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Publications from the Faculty of Arts

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Cortese, B. R. (2021). Home Economics: Female Estate Managers in Long Eighteenth-Century Fiction and Society. In K. Lipsedge & S. Hague (Eds.), At Home in the Eighteenth Century: Interrogating Domestic Space (pp. 126-146). Routledge. https://doi.org/10.4324/9780429297267-6
Egholm Lund, S. (2021). Houellebecq - en brugsanvisning. Litteraturmagasinet Standart, 35(1), 10-11.
Koefoed, N. J. (2021). Households and state-building in early modern Denmark: A disobedient child. In Bringing the People Back In: State Building from Below in the Nordic Countries ca. 1500-1800 (pp. 127-145). Taylor & Francis. https://doi.org/10.4324/9781003138662
Frich Pedersen, J., Nouwens, M., Halskov, K. & Dalsgaard, P. (2021). How Digital Tools Impact Convergent and Divergent Thinking in Design Ideation. In CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems: Making Waves, Combining Strengths Article 431 Association for Computing Machinery. https://doi.org/10.1145/3411764.3445062
Olesen, J. F. (2021). How Game Jams and Hackathons Accelerate Design Processes. [PhD dissertation, Aarhus University].
de Rooij, A., Dekker, E., Slegers, K. & Biskjaer, M. M. (2021). How Graphic Designers Rely on Intuition as an Ephemeral Facility to Support Their Creative Design Process. International Journal of Design Creativity and Innovation, 9(4), 252-268. https://doi.org/10.1080/21650349.2021.1951358
Dyring, R. & Wentzer, T. S. (2021). How Life Makes a Conversation of Us: Ontology, Ethics and Responsive Anthropology. In A. Brandel & M. Motta (Eds.), Living with Concepts: Anthropology in the Grip of Reality (pp. 50-72). Fordham University Press. https://doi.org/10.1515/9780823294299-003
Falk, J., Biskjaer, M. M., Halskov, K. & Kultima, A. (2021). How Organisers Understand and Promote Participants’ Creativity in Game Jams. In Proceedings of the 6th International Conference on Game Jams, Hackathons and Game Creation Events, ICGJ 2021 (pp. 12-21). Article 3472690 Association for Computing Machinery. https://doi.org/10.1145/3472688.3472690
Hristova, D. & Lieberoth, A. (2021). How Socially Sustainable Is Social Media Gamification? A Look into Snapchat, Facebook, Twitter and Instagram. In A. Spanellis & H. J. T. (Eds.), Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces (pp. 225-245). Palgrave Macmillan. https://doi.org/10.1007/978-3-030-68207-1_12