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Träfflista för sökning "WFRF:(Eklund Lina 1982 ) "

Sökning: WFRF:(Eklund Lina 1982 )

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1.
  • Back, Jon, 1977-, et al. (författare)
  • GIFT: Hybrid Museum Experiences through Gifting and Play
  • 2018
  • Ingår i: Proceedings of the Workshop on Cultural Informatics. ; , s. 31-40
  • Konferensbidrag (refereegranskat)abstract
    • he GIFT project develops new approaches to creating hybrid physi-cal-digital visitor experiences in museums. Through design exploration of two concepts focusing on gifting and playful appropriation, the project charts how museums can create a deeper and more meaningful experience by giving visitors the tools to tell their own stories. The project is highly cross-disciplinary com-bining HCI research, artist-led exploration, technology explorations, and experi-ence design in collaboration with museums. Furthermore, the project gathers 10 prominent museums from Europe and the US in an action research project that both serves to ground the prototypes and framework in the needs of museums, while also facilitating the museum sector's need to become 'digital-ready', under-standing and capitalising on digital technology. As the project has progressed through half of its duration, we report on initial findings and how these have shaped our direction of progress.
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2.
  • Eklund, Lina, 1982- (författare)
  • A Shoe Is a Shoe Is a Shoe : Interpersonalization and Meaning-making in Museums - Research Findings and Design Implications
  • 2020
  • Ingår i: International Journal of Human-Computer Interaction. - : TAYLOR & FRANCIS INC. - 1044-7318 .- 1532-7590. ; 36:16, s. 1503-1513
  • Tidskriftsartikel (refereegranskat)abstract
    • Digital technology is increasingly used to enhance museum experiences for visitors. Concurrently, research shows that people seldom visit museums alone, yet design often focusses on creating individual experiences. This article addresses this conundrum by examining visitor's social interaction and meaning-making in museums in order to provide empirical results actionable for design. It does so through an ethnographic approach combining observations and extended focus group interviews in an analogue museum. Results highlight how museums are social spaces, made so by active participant visitors. Processes of social meaning-making occur as visitors draw on objects in social identity-making and recontextualization - linking the past to the present -, play, share knowledge, and engage in embodied practices. The study suggests shifting from designing personalized towardinterpersonalexperiences. Four design sensitivities are presented: Interpersonalized meaning-making, playful sociality, social information sharing, and social movement.
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3.
  • Eklund, Lina, 1982-, et al. (författare)
  • Beyond a dichotomous understanding of online anonymity : bridging the macro and micro level
  • 2022
  • Ingår i: Sociological Research Online. - : Sage Publications. - 1360-7804. ; 27:2, s. 486-503
  • Tidskriftsartikel (refereegranskat)abstract
    • Anonymity on the Internet is a contentious issue; by some seen as an important freedom to be protected, while others argue for increased identification to protect groups at risk of exploitation. The debate reflects a dichotomous view of online anonymity; you are, or you are not anonymous. However, anonymity is a complex process played out on different levels and defined by various actors. While empirical studies show this, theoretical synthesis is lacking. This essay provides perspective on anonymity online by comparing two critical cases, online auctions and online gaming, we corroborate results from a 4-year interdisciplinary project with researchers from sociology, economics, and computer and system sciences. We argue that one should talk about anonymities in plural form, as online anonymity is not a state but a relational process. We put forth a conceptual model, which unpacks online anonymity as interdependent macro structures – legal, commercial, and technological – and micro/meso facets – factual, social group, and physical – to be used in future research.
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4.
  • Eklund, Lina, 1982-, et al. (författare)
  • Digital Gaming and Young People's Friendships : A Mixed Methods Study of Time Use and Gaming in School
  • 2019
  • Ingår i: Young - Nordic Journal of Youth Research. - : SAGE Publications. - 1103-3088 .- 1741-3222. ; 27:1, s. 32-47
  • Tidskriftsartikel (refereegranskat)abstract
    • In this mixed methods study, we investigate the impact of digital gaming on school social life among young people (17-19 year old) by combining over-time data investigating friendships as they form, with subjective experiences of friendships. We draw on one full cohort of Swedish pupils surveyed on three occasions during their first year in upper-secondary school (n = 115) and one interview sample of 10 game users. Results indicate that how much time young people spend on gaming is not a significant factor for friendship formation in the studied sample. Moreover, high-use did not make game users socially isolated or less popular in school. We discuss how young people adhere to ideals of responsible leisure in order to become adults; practising time-management strategies to make place for time-consuming leisure while not letting it impact personal relationships.
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5.
  • Eklund, Lina, 1982- (författare)
  • Doing Gender in Cyberspace : -the performance of gender by female World of Warcraft players
  • 2011
  • Ingår i: Convergence. The International Journal of Research into New Media Technologies. - : SAGE Publications. - 1354-8565 .- 1748-7382. ; 17:3, s. 323-342
  • Tidskriftsartikel (refereegranskat)abstract
    • This explorative study focuses on the performance of gender and sexuality in World of Warcraft (WoW), an online game, following Butler’s performance theory. Through interviews with female WoW players, gender and sexuality is analysed. The article argues that we cannot study gender online without also looking at sexuality. Gender performances are discussed within the framework of four themes: the avatar; strategies; sexuality, and the contextual importance of WoW. Results show that gender identity construction in WoW is an ongoing process highly dependent on the social context of play. The women interviewed created gendered and sexualized identities constrained and empowered by the rules of the game and the opportunities it offers as well as of their social relations. Although a heterosexual norm rules, there are possibilities hitherto unrecognized for queer performance within the gendered role play in WoW and the game offers the possibility of multiple and alternative performances of the self.
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6.
  • Eklund, Lina, 1982-, et al. (författare)
  • Doing intimate family work through ICTs in the time of networked individualism
  • 2023
  • Ingår i: Journal of Family Studies. - : Taylor & Francis. - 1322-9400 .- 1839-3543. ; 29:2, s. 758-773
  • Tidskriftsartikel (refereegranskat)abstract
    • Traditionally, family intimacy has been seen as depending on spatial proximity and physical closeness. However, due to individualization and globalization, many families live apart and/or spend their days away from each other. Moreover, a shift in family communication from household-to-household to person-to-person has occurred in the context of so-called networked individualism. These changes make it imperative to investigate how contemporary families communicate to create and maintain intimacy in and across households. Drawing on the concept of doing intimate family work, this study investigates the small acts performed in everyday life to do family intimacy through ICT in the context of networked individualism. We conducted interviews with 6 multigenerational families – spread across 18 households in Sweden and the US. Results show how responsibilities and practices of family communication become part of doing intimate family work, through personalized technology, with consequences for each individual family member. We explore the various affordances family members realize through actions in order to support family intimacy and how these practices reinforce the importance of the family home as a physical base for cross-household family communication.
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7.
  • Eklund, Lina, 1982- (författare)
  • From Trash to Treasure : Exploring how video games are moving from popular culture to cultural heritage
  • 2022
  • Ingår i: Proceedings of DIGRA 2022. - : The Digital Games Research Association (DiGRA). ; , s. 1-16
  • Konferensbidrag (refereegranskat)abstract
    • Video games are now recognized as an important part of our culture and history. However, this redefinition of the cultural value of video games has received scant academic attention.In this paper I explore the transformation video games have, and are undergoing by: 1) drawing on the event of the first excavation searching for video game history in the Alamogordo Landfill in New Mexico and 2) interviews with collection and exhibition experts in charge of video games in two U.S. museums: MoMA, New York and MADE, Oakland.Results explore how video games have gone from trash to treasure as exemplified by the excavation of the 1982 Atari game E.T. The Extra-Terrestrial. As video games enter museums they become valued using traditional western ideals on how cultural heritage is defined, based on ideals of age, materiality, monumentality, and aesthetics. Yet, the interactivity imperative of video games makes new evaluation structures relevant.
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8.
  • Eklund, Lina, 1982- (författare)
  • Kinwork revisited : The gendered work of keeping up with family through communication technology
  • 2023
  • Ingår i: Convergence. The International Journal of Research into New Media Technologies. - : Sage Publications. - 1354-8565 .- 1748-7382. ; 29:6, s. 1592-1608
  • Tidskriftsartikel (refereegranskat)abstract
    • Kinwork is the maintenance of cross-household kin and family ties through both physical and mediated means and is a type of unpaid labour historically performed by women. However, changing gender norms, new communicative practices such as networked individualism, and internet and communication technologies are changing how kinwork is done. This study explores how these changes affect the gendered nature of kinwork. Swedes from multigenerational, cross-household families residing in Sweden and the United States took part in primarily home-based interviews (n=40). This empirical study explores current practices of kinwork, focusing on three empirical cases, Christmas cards for seasonal greetings, phone calls for birthday well-wishes, and digital communication for everyday contact. Results highlight how kinwork in the sample is performed by both men and women through a wide range of communication technologies. The study shows that due to new gendered norms, women in the younger generations are less willing to do kinwork for men than older generations in the same kinship networks, indicating generational differences rather than family differences. In the study, men use new internet and communication technology to both do and sometimes take responsibility for kinwork while older communication technologies retain a feminine coding, sometimes resulting in abandonment. Contemporary digital communication technology supports a shift to individual communication rather than group-based which further supports men’s increased engagement in kinwork. The study concludes that kinwork in the studied sample is performed by both men and women and that contemporary kinwork can only be understood by looking at the complex entanglements of evolving gender equality norms, trends towards more individual communication patterns, and affordances of communication technology. Together these result in new ways and opportunities for doing kinwork, which becomes less the work of women and more the work of networked individuals, whatever gender.
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9.
  • Eklund, Lina, 1982-, et al. (författare)
  • Life-cycle Analysis
  • 2019
  • Annan publikation (populärvet., debatt m.m.)
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10.
  • Eklund, Lina, 1982-, et al. (författare)
  • Lost in Translation : Video Games Becoming Cultural Heritage?
  • 2019
  • Ingår i: Cultural Sociology. - : SAGE Publications. - 1749-9755 .- 1749-9763. ; 13:4, s. 444-460
  • Tidskriftsartikel (refereegranskat)abstract
    • Recent attention to the question of preservation and exhibition of video games in cultural institutions such as museums indicates that this media form is moving from being seen as contentious consumer object to cultural heritage. This empirical study examines two recent museum exhibitions of digital games: GameOn 2.0 at the National Museum of Science and Technology in Stockholm (TM), and Women in Game Development at the Museum of Art and Digital Entertainment, Oakland (MADE). The aim is to explore how games are appropriated within such institutions, and thereby how they are configured as cultural heritage and exhibitable culture. The study uses actor-network theory in order to analyse heterogeneous actors working in conjunction in such processes, specifically focusing on translation of games and game culture as they are repositioned within museums.The study explores how games are selectively recruited at both institutions and thereby translated in order to fit exhibition networks, in both cases leading to a glossing over of contentious issues in games and game culture. In turn, this has led to a more palatable but less nuanced transformation of video games into cultural heritage. While translating video games into cultural heritage, the process of making games exhibitable lost track of games as culture by focusing on physical artefacts and interactive, playable fun. It also lost track of them as situated in our culture by skimming over or ignoring the current contentious nature of digital games, and finally, it lost track of games as being produced and experienced in a particular context, or games of culture.
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