Professor Nukem - communicating research in the age of the experience economy

Research output: Contribution to conferencePaperResearchpeer-review

Standard

Professor Nukem - communicating research in the age of the experience economy. / Sandvik, Kjetil; Thorhauge, Anne Mette.

2007. Paper presented at NordMedia 2007 - 18th Nordic Conference for Media and Communication Research: Generation, Communication and Media Philosophy, Helsinki, Finland.

Research output: Contribution to conferencePaperResearchpeer-review

Harvard

Sandvik, K & Thorhauge, AM 2007, 'Professor Nukem - communicating research in the age of the experience economy', Paper presented at NordMedia 2007 - 18th Nordic Conference for Media and Communication Research: Generation, Communication and Media Philosophy, Helsinki, Finland, 16/08/2007 - 19/08/2007.

APA

Sandvik, K., & Thorhauge, A. M. (2007). Professor Nukem - communicating research in the age of the experience economy. Paper presented at NordMedia 2007 - 18th Nordic Conference for Media and Communication Research: Generation, Communication and Media Philosophy, Helsinki, Finland.

Vancouver

Sandvik K, Thorhauge AM. Professor Nukem - communicating research in the age of the experience economy. 2007. Paper presented at NordMedia 2007 - 18th Nordic Conference for Media and Communication Research: Generation, Communication and Media Philosophy, Helsinki, Finland.

Author

Sandvik, Kjetil ; Thorhauge, Anne Mette. / Professor Nukem - communicating research in the age of the experience economy. Paper presented at NordMedia 2007 - 18th Nordic Conference for Media and Communication Research: Generation, Communication and Media Philosophy, Helsinki, Finland.21 p.

Bibtex

@conference{42d37740adab11dcbee902004c4f4f50,
title = "Professor Nukem - communicating research in the age of the experience economy",
abstract = "The experience economy, that is, the creative and communicative turn in today's social, cultural and economic structures implies, as explained by Pine and Gilmour (1999), that consume is embedded in a communicational format that conveys some kind of experience to the consumer. The consumer in turn becomes more than just a passive user - she becomes an active participant in the experiential/communicational design. As such the mode of consume in the experience economy is an interactive and play-centric one. And the computer game embodies the very core logic of this experience economy. In the experience economy focus is not on consume of commodities and services, but on the consumer's engagement in an experience which uses products, services and information as props and creative tools. Using the user-centered mode of consume as our point of departure, this paper examines how the computer game format may be used as a new tool for communicating academic research to a broader audience. By applying some findings from a recent project, we will focus on the ways academic research may be communicated in a format that makes the recipient take part in the process of communication and acquiring knowledge. This may include different elements of the academic process such as asking questions, posing hypothesis, working with complex and conflicting subject matters. Thus, this model for communicating academic research positions the recipient as an active participant in the communicational process and provides communicating academic research with an experiential dimension.",
keywords = "Faculty of Humanities, computer games, experience economy, research communication, learning",
author = "Kjetil Sandvik and Thorhauge, {Anne Mette}",
note = "Sider: 1-21; null ; Conference date: 16-08-2007 Through 19-08-2007",
year = "2007",
language = "English",

}

RIS

TY - CONF

T1 - Professor Nukem - communicating research in the age of the experience economy

AU - Sandvik, Kjetil

AU - Thorhauge, Anne Mette

N1 - Sider: 1-21

PY - 2007

Y1 - 2007

N2 - The experience economy, that is, the creative and communicative turn in today's social, cultural and economic structures implies, as explained by Pine and Gilmour (1999), that consume is embedded in a communicational format that conveys some kind of experience to the consumer. The consumer in turn becomes more than just a passive user - she becomes an active participant in the experiential/communicational design. As such the mode of consume in the experience economy is an interactive and play-centric one. And the computer game embodies the very core logic of this experience economy. In the experience economy focus is not on consume of commodities and services, but on the consumer's engagement in an experience which uses products, services and information as props and creative tools. Using the user-centered mode of consume as our point of departure, this paper examines how the computer game format may be used as a new tool for communicating academic research to a broader audience. By applying some findings from a recent project, we will focus on the ways academic research may be communicated in a format that makes the recipient take part in the process of communication and acquiring knowledge. This may include different elements of the academic process such as asking questions, posing hypothesis, working with complex and conflicting subject matters. Thus, this model for communicating academic research positions the recipient as an active participant in the communicational process and provides communicating academic research with an experiential dimension.

AB - The experience economy, that is, the creative and communicative turn in today's social, cultural and economic structures implies, as explained by Pine and Gilmour (1999), that consume is embedded in a communicational format that conveys some kind of experience to the consumer. The consumer in turn becomes more than just a passive user - she becomes an active participant in the experiential/communicational design. As such the mode of consume in the experience economy is an interactive and play-centric one. And the computer game embodies the very core logic of this experience economy. In the experience economy focus is not on consume of commodities and services, but on the consumer's engagement in an experience which uses products, services and information as props and creative tools. Using the user-centered mode of consume as our point of departure, this paper examines how the computer game format may be used as a new tool for communicating academic research to a broader audience. By applying some findings from a recent project, we will focus on the ways academic research may be communicated in a format that makes the recipient take part in the process of communication and acquiring knowledge. This may include different elements of the academic process such as asking questions, posing hypothesis, working with complex and conflicting subject matters. Thus, this model for communicating academic research positions the recipient as an active participant in the communicational process and provides communicating academic research with an experiential dimension.

KW - Faculty of Humanities

KW - computer games

KW - experience economy

KW - research communication

KW - learning

M3 - Paper

Y2 - 16 August 2007 through 19 August 2007

ER -

ID: 1914118