Media History: Level 1
https://www.historiska.lu.se/en/course/MHIA11/ - 2026-06-21
Filtyp
https://www.historiska.lu.se/en/course/MHIA11/ - 2026-06-21
https://www.historiska.lu.se/en/course/MHIA20/ - 2026-06-21
https://www.historiska.lu.se/en/course/MHIA22/ - 2026-06-21
https://www.historiska.lu.se/en/course/MHIK13/ - 2026-06-21
https://www.historiska.lu.se/en/course/MHIM04/ - 2026-06-21
https://www.historiska.lu.se/en/course/HISB28/ - 2026-06-21
https://www.historiska.lu.se/en/course/MHIA01/ - 2026-06-21
https://www.historiska.lu.se/en/course/MHIA10/ - 2026-06-21
https://www.historiska.lu.se/en/course/MHIA12/ - 2026-06-21
https://www.historiska.lu.se/en/course/MHIK03/ - 2026-06-21
The introduction to this edited collection situates the volume in relation to previous research on strategies and tactics in the humanities and the social sciences. Taking a media historical point of departure, a key ambition with this volume is to foreground the dialectic relationship between strategies and tactics in what we call the long twentieth century. Drawing on examples from a range of di
After the disintegration of the Soviet Union, the national identities of the Eastern and Central European states are finding themselves in a process of transformation and the results are having an impact on international relations in the region. National and foreign political identities of states are constituted by means of everyday discursive practices, not least in the media. In the present stud
How, in historical societies, did people finalise transactions? Over the past few decades many economic and social historians have concerned themselves with this question, following the examples set by Douglass North and Craig Muldrew. Surprisingly, they have almost completely disregarded the most straightforward solution that historical societies had to offer, namely by using coins and currencies
This paper explores the dark gothic fantasy world of The Witcher 3: The Wild Hunt, an open-world video game from 2015. Using The Witcher 3 as a case study, the paper examines the moral dimensions of player interaction within the game beyond dialogue trees and NPC interaction. By investigating how the player is presented with monsters and animals within the game world, the paper makes an argument f
Below, you will find a list of our researchers based on their areas of expertise, ranging from environmental sustainability and democracy to peacebuilding and religion. Clicking on their names will give you access to their contact info.You are also welcome to get in touch with Press Officer Ulrika Oredsson or CMES Communications Officer Linus EdlundArmenia, AzerbaijanMaria Småberg (History)Svante
https://www.cmes.lu.se/contact/media-middle-east-experts-cmes - 2026-06-21
As video and computer games get increasingly more advanced, the immersive experience for the player of these games also follows this trajectory. In these games, one aspect that has been explored to the greatest extent is that of choice and player agency. Often, these choices and acts are of a moral character, whether it be choosing what to do on an ambiguously formulated questline with multiple br