sh.sePublications
Change search
Link to record
Permanent link

Direct link
Jonsson, Fatima
Publications (10 of 11) Show all publications
Eklund, L., von Essen, E., Jonsson, F. & Johansson, M. (2022). Beyond a Dichotomous Understanding of Online Anonymity: Bridging the Macro and Micro Level. Sociological Research Online, 27(2), 486-503
Open this publication in new window or tab >>Beyond a Dichotomous Understanding of Online Anonymity: Bridging the Macro and Micro Level
2022 (English)In: Sociological Research Online, E-ISSN 1360-7804, Vol. 27, no 2, p. 486-503Article in journal (Refereed) Published
Abstract [en]

Anonymity on the Internet is a contentious issue; by some seen as an important freedom to be protected, while others argue for increased identification to protect groups at risk of exploitation. The debate reflects a dichotomous view of online anonymity; you are, or you are not anonymous. However, anonymity is a complex process played out on different levels and defined by various actors. While empirical studies show this, theoretical synthesis is lacking. This essay provides perspective on anonymity online by comparing two critical cases, online auctions and online gaming, we corroborate results from a 4-year interdisciplinary project with researchers from sociology, economics, and computer and system sciences. We argue that one should talk about anonymities in plural form, as online anonymity is not a state but a relational process. We put forth a conceptual model, which unpacks online anonymity as interdependent macro structures - legal, commercial, and technological - and micro/meso facets - factual, social group, and physical - to be used in future research.

Place, publisher, year, edition, pages
Sage Publications, 2022
Keywords
embodiment, online anonymity, online auctions, online gaming, social identity
National Category
Media Engineering
Identifiers
urn:nbn:se:sh:diva-46145 (URN)10.1177/13607804211019760 (DOI)000670380000001 ()2-s2.0-85126086772 (Scopus ID)
Funder
Swedish Research Council, 2013-01789
Available from: 2021-07-16 Created: 2021-07-16 Last updated: 2024-01-16Bibliographically approved
Jonsson, F. & Bal, Z. (2022). Digitala utmaningar med onlineundervisning: social närvaro på distans. In: Sofia Lundmark; Janne Kontio (Ed.), Digitala didaktiska dilemman: (pp. 141-164). Stockholm: Natur och kultur
Open this publication in new window or tab >>Digitala utmaningar med onlineundervisning: social närvaro på distans
2022 (Swedish)In: Digitala didaktiska dilemman / [ed] Sofia Lundmark; Janne Kontio, Stockholm: Natur och kultur, 2022, p. 141-164Chapter in book (Other academic)
Place, publisher, year, edition, pages
Stockholm: Natur och kultur, 2022
Keywords
social närvaro på distans, digitala undervisningsmiljöer, digitala verktyg, onlineundervisning, transittillstånd
National Category
Educational Sciences Media Studies
Identifiers
urn:nbn:se:sh:diva-49845 (URN)9789127460263 (ISBN)
Available from: 2022-09-05 Created: 2022-09-05 Last updated: 2022-09-05Bibliographically approved
Jonsson, F., Hansson, K. & Nilsson, M. (2021). Activism as a pedagogical resource. In: : . Paper presented at Activated: Decentering activism in and with academia (Workshop @CSCW2021), [DIGITAL], October 24, 2021..
Open this publication in new window or tab >>Activism as a pedagogical resource
2021 (English)Conference paper, Oral presentation with published abstract (Other academic)
Abstract [en]

In this text, the promises of activism as pedagogical resource in higher education are discussed. What are the pedagogical promises of activism in higher education? How can we as teachers create a space for activism when designing courses and in our teaching practices? Based on our experience as teachers, scholars, and activists in higher education, we propose that activism could be used as a pedagogical resource that cater for students’ engagement in the “real” world matters. It could be grounded in a pedagogy of hope, community, and collectivism. Activism in higher education is an act of resistance to dominant forces of capitalism, consumption, patriarchy, hyper-individualism and postcolonialism that historically have and still influence higher education. Used as a pedagogical resource it allows us to recognize students as well as ourselves as teachers and scholars as political subjects.

National Category
Pedagogy
Identifiers
urn:nbn:se:sh:diva-48000 (URN)
Conference
Activated: Decentering activism in and with academia (Workshop @CSCW2021), [DIGITAL], October 24, 2021.
Available from: 2022-01-11 Created: 2022-01-11 Last updated: 2022-01-11Bibliographically approved
Rosén, A., Lundmark, S., Jonsson, F. & Håkansson, J. (2017). Control and reward in online dating practices: a study of users’ experiences of Tinder. In: The 18th annual meeting of the Association of Internet Researchers (AoIR 2017): Networked Publics. Paper presented at The 18th annual meeting of the Association of Internet Researchers (AoIR 2017: Networked Publics Tartu, Estonia • 18 - 21 October 2017.
Open this publication in new window or tab >>Control and reward in online dating practices: a study of users’ experiences of Tinder
2017 (English)In: The 18th annual meeting of the Association of Internet Researchers (AoIR 2017): Networked Publics, 2017Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

This paper is based on a study of users experiences and practices of meeting potential new partners online through the use of the mobile dating service Tinder. The aim of the study is to explore how users experience design features and functionalities for online dating practices. By exploring the use of functionalities and features in the location-based mobile application Tinder, we offer a broad understanding of the relationship between designed functionalities and dating practices that users experience through these features. The empirical material presented in the paper is drawn from a study based on a mixed method approach, combining an initial observational study, an online survey, with focus group interviews. Four specific designed functions are highlighted in our empirical data: the connection with Facebook, the profile cards of users, the swipe-centered mutual match function, and geographical proximity. These functions contribute to the specific user experiences of control and reward. Our findings indicate that online dating practices are formed by an inseparable interplay of design functionalities, users attitudes and the use of specific mobile applications that taken together contributes to the overall online dating experiences.

National Category
Design Human Computer Interaction
Identifiers
urn:nbn:se:sh:diva-33441 (URN)
Conference
The 18th annual meeting of the Association of Internet Researchers (AoIR 2017: Networked Publics Tartu, Estonia • 18 - 21 October 2017
Available from: 2017-09-19 Created: 2017-09-19 Last updated: 2022-09-09Bibliographically approved
Jonsson, F. & Lundmark, S. (2014). An interaction approach for norm-critical design analysis of interface design. In: CaTaC’14: Culture, Technology, Communication: Celebration, Transformation, New Directions [online proceening]: . Paper presented at CaTaC’14: Culture, Technology, Communication: Celebration, Transformation, New Directions, Oslo, June 19-20, 2014..
Open this publication in new window or tab >>An interaction approach for norm-critical design analysis of interface design
2014 (English)In: CaTaC’14: Culture, Technology, Communication: Celebration, Transformation, New Directions [online proceening], 2014Conference paper, Published paper (Refereed)
Abstract [en]

In this paper we argue for the need of a methodological framework for analysing the design of websites from a norm-critical perspective. Identifying some issues and challenges in previous studies on norms and values in interface design we suggest an approach for analysing norms in websites and user interfaces based on sociological and cultural perspectives on design. Approaching norms in interface design we understand design in terms of resources for interaction, involving four aspects of interaction: cultural representations, technology, interactivity, and context.

Keywords
norm-critical design, critical design, norms, visualization, interaction, context
National Category
Media and Communication Technology Human Computer Interaction Media and Communications
Identifiers
urn:nbn:se:sh:diva-23492 (URN)
Conference
CaTaC’14: Culture, Technology, Communication: Celebration, Transformation, New Directions, Oslo, June 19-20, 2014.
Available from: 2014-05-22 Created: 2014-05-22 Last updated: 2018-06-04Bibliographically approved
Jonsson, F. (2012). Hanging out in the game café: Contextualising co-located computer game play practices and experiences. (Doctoral dissertation). Stockholm: Department of Computer and Systems Sciences, Stockholm University
Open this publication in new window or tab >>Hanging out in the game café: Contextualising co-located computer game play practices and experiences
2012 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

What social practices are people involved when staying in a game café? What kind of social setting is the game café? What are the attitudes towards playing computer games at home and in public among parents? What are the media representations of co-located game playing in public? What are the sensory experiences of playing co-located game play in public? This dissertation gives a descriptive and analytical account of the contexts and meanings of playing co-located computer games in public settings such as game cafés and LAN parties. The overall aim with the dissertation is to describe and investigate the social and cultural meanings and contexts of playing computer games in a game café. The research questions have been investigated in four empirical studies.

The dissertation shows that people are involved in various social practices and activities aimed at supporting and maintaining social relationships among friends and peers. The game café can be seen as a third place, as it used by players for recreation and an escape from the pressure of home and school, a place which feels like home, is familiar and welcoming. However the game café is a limited third place used by young men who likes to play online and network games. The dissertation also shows how the social environment provides for specific sensory experiences. These sensory experiences involve sitting together side by side slapping each other’s shoulders and legs, eating candies and drinking sodas, listening to music. The representations of co-located game playing in public reproduce traditional gender roles where professional gamers are represented by men and causal gamers are represented by women (and men) as well as construct youth as party lovers. The study also suggests that parents’ attitudes towards their children playing games in public draw on traditional values and ideas about children’s play and social relationships.

Place, publisher, year, edition, pages
Stockholm: Department of Computer and Systems Sciences, Stockholm University, 2012. p. 71
Series
Report Series / Department of Computer & Systems Sciences, ISSN 1101-8526 ; 12-007
Keywords
co-located game play, Game café, LAN party, game play experiences, public settings, senses
National Category
Computer and Information Sciences Sociology
Identifiers
urn:nbn:se:sh:diva-20026 (URN)978-91-7447-511-1 (ISBN)
Public defence
2012-05-30, sal C, Forum 100, Isafjordsgatan 39, 13:00 (English)
Opponent
Supervisors
Note

At the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 4: Submitted. 

Available from: 2013-10-25 Created: 2013-10-25 Last updated: 2018-01-11Bibliographically approved
Eklund, L. & Jonsson, F. (2012). Time to play: the rationalization of leisure time. In: Proceedings of the 2012 iConference: . Paper presented at iConference 2012 February 7-10 2012 (pp. 145-151). New York: Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Time to play: the rationalization of leisure time
2012 (English)In: Proceedings of the 2012 iConference, New York: Association for Computing Machinery (ACM), 2012, p. 145-151Conference paper, Published paper (Refereed)
Abstract [en]

This study explores how rationalization logic and rationalization processes influence digital gaming by looking at how players value and manage the time they spend on games. The study is framed in a discussion of leisure time, critical theories of computation and rationalization theory. Qualitative interview data is used in an inductive and phenomenology inspired approach. The results show two frames of understanding of gaming. First, games are perceived as media products and playing as a waste of time. Secondly, digital gaming is a hobby, a social activity highly valued within the framework of a rational time economy. We conclude that even though we are seeing a rationalization of leisure time in gaming, that rationalization process must be understood in the context of individualization within the new network society. This means that players are involved in a 'rational individualization' process where their management of leisure time and gaming activities are part of an ongoing identity project.

Place, publisher, year, edition, pages
New York: Association for Computing Machinery (ACM), 2012
Keywords
Digital Games, Leisure time, Rationalization, Time Use
National Category
Sociology Information Systems, Social aspects
Identifiers
urn:nbn:se:sh:diva-20025 (URN)10.1145/2132176.2132195 (DOI)978-1-4503-0782-6 (ISBN)
Conference
iConference 2012 February 7-10 2012
Available from: 2013-05-20 Created: 2013-10-25 Last updated: 2013-10-25Bibliographically approved
Jonsson, F. & Verhagen, H. (2011). Senses Working Overtime: On Sensuous Experiences and Public Computer Game Play. In: Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology: . Paper presented at The 8th International Conference on Advances in Computer Entertainment Technology, Lisbon, Portugal, November 08-11, 2011.
Open this publication in new window or tab >>Senses Working Overtime: On Sensuous Experiences and Public Computer Game Play
2011 (English)In: Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011Conference paper, Published paper (Refereed)
Abstract [en]

In this article we will discuss players’ experience of computer games in terms of sight, sound, taste, smell, and touch. We discuss how senses shape and give meaning to players’ game play experiences in the game café and a mass LAN party. We also discuss how the social environments in which games are played impact on the experience of playing games. The data is drawn on a field study of public gameplay in a game café and a mass LAN party in Sweden. We conclude by highlighting that the social atmosphere is key to understanding public game play experiences.

Keywords
Senses, Co-located public game settings, Game café, Mass LAN
National Category
Information Systems
Identifiers
urn:nbn:se:sh:diva-20028 (URN)10.1145/2071423.2071493 (DOI)978-1-4503-0827-4 (ISBN)
Conference
The 8th International Conference on Advances in Computer Entertainment Technology, Lisbon, Portugal, November 08-11, 2011
Available from: 2013-10-25 Created: 2013-10-25 Last updated: 2018-01-11Bibliographically approved
Jonsson, F. & Verhagen, H. (2011). Sensing game play: Exploring game play in a game cafe and a Mass LAN party. In: Computer Games (CGAMES), 2011: . Paper presented at 16th International Conference on Computer Games (CGAMES), 27-30 July 2011, Louisville, KY (pp. 134-141). Piscataway, N.J.: IEEE Communications Society
Open this publication in new window or tab >>Sensing game play: Exploring game play in a game cafe and a Mass LAN party
2011 (English)In: Computer Games (CGAMES), 2011, Piscataway, N.J.: IEEE Communications Society, 2011, p. 134-141Conference paper, Published paper (Refereed)
Abstract [en]

In this article we discuss the sensory experiences of playing computer games by exploring the sight, the sound, the taste, smell, and touch of games. We reflect on how senses and the social atmosphere gives meaning to players’ experiences of playing computer games in two co-located public settings, a game café and a mass LAN party. This discussion is related to a more general discussion concerning what it means to participate and play online and network games in a game café and a mass LAN party. The discussion is based on a field study in Sweden. We conclude by highlighting the different experiences of playing computer games and participating in those colocated game settings. In the game café playing computer games is a rather ordinary and mundane activity while playing games in the mass LAN party is to a large extent a sensational and extra ordinary event.

Place, publisher, year, edition, pages
Piscataway, N.J.: IEEE Communications Society, 2011
Keywords
Sensoyr experiences of games, co-located game play settings, game cafe, public game play
National Category
Information Systems
Identifiers
urn:nbn:se:sh:diva-20029 (URN)10.1109/CGAMES.2011.6000328 (DOI)978-1-4577-1451-1 (ISBN)
Conference
16th International Conference on Computer Games (CGAMES), 27-30 July 2011, Louisville, KY
Available from: 2013-10-25 Created: 2013-10-25 Last updated: 2018-01-11Bibliographically approved
Jonsson, F. (2010). A public place of their own: A field study of a game café as a third place. In: Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players. Paper presented at First Nordic Digra August 16-17, 2010, Stockholm, Sweden. Tampere: Digra
Open this publication in new window or tab >>A public place of their own: A field study of a game café as a third place
2010 (English)In: Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players, Tampere: Digra , 2010, p. -8Conference paper, Published paper (Other academic)
Abstract [en]

This article investigates the meaning and function of the game café as a ‘Third place’ for boys and young men who play games in a game café. As there has been relatively little focus on game cafés in Western Europe as compared to studies of game cafés in Asia this paper examines the meaning and function of a game café in Sweden. This is achieved through an ethnographic study of a game café in central Stockholm. The author argues that the game café functions as a public place of their own. This means that for this group the game café is an escape from the moral judgments and parental restrictions and control at home. It also provides young men with a local hang out to maintain, negotiate and establish relationships with friends, peers and like minded through gaming. This place is a rather restricted third place which fosters interaction within a homogenous community of people of the same gender and age group. Therefore the game café shares more similarities with a sport club than a traditional café.

Place, publisher, year, edition, pages
Tampere: Digra, 2010
Series
Digra, ISSN 2342-9666
Keywords
Game café, third place, public places, online games, gameplay, young people
National Category
Information Systems
Identifiers
urn:nbn:se:sh:diva-20030 (URN)
Conference
First Nordic Digra August 16-17, 2010, Stockholm, Sweden
Available from: 2011-01-12 Created: 2013-10-25 Last updated: 2019-03-13Bibliographically approved
Organisations

Search in DiVA

Show all publications