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Sjöblom, Björn
Publications (10 of 11) Show all publications
Edenroth-Cato, F. & Sjöblom, B. (2022). Biosociality in online interactions: Youths’ positioning of the highly sensitive person category. Young - Nordic Journal of Youth Research, 30(1), 80-96
Open this publication in new window or tab >>Biosociality in online interactions: Youths’ positioning of the highly sensitive person category
2022 (English)In: Young - Nordic Journal of Youth Research, ISSN 1103-3088, E-ISSN 1741-3222, Vol. 30, no 1, p. 80-96Article in journal (Refereed) Published
Abstract [en]

This article examines how young people in a Swedish online forum and in blogs engage in discussions of one popularized psychological personality trait, the highly sensitive person (HSP), and how they draw on different positionings in discursive struggles around this category. The material is analysed with concepts from discursivepsychology and post-structuralist theory in order to investigate youths’ interactions.The first is a nuanced positioning, from which youths disclose the weaknesses and strengths of being highly sensitive. Some youths become deeply invested in this kind of positioning, hence forming a HSP subjectivity. This can be opposed using contrasting positionings, which objects to norms of biosociality connected to the HSP. Lastly, there are rather distanced and investigative approaches to the HSP category. We conclude that while young people are negotiating the HSP category, they are establishing an epistemological community.

Keywords
Highly sensitive person (HSP), mental health, subjectivity, positioning theory, biosociality online, citizenship, epistemic authority, epistemological communities, ethics, agency
National Category
Peace and Conflict Studies Other Social Sciences not elsewhere specified
Research subject
Child and Youth Science
Identifiers
urn:nbn:se:su:diva-175335 (URN)10.1177/11033088211015815 (DOI)000650037000001 ()
Available from: 2019-11-04 Created: 2019-11-04 Last updated: 2025-02-20Bibliographically approved
G. Franzén, A., Jonsson, R. & Sjöblom, B. (2020). Fear, anger and desire: Affect and the interactional intricacies of rape humor on a live podcast. Language in society (London. Print), 50(5), 763-786
Open this publication in new window or tab >>Fear, anger and desire: Affect and the interactional intricacies of rape humor on a live podcast
2020 (English)In: Language in society (London. Print), ISSN 0047-4045, E-ISSN 1469-8013, Vol. 50, no 5, p. 763-786Article in journal (Refereed) Published
Abstract [en]

Aggressive, sexist humor is often understood as expressions of inner, misogynist attitudes. This article, however, investigates rape humor as a collective and interactive phenomenon. Drawing on an infamous Swedish podcast episode, we illuminate rape humor in terms of affect, desire, and repression (Butler 1987; Billig 1999), and as such, how taboo-breaking arouses both pleasure and fear among the participants. The analyses detail affective practices that both promote and discipline affects. The men in the group interpellate one of the participants as a clown, someone whose taboo-breaking they interactionally support and simultaneously distance themselves from. The article concludes that affects, like subject positions, are interpellated in interaction. Building on Wetherell’s (2013) understanding of affect as both discursive and embodied, we suggest a reintroduction of repression/desire into a discursively oriented framework. 

Keywords
Affective practices, rape humor, desire, repression, taboo, misogynist masculinity, podcast
National Category
Sociology
Research subject
Child and Youth Studies
Identifiers
urn:nbn:se:su:diva-185756 (URN)10.1017/S0047404520000615 (DOI)000718906300007 ()
Projects
Humor på allvar
Funder
Swedish Research Council, 2019-04988
Available from: 2020-12-22 Created: 2020-12-22 Last updated: 2022-06-27Bibliographically approved
Linderoth, J. & Sjöblom, B. (2019). Being an Educator and Game Developer: The Role of Pedagogical Content Knowledge in Non-Commercial Serious Games Production. Journal Simulation & Gaming, 50(6), 771-788
Open this publication in new window or tab >>Being an Educator and Game Developer: The Role of Pedagogical Content Knowledge in Non-Commercial Serious Games Production
2019 (English)In: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, Vol. 50, no 6, p. 771-788Article in journal (Refereed) Published
Abstract [en]

Background and aim. Previous literature has discussed tensions between the field of game design and the field of education. It has been emphasized that it is important to address this tension when developing game based learning (GBL). In order to find potential ways of approaching this problem, we investigate the development of GBL when performed by those who have both pedagogical content knowledge (PCK) and experience in game development. Method. Two case studies about serious games production were conducted, a game section at a national defense college and a university course in educational game design. The cases, as well as individual development projects within the settings, were analyzed with a focus on the role of PCK during serious games development. Results. While the developers and instructors at the defence college, who designed games for their in-house needs, had both PCK and knowledge about game development, these competencies varied a lot among the participants at the university course. The results show that educational goals added complexity to the design process. By comparison, some studied game projects at the university course avoided this complexity. These projects legitimized their games as educational by suggesting unproven far transfer. In other cases, where the developers did have PCK, the instructional goals where taken as a starting point that guided the whole development process. This lead to games that were designed to match highly specific educational contexts. The developers, instructors and teachers in both of the settings who used their PCK tended to break a number of established game design heuristics that would have been counter productive in relation to the learning objectives of the games. Conclusions. The paper suggests that there is a need for people with pedagogical content knowledge AND knowledge about game development. Enhancing these dual competencies in game workers could forward the field of GBL.

Keywords
educational games, game-based learning, game design, military training, pedagogical content knowledge, serious games
National Category
Educational Sciences Computer and Information Sciences
Identifiers
urn:nbn:se:su:diva-175715 (URN)10.1177/1046878119873023 (DOI)000488431700001 ()
Available from: 2019-11-11 Created: 2019-11-11 Last updated: 2022-02-26Bibliographically approved
Eklund, L., Sjöblom, B. & Prax, P. (2019). Lost in Translation: Video Games Becoming Cultural Heritage?. Cultural Sociology, 13(4), 444-460
Open this publication in new window or tab >>Lost in Translation: Video Games Becoming Cultural Heritage?
2019 (English)In: Cultural Sociology, ISSN 1749-9755, E-ISSN 1749-9763, Vol. 13, no 4, p. 444-460Article in journal (Refereed) Published
Abstract [en]

Recent attention to the question of preservation and exhibition of video games in cultural institutions such as museums indicates that this media form is moving from being seen as contentious consumer object to cultural heritage. This empirical study examines two recent museum exhibitions of digital games: GameOn 2.0 at the National Museum of Science and Technology in Stockholm (TM), and Women in Game Development at the Museum of Art and Digital Entertainment, Oakland (MADE). The aim is to explore how games are appropriated within such institutions, and thereby how they are configured as cultural heritage and exhibitable culture. The study uses actor-network theory in order to analyse heterogeneous actors working in conjunction in such processes, specifically focusing on translation of games and game culture as they are repositioned within museums. The study explores how games are selectively recruited at both institutions and thereby translated in order to fit exhibition networks, in both cases leading to a glossing over of contentious issues in games and game culture. In turn, this has led to a more palatable but less nuanced transformation of video games into cultural heritage. While translating video games into cultural heritage, the process of making games exhibitable lost track of games as culture by focusing on physical artefacts and interactive, playable fun. It also lost track of them as situated in our culture by skimming over or ignoring the current contentious nature of digital games, and finally, it lost track of games as being produced and experienced in a particular context, or games of culture.

Keywords
Actor-network theory, cultural heritage, digital games, exhibition, museums
National Category
Sociology Media and Communications
Identifiers
urn:nbn:se:su:diva-177615 (URN)10.1177/1749975519852501 (DOI)000501618600004 ()
Available from: 2020-01-10 Created: 2020-01-10 Last updated: 2025-01-31Bibliographically approved
Sjöblom, B., Franzén, A. & Aronsson, K. (2018). Contested connectedness in child custody narratives: Mobile phones and children's rights and responsibilities. New Media and Society, 20(10), 3818-3835
Open this publication in new window or tab >>Contested connectedness in child custody narratives: Mobile phones and children's rights and responsibilities
2018 (English)In: New Media and Society, ISSN 1461-4448, E-ISSN 1461-7315, Vol. 20, no 10, p. 3818-3835Article in journal (Refereed) Published
Abstract [en]

New forms of information and communications technology (ICT) form parts of contemporary communication. At large, connected presence (e.g. through mobile phones) is seen as something positive that facilitates social connectedness in family life. Yet, there are also instances of what we call contested connectedness. This article analyses courtroom proceedings in child custody disputes. The analyses (from 68 audio-recorded high-conflict trials) highlight how mobile phone connectedness reshapes boundaries of public/private in post-separation family life. A number of cases were chosen to illuminate different ways in which connectedness through mobile phone contacts was contested by the child or one of the parents. Three cases document recurring ways in which children's rights and responsibilities were intertwined in complex ways in post-divorce life and how mobile phone connectedness would not offer the child new rights, yet make them more responsible for monitoring their parents' unresolved problems.

Keywords
Children's responsibilities, children's rights, connected presence, contested connectedness, courtroom interaction, custody dispute, mobile phones, public, private, surveillance
National Category
Media and Communications
Identifiers
urn:nbn:se:su:diva-161015 (URN)10.1177/1461444818761015 (DOI)000446033800016 ()
Available from: 2018-10-15 Created: 2018-10-15 Last updated: 2025-02-07Bibliographically approved
Sjöblom, B. (2015). Killing Digital Children Design, Discourse, and Player Agency. In: Torill Elvira Mortensen; Jonas Linderoth; Ashley A.M. Brown (Ed.), Dark Side of Game Play: Controversial Issues in Playful Environments (pp. 67-81). Abingdon: Routledge
Open this publication in new window or tab >>Killing Digital Children Design, Discourse, and Player Agency
2015 (English)In: Dark Side of Game Play: Controversial Issues in Playful Environments / [ed] Torill Elvira Mortensen; Jonas Linderoth; Ashley A.M. Brown, Abingdon: Routledge, 2015, p. 67-81Chapter in book (Refereed)
Place, publisher, year, edition, pages
Abingdon: Routledge, 2015
Series
Routledge Advances in Game Studies ; 4
National Category
Sociology
Identifiers
urn:nbn:se:su:diva-135095 (URN)10.4324/9781315738680-5 (DOI)000383887300005 ()978-1-315-73868-0 (ISBN)978-1-138-82728-8 (ISBN)
Available from: 2016-11-25 Created: 2016-10-31 Last updated: 2023-01-16Bibliographically approved
Sjöblom, B. & Aronsson, K. (2013). Datorspel och socialt samspel. In: Ann S. Pihlgren (Ed.), Fritidshemmets didaktik: (pp. 189-236). Lund: Studentlitteratur AB
Open this publication in new window or tab >>Datorspel och socialt samspel
2013 (Swedish)In: Fritidshemmets didaktik / [ed] Ann S. Pihlgren, Lund: Studentlitteratur AB, 2013, p. 189-236Chapter in book (Other academic)
Place, publisher, year, edition, pages
Lund: Studentlitteratur AB, 2013
National Category
Educational Sciences
Research subject
Child and Youth Science
Identifiers
urn:nbn:se:su:diva-85623 (URN)978-91-44-07708-6 (ISBN)
Available from: 2013-01-08 Created: 2013-01-08 Last updated: 2022-02-24Bibliographically approved
Sjöblom, B. & Aronsson, K. (2013). Disputes, character contests and identity work in computer gaming. In: Abstracts: 13th International Pragmatics ConferenceNEW DELHI, INDIA 8-13 September 2013. Paper presented at International Pragmatics Conferences (IPRA), New Delhi, India, 8-13 September, 2013 (pp. 200-200).
Open this publication in new window or tab >>Disputes, character contests and identity work in computer gaming
2013 (English)In: Abstracts: 13th International Pragmatics ConferenceNEW DELHI, INDIA 8-13 September 2013, 2013, p. 200-200Conference paper, Oral presentation with published abstract (Other academic)
National Category
Sociology
Identifiers
urn:nbn:se:su:diva-98712 (URN)
Conference
International Pragmatics Conferences (IPRA), New Delhi, India, 8-13 September, 2013
Funder
Swedish Research Council
Available from: 2014-01-08 Created: 2014-01-08 Last updated: 2022-02-24Bibliographically approved
Sjöblom, B. & Aronsson, K. (2012). Disputes, stakes, and game involvement: facing death in computer gaming. In: Susan Danby, Maryanne Theobald (Ed.), Disputes in everyday life: social and moral orders of children and young people (pp. 377-406). Bingley U.K.: Emerald Group Publishing Limited
Open this publication in new window or tab >>Disputes, stakes, and game involvement: facing death in computer gaming
2012 (English)In: Disputes in everyday life: social and moral orders of children and young people / [ed] Susan Danby, Maryanne Theobald, Bingley U.K.: Emerald Group Publishing Limited, 2012, p. 377-406Chapter in book (Other academic)
Abstract [en]

Purpose – The aim of the present chapter is to analyse episodes of dispute and conflict in co-located computer gaming. The main purpose is to extend prior research on dispute-interaction to a computer mediated setting.

Methodology – Naturally occurring multiplayer computer gaming was video recorded in Internet cafés (28 hours). A single case was selected that involved a series of escalating disputes over the course of 45 minutes of gaming. The social interaction involved – of two 16-year-old boys playing World of Warcraft – was analysed using conversation analytical procedures.

Findings – The sequential analyses show how the two players engaged in disputes at the points where one or both of the players’ avatars had been killed. The players held each other accountable for their in-game performance, and avatar death was a central event in which gaming competence was contested, often in outright confrontations. Such disputes, where each player attempted to present the other as inferior, were used for negotiating player identities in what Goffman (1967) has called character contests. In gaming, players thus risk losing the game as well as their social standings. Disputes were also linked to the variable stakes of the game: with more at stake, players were more likely to escalate conflicts to the point of even quitting the game altogether.

Originality – The chapter shows how disputes are central components in adolescents’ computer gaming, and how they both structure the players’ intersubjective understanding of the game, and how they play a role in local identity work.

Place, publisher, year, edition, pages
Bingley U.K.: Emerald Group Publishing Limited, 2012
Series
Sociological studies of children and youth, ISSN 1537-4661 ; 15
National Category
Sociology Media and Communications
Research subject
Child and Youth Science
Identifiers
urn:nbn:se:su:diva-71847 (URN)10.1108/S1537-4661(2012)0000015019 (DOI)2-s2.0-84887102382 (Scopus ID)9781780528762 (ISBN)
Available from: 2012-01-30 Created: 2012-01-30 Last updated: 2025-01-31Bibliographically approved
Sjöblom, B. & Aronsson, K. (2012). Participant categorizations of gaming competence: ‘Noob’ and ‘imba’ as learner identities. In: Ola Erstad, Julian Sefton-Green (Ed.), Identity, Community, and Learning Lives in the Digital Age: (pp. 181-197). Cambridge University Press
Open this publication in new window or tab >>Participant categorizations of gaming competence: ‘Noob’ and ‘imba’ as learner identities
2012 (English)In: Identity, Community, and Learning Lives in the Digital Age / [ed] Ola Erstad, Julian Sefton-Green, Cambridge University Press, 2012, p. 181-197Chapter in book (Other academic)
Abstract [en]

This chapter examines conversations during computer gaming, showing that players spontaneously engaged in mutual assessments in the form of blame, praise and criticism that produced a social order where some players were ranked as noobs (novices) and others as imba (experienced). This involved categorizations (Sacks 1974) of gaming where the participants assessed their own and others’ learning trajectories in terms of learner or expert identities. The findings indicate that models of learning should account for such local hierarchies. By including participants’ assessments of learner identities, our analyses extend work on communities of practice (e.g., Lave and Wenger 1991).

Place, publisher, year, edition, pages
Cambridge University Press, 2012
Keywords
gaming competence, social categorizations, participation, local hierarchies, affective stances, action aesthetics, learner identity
National Category
Psychology
Research subject
Child and Youth Science
Identifiers
urn:nbn:se:su:diva-71068 (URN)10.1017/CBO9781139026239.013 (DOI)2-s2.0-84908513323 (Scopus ID)9781107005914 (ISBN)
Available from: 2012-01-25 Created: 2012-01-25 Last updated: 2022-04-26Bibliographically approved
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