Professor Nukem: Communicating Research in the Age of the Experience Economy

Research output: Contribution to journalJournal articlepeer-review

Standard

Professor Nukem : Communicating Research in the Age of the Experience Economy. / Sandvik, Kjetil; Thorhauge, Anne Mette.

In: Nordicom Review, Vol. 29, No. 2, 2008, p. 177-193.

Research output: Contribution to journalJournal articlepeer-review

Harvard

Sandvik, K & Thorhauge, AM 2008, 'Professor Nukem: Communicating Research in the Age of the Experience Economy', Nordicom Review, vol. 29, no. 2, pp. 177-193.

APA

Sandvik, K., & Thorhauge, A. M. (2008). Professor Nukem: Communicating Research in the Age of the Experience Economy. Nordicom Review, 29(2), 177-193.

Vancouver

Sandvik K, Thorhauge AM. Professor Nukem: Communicating Research in the Age of the Experience Economy. Nordicom Review. 2008;29(2):177-193.

Author

Sandvik, Kjetil ; Thorhauge, Anne Mette. / Professor Nukem : Communicating Research in the Age of the Experience Economy. In: Nordicom Review. 2008 ; Vol. 29, No. 2. pp. 177-193.

Bibtex

@article{cba76ff0e29711ddb5fc000ea68e967b,
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 Gilmore (1999), thatconsumption is embedded in a communicative format that conveys some kind of experienceto the consumer. The consumer in turn becomes more than just a passive user - heor she becomes an active participant in the experiential/communicative design. As such,the mode of consumption 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 theexperience economy, the focus is not on consumption of commodities and services, but onthe consumer's engagement in an experience that uses products, services and informationas props and creative tools. Taking the user-centred mode of consumption as our point ofdeparture, the present paper examines how the computer game format may be used as anew tool for communicating academic research to a broader audience. By applying somefindings from a recent project, we will focus on the ways in which academic research canbe communicated in a format that causes the recipient to take part in the process of communicationand acquiring knowledge. This opens up new opportunities as well as challenges.On the one hand, communication of academic research is provided with new types ofinvolvement, as the focus is not only on knowledge as content, but also on knowledge asactivity. On the other hand, questions are raised here concerning what kind of knowledgeis actually communicated/created in the process of active participation.",
keywords = "Faculty of Humanities, computerspil, indl{\ae}ring, formidling, oplevelses{\o}konomi, p{\ae}dagogik og l{\ae}ring, computer games, learning, dissemination, experience economy",
author = "Kjetil Sandvik and Thorhauge, {Anne Mette}",
year = "2008",
language = "English",
volume = "29",
pages = "177--193",
journal = "N O R D I C O M Review",
issn = "1403-1108",
publisher = "N O R D I C O M A/S",
number = "2",

}

RIS

TY - JOUR

T1 - Professor Nukem

T2 - Communicating Research in the Age of the Experience Economy

AU - Sandvik, Kjetil

AU - Thorhauge, Anne Mette

PY - 2008

Y1 - 2008

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 Gilmore (1999), thatconsumption is embedded in a communicative format that conveys some kind of experienceto the consumer. The consumer in turn becomes more than just a passive user - heor she becomes an active participant in the experiential/communicative design. As such,the mode of consumption 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 theexperience economy, the focus is not on consumption of commodities and services, but onthe consumer's engagement in an experience that uses products, services and informationas props and creative tools. Taking the user-centred mode of consumption as our point ofdeparture, the present paper examines how the computer game format may be used as anew tool for communicating academic research to a broader audience. By applying somefindings from a recent project, we will focus on the ways in which academic research canbe communicated in a format that causes the recipient to take part in the process of communicationand acquiring knowledge. This opens up new opportunities as well as challenges.On the one hand, communication of academic research is provided with new types ofinvolvement, as the focus is not only on knowledge as content, but also on knowledge asactivity. On the other hand, questions are raised here concerning what kind of knowledgeis actually communicated/created in the process of active participation.

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 Gilmore (1999), thatconsumption is embedded in a communicative format that conveys some kind of experienceto the consumer. The consumer in turn becomes more than just a passive user - heor she becomes an active participant in the experiential/communicative design. As such,the mode of consumption 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 theexperience economy, the focus is not on consumption of commodities and services, but onthe consumer's engagement in an experience that uses products, services and informationas props and creative tools. Taking the user-centred mode of consumption as our point ofdeparture, the present paper examines how the computer game format may be used as anew tool for communicating academic research to a broader audience. By applying somefindings from a recent project, we will focus on the ways in which academic research canbe communicated in a format that causes the recipient to take part in the process of communicationand acquiring knowledge. This opens up new opportunities as well as challenges.On the one hand, communication of academic research is provided with new types ofinvolvement, as the focus is not only on knowledge as content, but also on knowledge asactivity. On the other hand, questions are raised here concerning what kind of knowledgeis actually communicated/created in the process of active participation.

KW - Faculty of Humanities

KW - computerspil

KW - indlæring

KW - formidling

KW - oplevelsesøkonomi

KW - pædagogik og læring

KW - computer games

KW - learning

KW - dissemination

KW - experience economy

M3 - Journal article

VL - 29

SP - 177

EP - 193

JO - N O R D I C O M Review

JF - N O R D I C O M Review

SN - 1403-1108

IS - 2

ER -

ID: 9728098