Embodiment and interface A Gregersen, T Grodal The video game theory reader 2, 87-106, 2008 | 212 | 2008 |
Genre, technology and embodied interaction: The evolution of digital game genres and motion gaming A Gregersen MedieKultur: Journal of media and communication research 27 (51), 16 p.-16 p., 2011 | 25 | 2011 |
Following the viewers: Investigating television drama engagement through skin conductance measurements A Gregersen, B Langkjær, L Heiselberg, JL Wieland Poetics 64, 1-13, 2017 | 18 | 2017 |
Core Cognition and Embodied Agency in Gaming: Towards a framework for analysing structure and function of computer games A Gregersen Ph. D. Thesis, 2008 | 15 | 2008 |
Individual pastime or focused social interaction: Gendered gaming practices among Danish youth AM Thorhauge, A Gregersen New Media & Society 21 (7), 1444-1464, 2019 | 12 | 2019 |
Generic structures, generic experiences: A cognitive experientialist approach to video game analysis A Gregersen Philosophy & Technology 27, 159-175, 2014 | 12 | 2014 |
Designers, games and players: Same game, different rules? A Gregersen Proceedings of the Digital Arts and Culture Conference, 2005 | 11 | 2005 |
What’s the Problem in Problem Gaming?: Nordic Research Perspectives J Enevold, AM Thorhauge, A Gregersen Nordicom, 2018 | 10 | 2018 |
Games between family, homework, and friends: Problem gaming as conflicts between social roles and institutions A Gregersen Nordicom, University of Gothenburg, 2018 | 10 | 2018 |
Cognitive Theory and Video Games A Gregersen Cognitive Media Theory, 253-267, 2014 | 5 | 2014 |
Introduction: What’s the problem in problem gaming? AM Thorhauge, A Gregersen, J Enevold Nordicom, University of Gothenburg, 2018 | 4 | 2018 |
The output imperative: Productivity and precarity on YouTube A Gregersen, J Ørmen Information, Communication & Society, 1-18, 2021 | 3 | 2021 |
Matching on action: Effects of action speed and viewpoint on perceived continuity across match-action film edits. B Langkjær, A Gregersen, AC Rédei, J van de Weijer, Å Innes-Ker Psychology of Aesthetics, Creativity, and the Arts, 2022 | 2 | 2022 |
News as Narratives J Ørmen, A Gregersen Oxford Research Encyclopedia of Communication, 2019 | 2 | 2019 |
Computerspil og hverdagsliv: Et arbejdspapir AM Thorhauge, AL Gregersen København: Institut for Medier, Erkendelse og Formidling, 2015 | 2 | 2015 |
Towards the engagement economy: interconnected processes of commodification on YouTube J Ørmen, A Gregersen Media, Culture & Society, 01634437221111951, 2022 | 1 | 2022 |
Institutional polymorphism: Diversification of content and monetization strategies on YouTube J Ørmen, A Gregersen Television & New Media, 15274764221110198, 2022 | 1 | 2022 |
Cognitive film theory: A personal status–Interview with Professor Ed Tan B Langkjær, A Gregersen Tidsskrift for Medier, Erkendelse og Formidling 5 (2), 0 | 1 | |
DYNAMICS OF DIGITAL MARKETS AM Thorhauge, JE Yuan, J Ørmen, A Gregersen, P Vonderau AoIR Selected Papers of Internet Research, 2021 | | 2021 |
owning our actions: identification with avatars in video games A Gregersen Screening Characters, 174-187, 2019 | | 2019 |