Lina Eklund
Senior Lecturer/Associate Professor at Department of Informatics and Media
- E-mail:
- lina.eklund@im.uu.se
- Visiting address:
- Ekonomikum (plan 3)
Kyrkogårdsgatan 10 - Postal address:
- Box 513
751 20 UPPSALA
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- CV:
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Short presentation
Lina Eklund is an Associate Professor in Human-Computer Interaction, a senior lecturer at the Department of Informatics and Media, Uppsala University, and section leader for the Human-Computer Interaction unit.
Biography
As a researcher my focus is on understanding human action and interaction in and with digital technology. I received my doctorate in sociology from Stockholm University in 2013. My PhD thesis was an in-depth study of social engagement, relationships, and design in digital gaming, investigated through several case studies utilizing a mixed methods approach.
After my PhD I spent a year as a postdoctoral fellow at the Department of Sociology in Stockholm, which included a scholarship-funded exchange with Mia Consalvo at Concordia University, Montreal, Canada in her interdisciplinary game studies lab.
In 2014, the summer, until the end of 2015, I was invited to and spent 1.5 years at the Department of Sociology at UC Berkeley, California, U.S.
In 2017, I applied for a position as biträdande lektor / lecturer (assistant professor) in Human-Computer interaction at the Department of Informatics and Media at Uppsala University.
In 2022, I was accepted as a associate professor (senior lecturer) at the Department of Informatics and Media at Uppsala University.
Research
Lina Eklunds work focuses on technology in the intimate, and private sphere of life and the relation between technological structure and user agency.
Currently, Eklund is leading the research projects:
- Intimate AI: Knowledge from the Machine
- Controlling the Uncontrollable: The Impact of Reproductive Health Apps on Experiences of Pregnancy, Healthcare Professionals’ Work and Data Governance.
- Eklund is repsonsible researcher for the media use package in the interdisicplinary project UPIC: Young people's mental health in focus. https://www.uu.se/forskning/upic

Publications
Selection of publications
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Critically assessing AI/ML for cultural heritage: potentials and challenges
Part of Handbook of Critical Studies of Artificial Intelligence, p. 815-825, Edward Elgar Publishing, 2023
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Reimagining the cycle: interaction in self-tracking period apps and menstrual empowerment
Part of Frontiers in Computer Science, 2023
- DOI for Reimagining the cycle: interaction in self-tracking period apps and menstrual empowerment
- Download full text (pdf) of Reimagining the cycle: interaction in self-tracking period apps and menstrual empowerment
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Kinwork revisited: The gendered work of keeping up with family through communication technology
Part of Convergence. The International Journal of Research into New Media Technologies, p. 1592-1608, 2023
- DOI for Kinwork revisited: The gendered work of keeping up with family through communication technology
- Download full text (pdf) of Kinwork revisited: The gendered work of keeping up with family through communication technology
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Beyond a dichotomous understanding of online anonymity: bridging the macro and micro level
Part of Sociological Research Online, p. 486-503, 2022
- DOI for Beyond a dichotomous understanding of online anonymity: bridging the macro and micro level
- Download full text (pdf) of Beyond a dichotomous understanding of online anonymity: bridging the macro and micro level
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Part of Proceedings of DIGRA 2022, p. 1-16, 2022
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Part of International Journal of Human-Computer Interaction, p. 1503-1513, 2020
- DOI for A Shoe Is a Shoe Is a Shoe: Interpersonalization and Meaning-making in Museums - Research Findings and Design Implications
- Download full text (pdf) of A Shoe Is a Shoe Is a Shoe: Interpersonalization and Meaning-making in Museums - Research Findings and Design Implications
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Lost in Translation: Video Games Becoming Cultural Heritage?
Part of Cultural Sociology, p. 444-460, 2019
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The crowd in crowdsourcing: Crowdsourcing as a pragmatic research method
Part of First Monday, 2019
- DOI for The crowd in crowdsourcing: Crowdsourcing as a pragmatic research method
- Download full text (pdf) of The crowd in crowdsourcing: Crowdsourcing as a pragmatic research method
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GIFT: Hybrid Museum Experiences through Gifting and Play
Part of Proceedings of the Workshop on Cultural Informatics, p. 31-40, 2018
Recent publications
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‘I wish there was a f*** it app’: creative strategies of digital un-use in family settings
Part of Behavior and Information Technology, p. 348-362, 2026
- DOI for ‘I wish there was a f*** it app’: creative strategies of digital un-use in family settings
- Download full text (pdf) of ‘I wish there was a f*** it app’: creative strategies of digital un-use in family settings
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Conversations on Creativity vol. 1: Monstrosity
The Oxford-Uppsala Culture & Creativity Research Cluster, 2025
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The GenderCrusher: Exploring queer critique of facial recognition algoritms
Part of AAR Adjunct '25, p. 1-4, 2025
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Rethinking consent in human-machine interactions: beyond yes and no models
Part of AAR Adjunct '25, p. 1-5, 2025
- DOI for Rethinking consent in human-machine interactions: beyond yes and no models
- Download full text (pdf) of Rethinking consent in human-machine interactions: beyond yes and no models
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Part of Games and Culture, 2025
All publications
Articles in journal
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‘I wish there was a f*** it app’: creative strategies of digital un-use in family settings
Part of Behavior and Information Technology, p. 348-362, 2026
- DOI for ‘I wish there was a f*** it app’: creative strategies of digital un-use in family settings
- Download full text (pdf) of ‘I wish there was a f*** it app’: creative strategies of digital un-use in family settings
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Part of Games and Culture, 2025
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Times They Are A-Changin’?: Evolving Representations of Women in the Assassin's Creed Franchise
Part of Games and Culture, p. 192-212, 2024
- DOI for Times They Are A-Changin’?: Evolving Representations of Women in the Assassin's Creed Franchise
- Download full text (pdf) of Times They Are A-Changin’?: Evolving Representations of Women in the Assassin's Creed Franchise
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Playing with Gender: Women in Assassin's Creed Odyssey
Part of Game Studies, 2024
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Reimagining the cycle: interaction in self-tracking period apps and menstrual empowerment
Part of Frontiers in Computer Science, 2023
- DOI for Reimagining the cycle: interaction in self-tracking period apps and menstrual empowerment
- Download full text (pdf) of Reimagining the cycle: interaction in self-tracking period apps and menstrual empowerment
-
Kinwork revisited: The gendered work of keeping up with family through communication technology
Part of Convergence. The International Journal of Research into New Media Technologies, p. 1592-1608, 2023
- DOI for Kinwork revisited: The gendered work of keeping up with family through communication technology
- Download full text (pdf) of Kinwork revisited: The gendered work of keeping up with family through communication technology
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Doing intimate family work through ICTs in the time of networked individualism
Part of Journal of Family Studies, p. 758-773, 2023
- DOI for Doing intimate family work through ICTs in the time of networked individualism
- Download full text (pdf) of Doing intimate family work through ICTs in the time of networked individualism
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Beyond a dichotomous understanding of online anonymity: bridging the macro and micro level
Part of Sociological Research Online, p. 486-503, 2022
- DOI for Beyond a dichotomous understanding of online anonymity: bridging the macro and micro level
- Download full text (pdf) of Beyond a dichotomous understanding of online anonymity: bridging the macro and micro level
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We Dare You: A Lifecycle Study of a Substitutional Reality Installation in a Museum Space
Part of ACM Journal on Computing and Cultural Heritage, p. 1-21, 2021
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Part of International Journal of Human-Computer Interaction, p. 1503-1513, 2020
- DOI for A Shoe Is a Shoe Is a Shoe: Interpersonalization and Meaning-making in Museums - Research Findings and Design Implications
- Download full text (pdf) of A Shoe Is a Shoe Is a Shoe: Interpersonalization and Meaning-making in Museums - Research Findings and Design Implications
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‘More like an Arcade’ – The Limitations of Playable Games in Museum Exhibitions
Part of Museum & Society, p. 437-452, 2019
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Part of Nordisk kulturpolitisk tidskrift, p. 332-354, 2019
- DOI for Drawing Things Together: Understanding the Challenges and Opportunities of a Cross-LAM Approach to Digital Game Preservation and Exhibition
- Download full text (pdf) of Drawing Things Together: Understanding the Challenges and Opportunities of a Cross-LAM Approach to Digital Game Preservation and Exhibition
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Lost in Translation: Video Games Becoming Cultural Heritage?
Part of Cultural Sociology, p. 444-460, 2019
-
The crowd in crowdsourcing: Crowdsourcing as a pragmatic research method
Part of First Monday, 2019
- DOI for The crowd in crowdsourcing: Crowdsourcing as a pragmatic research method
- Download full text (pdf) of The crowd in crowdsourcing: Crowdsourcing as a pragmatic research method
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Part of Young - Nordic Journal of Youth Research, p. 32-47, 2019
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Do adolescent gamers make friends offline?: Identity and friendship formation in school
Part of Computers in human behavior, p. 284-289, 2017
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Played and Designed Sociality in a Massive Multiplayer Online Game
Part of Eludamos, p. 35-54, 2013
Books
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Conversations on Creativity vol. 1: Monstrosity
The Oxford-Uppsala Culture & Creativity Research Cluster, 2025
Chapters in book
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Critically assessing AI/ML for cultural heritage: potentials and challenges
Part of Handbook of Critical Studies of Artificial Intelligence, p. 815-825, Edward Elgar Publishing, 2023
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Part of Hybrid Museum Experiences, p. 31-56, Amsterdam University Press, 2022
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Narrative and Mechanical Integration: Playing with Interpersonal Conflicts in Life is Strange
Part of Representing Conflicts in Games, Routledge, 2022
- DOI for Narrative and Mechanical Integration: Playing with Interpersonal Conflicts in Life is Strange
- Download full text (pdf) of Narrative and Mechanical Integration: Playing with Interpersonal Conflicts in Life is Strange
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Creative Forms of Family Intimacy: Managing Family Bonds Across Distances
Part of Creative Families, p. 145-165, Palgrave Macmillan, 2021
- DOI for Creative Forms of Family Intimacy: Managing Family Bonds Across Distances
- Download full text (pdf) of Creative Forms of Family Intimacy: Managing Family Bonds Across Distances
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Part of Young Children's Rights in a Digital World, p. 57-67, Springer, 2021
- DOI for Children's Rights to ‘Good’ and ‘Bad’ Screen Time: Parental Narratives of How Children Do Family Online
- Download full text (pdf) of Children's Rights to ‘Good’ and ‘Bad’ Screen Time: Parental Narratives of How Children Do Family Online
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Designing for Interpersonal Museum Experiences
Part of Museums and the Challenge of Change, Routledge, 2020
Conference papers
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The GenderCrusher: Exploring queer critique of facial recognition algoritms
Part of AAR Adjunct '25, p. 1-4, 2025
-
Rethinking consent in human-machine interactions: beyond yes and no models
Part of AAR Adjunct '25, p. 1-5, 2025
- DOI for Rethinking consent in human-machine interactions: beyond yes and no models
- Download full text (pdf) of Rethinking consent in human-machine interactions: beyond yes and no models
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Entangled Pregnancies: Expectants' Experiences of Using Pregnancy Apps
Part of FAccT '25, p. 2924-2933, 2025
- DOI for Entangled Pregnancies: Expectants' Experiences of Using Pregnancy Apps
- Download full text (pdf) of Entangled Pregnancies: Expectants' Experiences of Using Pregnancy Apps
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Let's Dare to Feel About AI: Presenting the Hybrid Interactive Fiction Project P
Part of ADJUNCT PROCEEDINGS OF THE 13TH NORDIC CONFERENCE ON HUMAN-COMPUTER INTERACTION, NORDICHI 2024, 2024
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Towards Advancing Body Maps as Research Tool for Interaction Design
Part of TEI '23, p. 1-9, 2023
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Part of Proceedings of DIGRA 2022, p. 1-16, 2022
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GIFT: Hybrid Museum Experiences through Gifting and Play
Part of Proceedings of the Workshop on Cultural Informatics, p. 31-40, 2018
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Social play?: a study of social interaction in temporary group formation (PUG) in World of Warcraft
Part of Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players (2010), 2010
Other
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2019