Andreas Lindegaard Gregersen

Andreas Lindegaard Gregersen

Associate Professor

I have been associate professor at the section for Film, Media and Communication since 2013.

I coordinate the Cognition & Communication Master's programme. I coordinate the local research priority area Cognition and Audiovisual Media together with Birger Langkjær.

I regularly teach courses in communication theory and research design and empirical methodologies, including workshops on data analysis. Less regularly, I teach cognitive film theory and computer-mediated and networked communication. Most of my teaching is at the Cognition & Communication programme, but I also teach at Film and Media studies.

My primary research interests are cognitive theory, computer and video games, interactivity and gaming culture, audiovisual communication and narratology, communication theory, research methodology, and genre theory. I also have an interest in qualitative and quantitative methods and visualization (especially using R).

My publications tend to focus on video games, cognition, and genre. You can track my notion of embodied interaction as a fairly consistent framework through several of my publications: this framework connects a model of game interactivity and gamer embodiment to questions of genre. Aspects of the framework has been laid out in my PhD dissertation, the chapter by Torben Grodal and me on Embodiment and Interface published in “The Video Game Theory Reader 2” (2009), my article on motion gaming and genre in the journal Mediekultur (2011), my article on cognition, generic structures and experiences in video games in Philosophy and Technology (2013), and my chapter on core cognition and video games in the anthology "Cognitive Media Theory" on Routledge (2014). I also have a chapter in the anthology "Video Games and the Mind" (2016), which looks at why it feels so meaningful to hit things (in games), and a chapter in the new anthology "Screening Characters" (2019) on why (and how) I think it makes sense to talk about identification with video game avatars.

For a slightly dated statement of why (I think) cognition is an important topic for video game scholars, see my contribution to The Routledge Companion to Video Game Studies.

For a couple of years I have collaborated with Anne Mette Thorhauge on studying digital games. Anne Mette was the principal investigator on a study of problematic gaming behaviour in Denmark. This project was supported by the Danish Council for Independent Research: Social Sciences. We have given a couple of conference presentations and edited a book on problem gaming, which is available for free in its entirety here: http://www.nordicom.gu.se/en/publikationer/whats-problem-problem-gaming

As part of this project, we have also published an article in New Media & Society (2019), which de-emphasises problem gaming and instead describes how gaming practices are integrated in everyday life.

I also sometimes do research on "older" media, like television. Our co-authored article in Poetics (2017) describe a study where we investigated emotional responses to television fiction using skin conductance measurements. This work was conducted in collaboration with Birger Langkjær and researchers from the Danish Broadcasting Corporation (DR).

Together with Birger Langkjær and several researchers from Lund I am part of collaborative project with Lund University where we are investigating avenues for empirical formalization of cognitive film theory. This grew out of a project supported by Einar Hansens Fond.

Also, if anyone wants to discuss...well, anything from video games and cognitive media theory to general and cognitive sociology and/or research design and data analysis in general, I am typically game (just don't write me an email, come to my office instead!). I am still undecided on the question of Lee Perry vs King Tubby, but I have firm opinions on most other things.

A final word of caution: don't expect short answers from me. This applies across the board.

Primary fields of research

  • Computer and video games
  • Cognitive media theory (film, television, and games)
  • Cognitive theory
  • Genre theory
  • Digital media and communications
  • Research methodology and visualization

Teaching

  • Digital media
  • Audiovisual media
  • Computer and video games
  • Communication theory
  • Research design
  • Cognitive theory

Selected publications

  1. Published

    Individual pastime or focused social interaction: Gendered gaming practices among Danish youth

    Thorhauge, A. M. & Gregersen, A. L., 2019, In : New Media & Society.

    Research output: Contribution to journalJournal articleResearchpeer-review

  2. Published

    News as Narratives

    Ørmen, J. & Gregersen, A. L., 1 Feb 2019, Oxford Research Encyclopedia of Communication. Oxford University Press

    Research output: Chapter in Book/Report/Conference proceedingEncyclopedia chapterResearchpeer-review

  3. Published

    Following the viewers: Investigating television drama engagement through skin conductance measurements

    Gregersen, A. L., Langkjær, B., Heiselberg, L. & Lyng Wieland, J., 2017, In : Poetics. 64, p. 1-13 13 p.

    Research output: Contribution to journalJournal articleResearchpeer-review

  4. Published

    Cognitive Theory and Video Games

    Gregersen, A. L., 2014, Cognitive Media Theory. Nanicelli, T. & P. T. (eds.). New York: Routledge, p. 253-267 15 p.

    Research output: Chapter in Book/Report/Conference proceedingBook chapterResearchpeer-review

  5. Published

    Generic Structures, Generic Experiences: A Cognitive Experientialist Approach to Video Game Analysis

    Gregersen, A. L., 2014, In : Philosophy & Technology. 27, 2, p. 159-175 17 p.

    Research output: Contribution to journalJournal articleResearchpeer-review

  6. Published

    Embodiment and Interface

    Gregersen, A. L. & Grodal, T. K., 2008, The video game theory reader 2. Perron, B. & Wollf, M. (eds.). New York: Routledge, p. 65-83 19 p.

    Research output: Chapter in Book/Report/Conference proceedingBook chapterResearchpeer-review

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