Ragnhild Solberg
Foto:
Eivind Senneset/UiB
Bygg 7, 7523, Dragvoll
About
Research interests:
- Games, game studies, games culture
- Representations of gender, AI, social differences, power, surveillance, etc. in games, literature, film, TV
- Human-machine relationships
- Visual culture, machine vision
Office hours for students, fall 2026
Mondays 12.30-13.30 pm or by appointment.
Research
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
Publications
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.
Academic chapter
Part of book/report
-
Solberg, Ragnhild.
(2026)
Camera Play.
Academic chapter
Teaching
Previously taught courses at NTNU
- MV1100 - Introduction to Media Studies
- MV2012 - The Image in Society (discontinued course code)
- MV2200 - Images in Society: Bachelor’s Thesis in Media Studies
- MV3015 - Visual Culture
- HFO1001: Understandings of AI: Critical Perspectives
Select previously taught courses at other universities
- “Aestheticizing Nature: Ecology, Sustainability, and Video Game Play"
- “Popular participatory culture”
- “Technology and the (post)human”
- “Video games and culture”
Supervision
I supervise students in various topics related to games, media technologies, visual and digital cultures. For higher levels of education, I primarily supervise game studies theses.
Outreach
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.