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This article is a critical discourse analysis of a provocative news story later heavily criticized for being based on a misquotation. The analysis shows how the quote is offensive primarily by being assigned to a critical news discourse that constructs a dichotomy between «the conservative upper class» and «modern female Norway». Therefore, the ethics of the case are not just a matter of quotation technique, but rather in which perception of reality the journalists considered it natural to frame the story as a whole – and, in fact, necessary even to make it a story.
The terrorist attacks in Oslo on 22 July 2011 led to a comprehensive public debate about the systems for online debate in Norwegian newspapers. Through interviews with editors and moderators, this article examines changes made in the facilitation and administration of online debate in four central newspapers after the terrorist attack. In different ways, the three largest newspapers tightened their control in four important areas: Identification of the participants, pre-publication moderation, control over the agenda of the debate and more active moderation of it. These changes are interpreted as moderate alteration from an initially anarchic policy towards a more intervening policy concerning the regulation of online debate.
This article discusses gamification – the use of game elements in non-game contexts. Popular in marketing and education in 2011-2012, gamification is seen either as a way of making routine-based tasks entertaining by introducing game elements, or as a system of behaviourism and exploitation. We argue that both understandings are reductionist and lack the power to explain why human beings are motivated by certain textual structures and not by others. By showing how it is used in other situations, we argue that gamification is not new, but must be understood in a broader cultural and aesthetic perspective sensitive to the user’s personal experience with a text.