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Andreas Gregersen
Andreas Gregersen
Associate professor, University of Copenhagen
Verified email at hum.ku.dk - Homepage
Title
Cited by
Cited by
Year
Embodiment and interface
A Gregersen, T Grodal
The video game theory reader 2, 87-106, 2008
1962008
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
242011
Following the viewers: Investigating television drama engagement through skin conductance measurements
A Gregersen, B Langkjær, L Heiselberg, JL Wieland
Poetics 64, 1-13, 2017
162017
Core Cognition and Embodied Agency in Gaming: Towards a framework for analysing structure and function of computer games
A Gregersen
Ph. D. Thesis, 2008
152008
Generic structures, generic experiences: A cognitive experientialist approach to video game analysis
A Gregersen
Philosophy & Technology 27 (2), 159-175, 2014
102014
What’s the Problem in Problem Gaming?: Nordic Research Perspectives
J Enevold, AM Thorhauge, A Gregersen
Nordicom, 2018
92018
Designers, games and players: Same game, different rules?
A Gregersen
Proceedings of the Digital Arts and Culture Conference, 2005
92005
Individual pastime or focused social interaction: Gendered gaming practices among Danish youth
AM Thorhauge, A Gregersen
New Media & Society 21 (7), 1444-1464, 2019
72019
Games between family, homework, and friends: Problem gaming as conflicts between social roles and institutions
A Gregersen
Nordicom, University of Gothenburg, 2018
72018
Cognitive Theory and Video Games
A Gregersen
Cognitive Media Theory, 253-267, 2014
52014
Introduction: What’s the problem in problem gaming?
AM Thorhauge, A Gregersen, J Enevold
Nordicom, University of Gothenburg, 2018
42018
Computerspil og hverdagsliv: Et arbejdspapir
AM Thorhauge, AL Gregersen
København: Institut for Medier, Erkendelse og Formidling, 2015
22015
News as Narratives
J Ørmen, A Gregersen
Oxford Research Encyclopedia of Communication, 2019
12019
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
2022
The output imperative: productivity and precarity on YouTube
A Gregersen, J Ørmen
Information, Communication & Society, 1-18, 2021
2021
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
Computerspil som adspredelse, samvær og konflikt i hverdagen: Et arbejdspapir
AB Brus, AM Thorhauge, AL Gregersen
Københavns Universitet, 2016
2016
Enter the disagreement matrix or “let’s talk ontology, game studies”
A Gregersen
2016
http://spiloghverdag. dk
AB Brus, AM Thorhauge, AL Gregersen
2015
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