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Lisbeth Klastrup | |
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Born | 1970 Ringsted (Denmark) |
Occupation | Associate Professor in Digital Culture and Social Media |
Education | Ph.D., IT University at Copenhagen 2003 MA in Comparative Literature, University of Copenhagen 1999 MA in Image Studies, University of Kent at Canterbury 1997Contents |
Lisbeth Klastrup (born in 1970) is a Danish scholar of digital and social media. Although her early research was on hypertext fiction, she is now best known for her research on transmedial worlds, social media, and death.
Klastrup is based in Copenhagen, Denmark, and worked as an Associate Professor at the IT University of Copenhagen, [1] from 2007-2023. [2] During this time, she was affiliated with the Innovative Communication Research Group and the Center for Computer Game Research, and later with the Department of Digital Design, and the research groups CULT (Culture and Technology). In the academic year 2006–2007, she was on leave from the IT University, working as an Associate Research Professor at the Center for Design Research Copenhagen, joining her colleague Ida Engholm. In 2020, she visited Melbourne, Australia, during a sabbatical year, and here worked with colleagues from RMIT - Digital Etnography Research Center and the Death and Technology Research Team at University of Melbourne. In 2024, she became an external lecturer in Roskilde University. [3]
In 2005, Klastrup chaired the Digital Arts and Culture conference in collaboration with Susana Tosca. In 2008, she chaired the Ninth Annual Conference for the Association of Internet Researchers, Internet Research 9.0. In 2012, she served on the Board of reviewers for Game Studies, the international journal of computer game research. In 2021, she co-chaired the 5th Death Online Research Symposium.
Klastrup maintained a research blog from 2001 to 2016, Klastrup's Cataclysms. As part of this blog, until 2016, she maintained a list of blogs by Danish researchers. [4] Klastrup in her early research focused on real-life virtual worlds and how they are used from a social and storytelling perspective, especially concerning online gaming and the concept of worldliness. [1] Klastrup, particularly in a Danish context, now focuses her research on the professional and mundane uses of social media, such as Facebook, Instagram and TikTok, with a special interest in the mediation of serious illness and mourning in this context. In addition, she has participated in a longitudinal study of how users and politicians engage with social media during elections. She has also examined more closely the use and spreading of viral content and memes on Facebook and Reddit, in relation to elections and the COVID pandemic.
With Engholm, Klastrup in 2004 published a Danish anthology on how to analyze digital media, such as games, hypertexts and virtual worlds; Digitale verdener. This was the first book in Danish to introduce this line of study.
She co-edited The International Handbook of Internet Research, [5] with Jeremy Hunsinger and Matthew Allen, which was published by Springer Verlag in 2010. The Second Edition of the Handbook with all new articles, was published in 2019. The work introduces several academic perspectives to the study of the internet as a social, communicative, and political phenomenon. [6]
In 2016, Klastrup published the introductory book Sociale Netværksmedier (in Danish, Samfundslitteratur), which is widely used in Danish Universities. A second edition of this book will be published in 2024.
In 2019, with Susana Tosca, she published the book Transmedial Worlds in Everyday Life - Networked Reception, Social Media and Fictional World. This work analyzes how people read, interact, watch, and play with fictional worlds through social media (e.g., facebook, You Tube), etc. [7]
Hypertext is text displayed on a computer display or other electronic devices with references (hyperlinks) to other text that the reader can immediately access. Hypertext documents are interconnected by hyperlinks, which are typically activated by a mouse click, keypress set, or screen touch. Apart from text, the term "hypertext" is also sometimes used to describe tables, images, and other presentational content formats with integrated hyperlinks. Hypertext is one of the key underlying concepts of the World Wide Web, where Web pages are often written in the Hypertext Markup Language (HTML). As implemented on the Web, hypertext enables the easy-to-use publication of information over the Internet.
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The Center for Computer Games Research is located at the IT University of Copenhagen, Denmark and was one of the first academic departments entirely dedicated to the scholarly study of digital gaming. Originally a part of the Department of Digital Aesthetics and Communication and spun off into its own independent unit in 2003, the Center was notable at the time for its sole specialization in gaming. It has historically been a multidisciplinary unit with faculty from fields ranging from literature to sociology to computer science. It has hosted a number of key conferences over the years including Other Players (2004), the 2005 iteration of the Digital Arts and Culture conference, and the IEEE Conference on Computational Intelligence and Games in 2010.
The Association of Internet Researchers (AoIR) is a learned society dedicated to the advancement of the transdisciplinary field of Internet studies. Founded in 1999, it is an international, member-based support network promoting critical and scholarly Internet research, independent from traditional disciplines and existing across academic borders.
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Deena Larsen is an American new media and hypertext fiction author involved in the creative electronic writing community since the 1980s. Her work has been published in online journals such as the Iowa Review Web, Cauldron and Net, frAme, inFLECT, and Blue Moon Review. Since May 2007, the Deena Larsen Collection of early electronic literature has been housed at the Maryland Institute for Technology in the Humanities.
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Avalon: The Legend Lives is a text-based online multi-player role-playing game world that was first released on 28 October 1989 at the gaming convention Adventure 89. It has maintained a near-continuous on-line presence with consistent and intact persona files and player history since the late 1980s. Until regular outages began occurring in 2023, it was the longest continuously running online role-playing game in history.
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Annette Markham is an American academic, Chair Professor of Media Literacy and Public Engagement at Utrecht University, adjunct professor at RMIT University in Melbourne, and Adjunct Professor of Information Studies at Aarhus University, Denmark. She is Director of RMIT's Digital Ethnography Research Centre. She has served on the executive committee of the Association of Internet Researchers since 2013. She publishes research in the area of Internet studies, digital identity, social interaction, innovative qualitative methods for social research, and Internet research ethics.
Lisbeth Malene Zornig Andersen is a Danish economist, activist, and author. She is a debater in the area of social policy, and her focus is on marginalized people, especially children. She has been involved in a variety of business endeavours and non-profit organisations, including: Huset Zornig, Social Innovations Forum, Children's IT-foundation, Specialisterne. She has also been a board member and ambassador for a number of Danish organizations and institutions, for example the Danish IT University and Danish Red Cross.
Astrid Christina Ensslin is a German digital culture scholar, and Professor of Dynamics of Virtual Communication Spaces at the University of Regensburg. Ensslin is known for her work on digital fictions and video games, and her development of narratological theory to encompass digital narratives.
Caitlin Fisher is a Canadian media artist, poet, writer, futurist and Professor of Cinema and Media Arts at York University in Toronto where she also directs the Immersive Storytelling Lab and the Augmented Reality Lab. Fisher is also a Co-founder of York’s Future Cinema Lab, former Fulbright and Canada Research Chair, and an international award-winning digital storyteller. Creator of some of the world’s first AR poetry and long-from VR narratives. Pioneer of research-creation who defended Canada's first born-digital dissertation. Member of the early AR artist collective Manifest AR. Fisher is also known for the 2001 hypermedia novel These Waves of Girls, and for her work creating content and software for augmented reality. "Her work is poetic and exploratory, combining the development of authoring software with evocative literary constructs."