportions of the population, partly due to the recent spread of casual games and easy distribution on mobile platforms and social media.

Digital games are also part of a broader and long-lasting presence of playfulness in human culture. For this reason, the track is also attentive towards other playful uses of technology. This includes, but is not limited to, the incorporation of gamelike features like badges, levels and rewards in other digital media; the use of games that are designed for various “serious” means, including physical training and learning; and designs that blur the boundaries between games and other media. We therefore also invite contributions where games intersect with other media types and technological practice.

This temporary working group accepts both panel proposals and abstracts for individual papers.

Panel proposals must contain a description of the panel theme, the abstracts of the contributing papers, as well as contact information of the panel chair and authors.
Please see more guidelines for panels.

Abstracts of individual papers must contain the author’s contact information.
Please see more guidelines for abstracts, papers and presentations.

A discussant will be assigned to each accepted paper in order to provide quality feedback, consequently everyone presenting in the division might be asked to act as a discussant.
Please see more guidelines for discussants.


Updated 10/8/2017

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Last update: 17.8.2017 14.08 Muokkaa

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