Ragnhild Solberg
Foto:
Eivind Senneset/UiB
Bygg 7, 7523, Dragvoll
Om
Forskningsinteresser
- Spill, spillstudier, spillkultur
- Representasjoner av kjønn, AI, sosial ulikhet, makt, overvåkning o.l. i spill, litteratur, film, TV
- Menneske-maskin-forhold
- Visuell kultur, maskinsyn
Kontortid for studenter, høst 2026
Mandager 12.30-13.30 eller ved avtale.
Forskning
Machine Vision in Everyday Life - Playful Interactions with Visual Technologies in Digital Art, Games, Narratives and Social Media
Machine Vision is a five year (2018-23), ERC-funded project led by Professor J.W. Rettberg at UiB that explores how new algorithmic images are affecting us as a society and as individuals.
Spillpikene
A network for resources on games, culture, and gender
Publikasjoner
Camera Play
The entry discusses the entanglement of human and machine aesthetics and actions in digital games through game examples, artistic practices, and theoretical concepts.
Never Stop Fighting: Portrayals of Female War Veterans in Video Games
The chapter analyzes how female veteran characters in digital games challenge militarized masculine subjectivity.
Machine Vision in Everyday Life: Final Report
A visual report which presents the main findings of a six-year research project that asked how everyday machine vision affects the way people understand themselves and their world.
Machine vision situations: Tracing distributed agency
The article introduces the framework of “machine vision situations” to analyse the dynamic relationships between humans and machines in fictional and real-world contexts.
“Too Easy” or “Too Much”? (Re)imagining Protagonistic Enhancement through Machine Vision in Video Games
The article explores how video games that valorize techno-masculine imaginaries of superhuman domination also present humans as depending on computational and non-human agencies to succeed.
(Always) Playing the Camera: Cyborg Vision and Embodied Surveillance in Digital Games
The article argues that digital games offer an embodied experience of surveillance, and introduces the term "cyborg vision" for the simultaneously human and nonhuman vision that is both pluralistic and situated.
Hologrammer i grenseland: Ikke‑menneskelige aktørers tilstedeværelse og handlingsrom i spill
Artikkelen kartlegger 24 digitale spills holografiske representasjoner og hvordan deres estetiske, narrative og mekaniske funksjoner utfordrer binære forståelser av tilstedeværelse og handlingsrom.
2026
-
Solberg, Ragnhild.
(2026)
Camera Play.
Vitenskapelig kapittel
Del av bok/rapport
-
Solberg, Ragnhild.
(2026)
Camera Play.
Vitenskapelig kapittel
Undervisning
Tidligere emner ved NTNU
- MV1100 - Introduksjon til medievitenskap
- MV2012 - Bildet i samfunnet (utgått emnekode)
- MV2200 - Bilder i samfunnet: Bacheloroppgaven i medievitenskap
- MV3015 - Visuell kultur
- HFO1001: Forståelser av kunstig intelligens: Kritiske perspektiver
Utvalgte tidligere emner ved andre universiteter
- “Aestheticizing Nature: Ecology, Sustainability, and Video Game Play"
- “Popular participatory culture”
- “Technology and the (post)human”
- “Video games and culture”
Veiledning
Veileder BA-studenter med temaer knyttet til spill, medieteknologi, visuelle og digitale kulturer. For høyere utdanningsnivå veileder jeg primært innenfor spillstudier.
Formidling
Video abstract of "(Always) Playing the Camera"
Video abstract for the paper in Surveillance & Society Journal's issue 20(2).
Playing Posthumanism?
Manuscript of paper presented at the SLSAeu21 conference: Literary and Aesthetic Posthumanism
Norsk spillhistorie: Fra pikselprinsesser til hovedroller
Panel for The National Library of Norway and Nerdelandslaget, on women in and around digital games.
Observere, lære, slåss, leke? Kunstig intelligens og dataspill
Talk for the Deichman Bjørvika Library on AI in digital games.