Aarsand, P. A. (2007). Computer and video games in family life: The digital divide as a resource in intergenerational interactions. Childhood, 14(2), 235–256. https://doi.org/10.1177/0907568207078330
Ask, K. (2011). Spiller du riktig? – Tid, moral og materialitet i domestiseringen av et online dataspill [Time, morality and materiality in the domestication of an online computer game]. Norsk medietidsskrift, 18(2), 140–157. https://doi.org/10.18261/ISSN0805-9535-2011-02-04
Ask, K., & Sørensen, K. H. (2019). Domesticating technology for shared success: Collective enactments of World of Warcraft. Information, Communication & Society, 22(1), 73–88. https://doi.org/10.1080/1369118X.2017.1355008
Bergsjø, H., Malmedal, B., & Windvik, R. (2018). Barn på nett: En veileder for foreldre og lærere [Children online: A guide for parents and teachers]. Scandinavian University Press.
Buckingham, D., & Burn, A. (2007). Game literacy in theory and practice. Journal of Educational Multimedia and Hypermedia, 16(3), 323–349. https://www.learntechlib.org/primary/p/24376/
Callon, M. (1984). Some elements of a sociology of translation: Domestication of the scallops and the fishermen of St. Brieuc Bay. The Sociological Review, 32(1_suppl.), 196–223. https://doi.org/10.1111/j.1467-954X.1984.tb00113.x
Callon, M. (1998). An essay on framing and overflowing: Economic externalities revisited by sociology. The Sociological Review, 46(1_suppl), 244–269. https://doi.org/10.1111/j.1467-954X.1998.tb03477.x
De Schutter, B., Brown, J. A., & Vanden Abeele, V. (2015). The domestication of digital games in the lives of older adults. New Media & Society, 17(7), 1170–1186. https://doi.org/10.1177/1461444814522945
Dralega, C. A., Seddighi, G., Corneliussen, H. G., & Prøitz, L. (2019). From helicopter parenting to co-piloting: Models for regulating video gaming among immigrant youth in Norway. In Ø. Helgeen, R. Glavee-Geo, G. Mustafa, E. Nesset, & P. Rice (Eds.), Modeller: Fjordantologien 2019 [Models: Fjord anthology 2019] (pp. 223–241). Idunn. https://doi.org/10.18261/9788215034393-2019-10
Egenfeldt-Nielsen, S., Smith, J. H., & Tosca, S. P. (2020). Understanding video games: The essential introduction (4th ed.). Routledge. https://doi.org/10.4324/9780429431791
Eklund, L. (2015). Playing video games together with others: Differences in gaming with family, friends and strangers. Journal of Gaming & Virtual Worlds, 7(3), 259–277. https://doi.org/10.1386/jgvw.7.3.259_1
Gregersen, A. L. (2018). Games between family, homework and friends: Problem gaming as conflicts between social roles and institutions. In J. Enevold, A.-M. Thorhauge, & A. L. Gregersen (Eds.), What's the problem in problem gaming? Nordic research persepctives (pp. 35–49). Nordicom, University of Gothenburg.
Law, J. (2009). Actor network theory and material semiotics. In B. S. Turner (Ed.), The new Blackwell companion to social theory (pp. 141–158). Wiley Online Library. https://doi.org/10.1002/9781444304992.ch7
Levold, N., & Berker, T. (2007). Moralske praksiser i forbindelse med tung internettbruk [Moral practices in relation to heavy internet use]. In N. Levold, & H. Spilker (Ed.), Kommunikasjonssamfunnet: Moral, praksis og digital teknologi [The communication society: Morality, practice, and digital technology]. Scandinavian University Press.
Livingstone, S., Mascheroni, G., Dreier, M., Chaudron, S., & Lagae, K. (2015). How parents of young children manage digital devices at home: The role of income, education and parental style. EU Kids Online, LSE.
Livingstone, S., Ólafsson, K., Helsper, E. J., Lupiáñez-Villanueva, F., Veltri, G. A., & Folkvord, F. (2017). Maximizing opportunities and minimizing risks for children online: The role of digital skills in emerging strategies of parental mediation. Journal of Communication, 67(1), 82–105. https://doi.org/10.1111/jcom.12277
Nikken, P., & Jansz, J. (2006). Parental mediation of children's videogame playing: A comparison of the reports by parents and children. Learning, Media and Technology, 31(2), 181–202. https://doi.org/10.1080/17439880600756803
Nikken, P., Jansz, J., & Schouwstra, S. (2007). Parents’ interest in videogame ratings and content descriptors in relation to game mediation. European Journal of Communication, 22(3), 315–336. https://doi.org/10.1177/0267323107079684
Nilsen R. D. (2008). Children in nature: Cultural ideas and social practices in Norway. In A. James, & A. L. James (Eds.), European childhoods: Cultures, politics and childhoods in Europe (pp. 38–60). Palgrave Macmillan. https://doi.org/10.1057/9780230582095_3
Pinch, T. J., & Bijker, W. E. (1987). The social construction of facts and artifacts: Of how the sociology of science and the sociology of technology might benefit each other. In T. Bijker, T. P. Hughes, & T. Pinch (Eds.), The Social construction of technological systems: New directions in the sociology and history of technology. MIT Press.
Rodríguez-de-Dios, I., van Oosten, J. M. F., & Igartua, J.-J. (2018). A study of the relationship between parental mediation and adolescents’ digital skills, online risks and online opportunities. Computers in Human Behavior, 82, 186–198. https://doi.org/10.1016/j.chb.2018.01.012
Schaan, V. K., & Melzer, A. (2015). Parental mediation of children's television and video game use in Germany: Active and embedded in family processes. Journal of Children and Media, 9(1), 58–76. https://doi.org/10.1080/17482798.2015.997108
Shen, C., & Williams, D. (2011). Unpacking time online: Connecting internet and massively multiplayer online game use with psychosocial well-being. Communication Research, 38(1), 123–149. https://doi.org/10.1177/0093650210377196
Shin, W., & Huh, J. (2011). Parental mediation of teenagers’ video game playing: Antecedents and consequences. New Media and Society, 13(6), 945–962. https://doi.org/10.1177/1461444810388025
Sigurdardottir, H. D. I. (2016). Domesticating digital game-based learning. Nordic Journal of Science and Technology Studies, 4(1), 5–16). https://doi.org/10.5324/njsts.v4i1.2168
Silverstone, R., Hirsch, E., & Strathern, M. (1992). Consuming technologies: Media and information in domestic spaces. Routledge. https://doi.org/10.4324/9780203401491
Sørensen, K. H. (2006). Domestication: The enactment of technology. In T. Berker, M. Hartmann, Y. Punie, & K. Ward (Eds.), Domestication of media and technology (pp. 40–61). Open University Press.
Sørensen, K. H., Aune, M., & Hatling, M. (2000). Against linearity: On the cultural appropriation of science and technology. In M. Dierkes, & C. Von Grote (Eds.), Between understanding and trust: The public, science and technology (pp. 237–257). Routledge. https://doi.org/10.4324/9780203988978
Sørenssen, I. K. (2018). “Sometimes it's a bit too much Disney”: Exploring Norwegian parents and their ambiguous domestication of Disney. Journal of Children and Media, 12(4), 373–387. https://doi.org/10.1080/17482798.2018.1478865
The Norwegian Media Authority. (2015). Problemspilling – Når barn og unges dataspilling skaper bekymring [Problem gaming – When children and youth's gaming creates concern]. http://www.medietilsynet.no/globalassets/publikasjoner/2015/problemspilling-brosjyre-2015.pdf
The Norwegian Media Authority. (2018). Foreldre og medier-undersøkelsen 2018: Foreldre til 1–18-åringer om medievaner og bruk [The parents and media survey 2018: Parents of 1–18-year-olds on media habits and use]. http://www.medietilsynet.no/globalassets/publikasjoner/barn-og-medier-undersokelser/2018-foreldre-og-medier
The Norwegian Media Authority. (2020). Barn og medier 2020: Gaming og pengebruk i dataspill [Children and media 2020: Gaming and money use in video games]. https://medietilsynet.no/globalassets/publikasjoner/barn-og-medier-undersokelser/2020/200402-delrapport-3-gaming-og-pengebruk-i-dataspill-barn-og-medier-2020.pdf
The Norwegian Media Authority. (n.d.). Snakk om spill – råd til foreldre og familier om dataspill [Talk about videogames – advice for parents and families on videogames]. Retrieved August 3, 2021 from https://www.medietilsynet.no/digitale-medier/dataspill/snakk-om-spill/
Valkenburg, P. M., Krcmar, M., Peeters, A. L., & Marseille, N. M. (1999). Developing a scale to assess three styles of television mediation: “Instructive mediation,” “restrictive mediation,” and “social coviewing.” Journal of Broadcasting & Electronic Media, 43(1), 52–66. https://doi.org/10.1080/08838159909364474
Voida, A., & Greenberg, S. (2012). Console gaming across generations: Exploring intergenerational interactions in collocated console gaming. Universal Access in the Information Society, 11(1), 45–56. https://doi.org/10.1007/s10209-011-0232-1
Yee, N. (2016, October). The gamer motivation profile: What we learned from 250,000 gamers. Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2–2.