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1. Strategic Communication – Contemporary Perspectives

3. Affordances of Digital Detox Applications: Exploring Gamification and Undesign as Design Principles.

4. How digital devices transform literary reading: The impact of e-books, audiobooks and online life on reading habits.

5. You Can’t Smell Roses Online: Intruding Media and Reverse Domestication

6. The Digital Backlash and the Paradoxes of Disconnection

7. Revisiting the past, being in the present, preparing for the future: Making sense of a digital-free holiday camp for adults

8. Introduction: The digital backlash

11. Attention, ambivalence and algorithms: Publishers in the era of ubiquitous connectivity and expanding platforms.

13. Entrapment and near Miss: A Comparative Analysis of Psycho-Structural Elements in Gambling Games and Massively Multiplayer Online Role-Playing Games

15. Non-professional Activity on Television in a Time of Digitalisation

19. Intrusive media and knowledge work: how knowledge workers negotiate digital media norms in the pursuit of focused work.

23. Balancing Ethics, Art and Economics: A Qualitative Analysis of Game Designer Perspectives on Monetisation.

27. Life phase and meaningful play

28. A weak scientific basis for gaming disorder: Let us err on the side of caution

29. A weak scientific basis for gaming disorder : Let us err on the side of caution

30. A weak scientific basis for gaming disorder: Let us err on the side of caution

32. Connecting the Dots between Games and Addiction

35. Problem Gaming in an everyday perspective (Research Panel)

36. Emergent Perspectives on Multiplayer Online Games: : A Study of Discworld and World of Warcraft

41. Nonprofessional Activity on Television in a Time of Digitalisation.

42. KILLING IN CARMAGEDDON: HOW USERS INTERPRET VIOLENT ELEMENTS IN COMPUTER GAMES.

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