Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Sisse Siggaard Jensen is active.

Publication


Featured researches published by Sisse Siggaard Jensen.


Convergence | 2012

Virtual worlds as sites for social and cultural innovation

Sisse Siggaard Jensen; Louise Jane Phillips; Dixi Louise Strand

There is a growing recognition of the importance of virtual worlds as environments and media that carry the potential for social and cultural innovation by making possible new forms of social relationships based on communication among avatars. The articles in this special issue exemplify some aspects of this potential but also point out some of the many questions and unsolved problems that follow with innovation and the continuous development of virtual worlds. The two key concepts of virtual worlds and innovation are both widely used concepts that refer to emergent and rapidly changing phenomena without sharp contours or clearly defined boundaries. In the context of this special issue, we treat both virtual worlds and innovation as emergent phenomena in flux. Some of the features of virtual worlds, however, may also be seen as stable. According to Bell (2008) and Schroeder (2008, 2011), virtual worlds depend on stable, persistent digital infrastructures. Moreover, the online presence of gamers and residents is referred to by digital symbols and signs – be they avatars, space ships or green dots – and the technological platforms are accessible 24/7 over longer periods of time. They appear to be stable technologies and platforms, almost permanent. How is it, then, that we see them as emergent phenomena in flux? Our focus in this special issue of Convergence is on social and cultural innovation in and with virtual worlds which means that the technological innovation of the digital platforms and of the technology in itself are not our primary interest of reflection and analysis. Social and cultural innovation are phenomena of a fluid nature, subject to continuous change: the way we see and understand ourselves and each other, the way we experience exciting and extraordinary events or seek inspiration by thought-provoking art installations, the way we build virtual communities of high ideals or take the opportunity to live out behaviours otherwise not acceptable in our everyday life, these are all examples of human relationships with distinctive features that hold the potential for creative and innovative responses to new environments.


Convergence | 2012

Book review: Alone together: Why we expect more from technology and less from each otherTurkleSherryAlone together: Why we expect more from technology and less from each other. New York: Basic Books (2011) 360 pp.

Sisse Siggaard Jensen

Chen M (2009) Communication, coordination, and camaraderie in World of Warcraft. Games and Culture 4(47). URL (accessed November 2010): http://gac.sagepub.com/cgi/content/abstract/4/1/47 Dewey J (2005 [1934]) Art as Experience. New York: Perigee. Huizinga J (1950) Homo Ludens: A Study of the Play Element in Culture. Boston, MA: Beacon Press. Kallinikos J (2004) Farewell to constructivism: Technology and context-embedded action. In: Avgerou C, Ciborra C and Land F (eds) The Social Study of Information and Communication Technology: Innovation, Actors, and Contexts. Oxford: Oxford University Press, 140–161. Kallinikos J (2006) The Consequences of Information: Institutional Implications of Technological Change. Cheltenham: Edward Elgar. Malaby T (2009) Making Virtual Worlds: Linden Lab and Second Life. Ithaca, NY: Cornell University Press. Miller D and Slater D (2000) The Internet: An Ethnographic Approach. New York: Berg.


MedieKultur: Journal of Media and Communication Research | 2009

Actors and Their Use of Avatars as Personal Mediators: An empirical study of avatar-based sense-makings and communication practices in the virtual worlds of EverQuest and Second Life

Sisse Siggaard Jensen


Archive | 2007

Designing for Networked Communications: Strategies and Development

Simon B. Heilesen; Sisse Siggaard Jensen


Archive | 2005

Time, Place and Identity in Project Work on the Net

Sisse Siggaard Jensen; Simon B. Heilesen


Archive | 2007

Reflective Designing for Actors and Avatars in Virtual Worlds

Sisse Siggaard Jensen


Archive | 2006

Making Sense of Technologically Enhanced Learning in Context: A Research Agenda

Simon B. Heilesen; Sisse Siggaard Jensen


3rd European Communication and Education Conference : Transcultural Communication -- Intercultural Comparisons | 2010

Shadows Cast on the Screen

Sisse Siggaard Jensen


Archive | 2017

Experience Lab RUC

Sisse Siggaard Jensen


Archive | 2016

Interaktive grupperum: Kreativitet og kompleksitet i projektstudier: Rapport fra et pilotprojekt i RUCs eksperimentelle forskningslaboratorium "Experience Lab RUC" 2014-2016

Sisse Siggaard Jensen; Steffen Thorlund; Remzi Ates Gürsimsek

Collaboration


Dive into the Sisse Siggaard Jensen's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge