Gameworld interfaces K Jorgensen MIT Press, 2013 | 266 | 2013 |
Left in the dark: playing computer games with the sound turned off K Jørgensen From Pac-Man to pop music, 163-176, 2017 | 148 | 2017 |
Time for new terminology?: Diegetic and non-diegetic sounds in computer games revisited K Jørgensen Game sound technology and player interaction: Concepts and developments, 78-97, 2011 | 126 | 2011 |
Game characters as narrative devices. A comparative analysis of Dragon Age: Origins and Mass Effect 2 K Jørgensen Eludamos: Journal for Computer Game Culture 4 (2), 315-331, 2010 | 106 | 2010 |
On the functional aspects of computer game audio K Jørgensen Interactive Institute, Piteå, Sweden, 2006 | 104 | 2006 |
From hobbyists to entrepreneurs: On the formation of the Nordic game industry K Jørgensen, U Sandqvist, O Sotamaa Convergence 23 (5), 457-476, 2017 | 91 | 2017 |
A comprehensive study of sound in computer games: How audio affects player action K Jørgensen Edwin Mellen Press, 2009 | 86 | 2009 |
Do players prefer integrated user interfaces? A qualitative study of game UI design issues LS Ciro, K Jørgensen Proceedings of DiGRA 2011 Conference: Think Design Play, 2011 | 85 | 2011 |
Audio and gameplay: An analysis of PvP battlegrounds in World of Warcraft K Jørgensen Game Studies 8 (2), 1-19, 2008 | 80 | 2008 |
Between the game system and the fictional world: a study of computer game interfaces K Jørgensen Games and Culture 7 (2), 142-163, 2012 | 76 | 2012 |
The positive discomfort of spec ops: The line K Jørgensen Game studies 16 (2), 12, 2016 | 73 | 2016 |
What are Those Grunts and Growls Over There?: Computer Game Audio and Player Action K Jørgensen Det Humanistiske Fakultet, Københavns Universitet, 2007 | 67* | 2007 |
Players as coresearchers: Expert player perspective as an aid to understanding games K Jørgensen Simulation & gaming 43 (3), 374-390, 2012 | 57 | 2012 |
“I’m overburdened!” An Empirical Study of the Player, the Avatar, and the Gameworld K Jørgensen Proceedings of DiGRA 2009 Conference: Breaking New Ground: Innovation in …, 2009 | 51 | 2009 |
The paradox of transgression in games T Mortensen, K Jørgensen Routledge, 2020 | 46 | 2020 |
Newcomers in a global industry: Challenges of a Norwegian game company K Jørgensen Games and Culture 14 (6), 660-679, 2019 | 35 | 2019 |
Problem solving: The essence of player action in computer games K Jørgensen Proceedings of DiGRA 2003 Conference: Level Up, 2003 | 32 | 2003 |
Framing the game: Four game-related approaches to Goffman's frames R Glas, K Jørgensen, T Mortensen, L Rossi Online Gaming in Context, 141-158, 2013 | 29 | 2013 |
The effect of audio on the experience in virtual reality: a scoping review IV Bosman, OO Buruk, K Jørgensen, J Hamari Behaviour & Information Technology 43 (1), 165-199, 2024 | 25 | 2024 |
Public game funding in the Nordic region O Sotamaa, K Jørgensen, U Sandqvist International Journal of Cultural Policy 26 (5), 617-632, 2020 | 24 | 2020 |