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Rune Andersen

Image of Rune Andersen
Email
rune.andersen@uia.no
Phone
+47 37 23 33 79
Mobile phone
+47 41 62 86 34
Office
A3080 (Jon Lilletuns vei 9, 4879 Grimstad, Norway)

Background and experience

I work as an associate professor at the University of Agder, where I also serve as Assistant Head of the Department of Information and Communication Technology (ICT), with responsibility for innovation and societal engagement/outreach. Together with Associate Professor Tobias Scholz, I am the founder of FLARE (Future Lab for Research in Academic Esports), which I also lead. In addition, I initiated and developed the international bachelor’s degree program in Academic Esports, for which I currently serve as Program Leader.

My professional background is as a K–12 teacher, with experience from both primary and upper secondary education before transitioning to higher education. I have more than 25 years of experience working with game-based learning and game didactics, with a particular focus on engaging young people at risk of social exclusion. This work led to the development of the Lærelyst methodology—an instructional role-playing approach specifically aligned with national curricula—and resulted in the publication of five books on game-based learning and pedagogy.

Within higher education, I have taught selected courses in engineering programs before moving to the Department of ICT, focusing on multimedia and learning technologies. My academic interests include the use of games and technology in education, academic esports, game technologies, and the development of 21st-century and transferable skills. In addition to developing Europe’s first fully integrated bachelor’s degree in Academic Esports, I have, together with colleagues and external partners such as Varodd AS and NAV, co-designed GAMEON—a program aimed at motivating young people back into higher education or the workforce. I am particularly interested in interdisciplinary collaboration, working across faculties, and building strong connections between academia and industry. My work emphasizes creating seamless transitions from education to employment and developing the skills needed to succeed in the future workforce.

Areas of responsibility

Study program leader for the international bachelors degree in Academic Esports

Assistant head of departement of ICT: focus on external communication and innovation

Leader of FLARE

Teaching

Teaching several subjects in the bachelor program in Academic Esports and also in the Multimedia and Learning Technology program.

Teaching in the master program of Multimedia and Game Technologies

Supervising bachelor, master and PhD students

Participating in several external initiatives.

Research

Research areas:

Transferable skills

Pedagogy and Game Didactics

Avaemic Esports

Education

 

Publications

  • Øvensen, Elisabeth Cederberg; Scholz, Tobias; Andersen, Rune & Prinz, Andreas (2025). FROM GAME ELEMENTS TO MEANINGFUL MOTIVATION: A DESIGN-CENTRED APPROACH TO GAMIFICATION. ICERI Proceedings. p. 7744–7753. Full text in Research Archive
  • Andersen, Rune & Scholz, Tobias (2025). DEFINING ACADEMIC ESPORTS AND ESTABLISHING A RESEARCH AGENDA FOR A DIGITALLY INCLUSIVE FUTURE. ICERI Proceedings. p. 1002–1010. Full text in Research Archive
  • Andersen, Rune; Scholz, Tobias Michael & Simonsen, Christian Robere (2024). THE ROLE OF ESPORTS IN EDUCATIONAL TRANSFORMATION: ENGAGING DIGITAL NATIVES IN ADDRESSING GLOBAL CHALLENGES, ICERI2024 Proceedings. International Academy of Technology, Education and Development (IATED). ISSN 9788409630103. p. 517–525. doi: 10.21125/iceri.2024.0221. Full text in Research Archive
  • Øvensen, Elisabeth Cederberg; Scholz, Tobias Michael; Andersen, Rune & Prinz, Andreas (2024). DEFINING A GAMEFUL EXPERIENCE IN A LEARNING ENVIRONMENT, 16th International Conference on Education and New Learning Technologies. International Academy of Technology, Education and Development. ISSN 9788409629381. p. 3824–3834. doi: 10.21125/edulearn.2024.0977. Full text in Research Archive
  • Andersen, Rune; Scholz, Tobias Michael & Simonsen, Christian Robere (2023). LEVEL UP: UNLEASHING THE POTENTIAL OF ESPORTS FOR TRANSFERABLE SKILL DEVELOPMENT IN THE DIGITAL WORKING WORLD. In Chova, Luis Gómez; Martínez, Chelo González & Lees, Joanna (Ed.), ICERI2023 Proceedings. IATED Academy. ISSN 9788409559428. p. 1402–1412. doi: 10.21125/iceri.2023.0455. Full text in Research Archive
  • Simonsen, Christian Robere & Andersen, Rune (2022). Towards a genuine student centered approach to learning. In Chova, L Gómez; Martínez, A. López & Lees, Joanna (Ed.), 15th International Conference of Education, Research and Innovation. International Academy of Technology, Education and Development (IATED). ISSN 9788409454761. doi: 10.21125/iceri.2022.0198. Full text in Research Archive
  • Bonnier, Knut Erik; Andersen, Rune & Johnsen, Hege Mari (2020). Lessons Learned from Implementing a Serious Game in Higher Education – A Student and Trainer Perspective. Lecture Notes in Computer Science (LNCS). ISSN 0302-9743. 12517, p. 24–33. doi: 10.1007/978-3-030-63464-3_3. Full text in Research Archive
  • Andersen, Rune; Bonnier, Knut Erik & Jaccard, Dominique (2020). Challenges with the introduction of a "project management game" in higher education, 12th International Conference on Education and New Learning Technologies - EDULEARN 20. International Academy of Technology, Education and Development (IATED). ISSN 9788409179794. doi: 10.21125/edulearn.2020. Full text in Research Archive
  • Andersen, Rune & Juveng, Mariell (2019). GAME-BASED LEARNING IN NORWEGIAN CLASSROOMS: PERCEIVED CHALLENGES AND THE POTENTIAL OF DIGITAL SUPPLEMENTARY RESOURCES TO FACILITATE THE USE OF GAMES AS TEACHING TOOLS. In Chova, L. Gómez (Eds.), ICERI2019 Proceedings. IATED Academy. ISSN 9788409147557. doi: 10.21125/inted.2019. Full text in Research Archive
  • Øysæd, Halvard; Andersen, Rune; Garmannslund, Per Einar; Prinz, Andreas; Lazareva, Aleksandra & Schmidt, Michael (2017). Does The Introduction Of An Overall Study Strategy Empowering Students To Use Appropriate Study Strategies? ICERI Proceedings. p. 4152–4157. doi: 10.21125/iceri.2017.1098. Full text in Research Archive
  • Øysæd, Halvard; Andersen, Rune; Prinz, Andreas & Schulz, Renee Patrizia (2016). Teaching students to learn. In Uhomoibhi, James; Costagliola, Gennaro; Zvacek, Susan & McLaren, Bruce M. (Ed.), CSEDU 2016 Proceedings of the 8th International Conference on Computer Supported Education, proceedings volume 1. SciTePress. ISSN 9789897581793. p. 91–98. doi: 10.5220/0005764800910098. Full text in Research Archive
  • Andersen, Rune; Prinz, Andreas & Øysæd, Halvard (2015). How to Teach Habits? In Conway, David F.; Hillen, Andrea Stefanie; Landis, Melodee; Schlegelmilch, Mary T. & Wolcott, Peter (Ed.), Digital Media in Teaching and its Added Value. Waxmann Verlag. ISSN 9783830932871. p. 159–173. Full text in Research Archive
  • Goodwin, Morten; Auby, Christian; Andersen, Rune & Barstad, Vera (2015). Educating Programming Students for the Industry. In Conway, David F.; Hillen, Andrea Stefanie; Landis, Melodee; Schlegelmilch, Mary T. & Wolcott, Peter (Ed.), Digital Media in Teaching and its Added Value. Waxmann Verlag. ISSN 9783830932871. p. 100–118. Full text in Research Archive

View all works in NVA

  • Scholz, Tobias; Baumann, André & Andersen, Rune (2025). Level Up Together: A Vision for Esports in Norway’s Digital Society. Full text in Research Archive
  • Scholz, Tobias & Andersen, Rune (2025). Playing to Learn, Competing to Connect: Academic Esports World Tournament as a Case Study in Esports for Youth Development. Full text in Research Archive
  • Andersen, Rune & Scholz, Tobias Michael (2024). World of Workcraft. Full text in Research Archive
  • Scholz, Tobias Michael & Andersen, Rune (2023). Fostering Local Esports Ecosystems and Sustainability: A Study of German Regional Esports Associations and their Potential Application in the Nordic Context. Full text in Research Archive
  • Andersen, Rune (2022). E-sport-utøvere, de nye forbildene? lokalavisen fedrelandsvennen. Full text in Research Archive
  • Andersen, Rune & Torstveit, Monica Klungland (2022). E-sport-utøvere, de nye forbildene? lokalavisen fedrelandsvennen. Full text in Research Archive
  • Andersen, Rune & Berntsen, Sveinung (2021). E-sport, mer enn gaming. Full text in Research Archive
  • Andersen, Rune & Berntsen, Sveinung (2021). E-sport, mer enn gaming. Full text in Research Archive
  • Andersen, Rune & Bonnier, Knut Erik (2020). Challenges with the introduction of a "Project Management Game" in higher education. Full text in Research Archive
  • Matre, Marianne Engen; Andersen, Rune; Thormodsæter, Maren Schelbred & Cifuentes, Mauricio Omar (2019). Digital competency – An introductory course to digital tools for education and collaboration. Full text in Research Archive
  • Matre, Marianne Engen; Andersen, Rune; Thormodsæter, Maren Schelbred & Cifuentes, Mauricio Omar (2019). Universell utforming av kurset digital kompetanse. Full text in Research Archive
  • Matre, Marianne Engen; Andersen, Rune; Thormodsæter, Maren Schelbred & Cifuentes, Mauricio Omar (2019). Digital Competence – Providing Tools to Create an Inclusive eLearning Course. HAMK Unlimited. ISSN 2343-4708. Full text in Research Archive
  • Jr, Robert Gray & Andersen, Rune (2019). Crossing Institutional Borders with Digital Tools, Universal Design Principles, & SoTL Perspectives. Full text in Research Archive
  • Andreasen, Johan Kristian; Bergan, Ingvild & Andersen, Rune (2018). Digitalisering endrer skolen. Full text in Research Archive
  • Egeland, Frank & Andersen, Rune (2018). Erfaringer fra innføring i IKT og e-læring for yrkesfaglærere. Full text in Research Archive

View all works in NVA

Published Apr. 16, 2024 11:16 AM - Last modified Jan. 16, 2026 6:14 AM