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Dive into the research topics where Anne Mette Thorhauge is active.

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Featured researches published by Anne Mette Thorhauge.


Mobile media and communication | 2015

Smartphone log data in a qualitative perspective

Jacob Ørmen; Anne Mette Thorhauge

Log data from smartphones have primarily been used in large-scale research designs to draw statistical inferences from hundreds or even thousands of participants. In this article, we argue that more qualitatively oriented designs can also benefit greatly from integrating these rich data sources into studies of smartphones in everyday life. Through an illustrative study, we explore a more nuanced perspective on what can be considered “log data” and how these types of data can be collected and analysed. A qualitative approach to log data analysis offers researchers new opportunities to situate smartphone use within people’s practices, norms, and routines. This is of relevance both to studies focusing on smartphones as cultural objects in everyday life and studies that use such devices as proxies for social behaviour more generally. We argue that log data, for instance in in-depth interviews, may serve as cues to instigate discussion and reflection as well as act as resources for contextualizing and organizing related empirical material. In the discussion, the advantages of a qualitative perspective for research designs are assessed in relation to issues of validity. Further perspectives on the promises of log data from various devices are proposed.


Games and Culture | 2013

The Rules of the Game—The Rules of the Player

Anne Mette Thorhauge

This article presents a critical view of the concept of rules in game studies on the basis of a case study of role-playing across media. Role-playing in its traditional form is a complex activity including a game system and a number of communicative conventions where one player takes the role of the game manager in order to implement the rules and provide a world for the other players. In online role-playing games, a programmed system simulates the rule system as well as part of the game manager’s tasks, while the rest of the activity is up to the players to define. Some aspects may translate more or less unproblematically across media, others are transformed by the introduction of the programmed system. This reveals some important perspectives on the sort of rules that can be simulated in a programmed system and what this means to the concept of rules in game studies.


Paedagogisk Psykologisk Tidsskrift | 2011

Computerspil og afhængighed

Anne Brus; Anne Mette Thorhauge


Archive | 2018

What’s the Problem in Problem Gaming? : Nordic Research Perspectives

Jessia Enevold; Anne Mette Thorhauge; Andreas Lindegaard Gregersen


Archive | 2018

The Privatization of Age Classification

Anne Mette Thorhauge


Archive | 2016

Computerspil som samvær, adspredelse og konflikt i hverdagen: Et arbejdspapir

Anne Mette Thorhauge; Andreas Lindegaard Gregersen; Anne Brus


Archive | 2016

The Media and the Mundane : Communication Across Media in Everyday Life

Kjetil Sandvik; Anne Mette Thorhauge; Bjarki Valtysson


MedieKultur: Journal of Media and Communication Research | 2016

Cross-media communication in context: A mixed-methods approach

Anne Mette Thorhauge; Stine Lomborg


MedieKultur: Journal of Media and Communication Research | 2016

Introduction to gender and media revisited

Tobias Raun; Maja Rudloff; Anne Mette Thorhauge; Kjetil Sandvik


NORDMEDIA 2015 | 2015

Everyday media activities, gaming and gender

Andreas Lindegaard Gregersen; Anne Mette Thorhauge

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Kjetil Sandvik

University of Copenhagen

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Stine Lomborg

University of Copenhagen

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Jacob Ørmen

University of Copenhagen

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Rasmus Helles

University of Copenhagen

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