Tom Clancy’s The Division Developer: Massive EntertainmentRelease: March 2016Plattforms: PC, Playstation 4, Xbox One The Hammer’s Edge: How the Division Trains Players in Authoritarian Logicby Thomas Grønvoll | Sep 12, 2025There is a moment in Tom Clancy’s…
Thomas Grønvoll
There’s a strange sort of dissonance in the way we as a society talk about videogames; in both the watercooler moments, the newspapers and in the policies we craft. For a medium that spans genres, aesthetics, and experiences —from quiet and introspective narrative experiences to bombastic action spectacles— we often, and unfortunately, default to reductive conversations about addiction, violence, or commercial success.
Thomas has co-authored Norway’s national gaming strategies and established cultural initiatives exploring how games speak to young audiences as art.
Through Critical Reflection, he continues this exploration in the margins of a full-time life, writing between grant deadlines and bedtime stories for his five-year-old twins. He helps organizations, creators, and policymakers understand games as powerful cultural forces —not just entertainment, but as art forms that shape how we think, feel, and see the world.
This is a space for slow thinking about fast media. For finding the poetry in procedural generation, the mythology in mechanics, and the ghosts in the glitches.

Selected works
Featured project
Tid for spill – The Norwegian government’s video game strategy 2024-2026
I was part of the inter-agency working group that authored “Time for Games – The Government’s video game strategy 2024-2026” on behalf of the Ministry of Culture and Equality.
The strategy aims to help raise the status of video games as an art and cultural expression in Norway. The four main areas we have worked with are:
- Video games as art and cultural expression
- Video games as leisure activity
- Video games as e-sports
- Video games as a tool for learning
In the follow-up to the strategy, I have been involved in the preliminary project for establishing NFI Spill‘s role as a national resource and competence center for video game culture in Norway.

“Video games are fantastic artistic and cultural expressions with enormous comminity-building power”
Lubna Jaffery, Minister of Culture and Equality
Featured Project
Kulturtankens Spillab
In 2018, I established Kulturtanken’s Spillab (GameLab), where I worked until 2025 developing the agency’s focus on video games as art and cultural expression for children and young people.
Spillaben was intended to open doors for video games as art and cultural experiences. The goal of the lab was to stimulate critical and conscious thinking about video games as art and cultural expression, form networks and create connections between DKS (The Cultural Rucksack), the gaming industry and the education sector.
“There must be facilitation and encouragement for conversations and discussions about quality, artistic value, relevance and topicality in video games.”
Spillerom – Video game strategy 2020-2022


Conference
Spilltanken 2: Video games as artistic experiences and learning tools
In 2022, I organized, in collaboration with Seanse – center for art production, the national conference Spilltanken 2. The goal of the conference was to inspire teachers, artists, communicators and game creators to develop, adapt and see the possibilities for video games in schools and in The Cultural Rucksack (DKS).

Streaming/Podcast
Spillprat – a conversation about video games as art and culture
I have developed the concept Spillprat (Game Talk) and hosted these streaming events betweem 2020-2025
Spillprat is a place to discuss video games as art and cultural experiences in Norwegian public discourse.

Strategi
Spillerom – video game strategy 2020-2022
I participated in the inter-agency working group that authored “Spillerom – video game strategy 2020-2022” on behalf of the Ministry of Culture and Equality.
Article
Far Cry 5 – Refusings its own politics
Article about the video game Far Cry 5, for the research journal Gamevironments. The article is an orientalist and political analysis that problematizes how video games relate to political themes.
Report
Video games as cultural expression in the DKS system
The report is a mapping of the potential for including video games as art and cultural expression in The Cultural Rucksack (DKS).
The report points out competence needs in DKS regarding video games as art and cultural expression.
Framework
Disseminating video games as cultural expressions
In collaboration with UKM, Spillpedagogene, Bibliogames and Kred Norge, I participated in writing a guide for communicating/mediating video games. The purpose was to strengthen competence in communicating video game culture, as well as making video games more accessible.
Framework
Framework for disseminating video games in DKS
The framework is based on experiences from piloting video games in DKS from 2021. It is intended to be a guide for video game communicators and a starting point for developing communication programs for video games in DKS.
Event
Kulturtanken’s seminar on videom games 2024
In October 2024, I organized Kulturtanken’s professional day on video games, where the main theme was storytelling in video games and a special episode of the Game Lab’s vodcast “Spillprat – A conversation about video games as art and culture.”
Event
Spilltanken: What can video games look like in DKS?
In 2019, I organized the national sharing conference on video games in The Cultural Rucksack. The conference addressed the question of what video games can look like in DKS and how we can present video games as an aesthetic experience for children and young people.
Small Boxes: The Silent Poetry of Unpacking
Small Boxes: The Silent Poetry of Unpackingby Thomas Grønvoll | Aug 22, 2025There is a moment, perhaps twenty minutes into Unpacking, when you lift a small plush chicken from from a box and feel its weight in your hands. Not physical weight —this is a digital object,…
The Beautiful Disaster: Why B-games are essential to gaming as art
The Beautiful Disaster: Why B-games are essential to gaming as artby Thomas Grønvoll | Aug 7, 2025 | 0 commentsNot every game needs to be a billion-dollar blockbuster or a pixel-perfect indie darling. Some of the most daring, sincere, and artistically vital games live…
Some Roads Only Lead Underground
Some Roads Only Lead Undergroundby Thomas Grønvoll | Jul 28, 2025 | 0 commentsWe know the America of diners and debt, of haunted woods and broken dreams—not from living it, but from playing it. In the hands of video game developers, especially those outside the U.S.,…
Gardens, not arenas: E-sports and the Narrowing of Videogame Culture
Gardens, not arenas: E-sports and the Narrowing of Videogame Cultureby Thomas Grønvoll | Jul 7, 2025There’s a strange sort of dissonance in the way we as a society talk about videogames; in both the watercooler moments, the newspapers and in the policies we craft. For…
Stray (2022) | It is the end of the world… as we know it
It is the end of world… as we know it What can a game where you play as a cat tell us about being human? What can it tell us about our history, our legacy and what those that come after us will make of us? The game Stray (2022) by BlueTwelve Studio, asks us…
Far Cry 5 – Refusing its own politics
Far Cry 5 – Refusing its own politicsby Thomas Grønvoll | Jan 7, 2024 | 0 commentsFar Cry 5 (Ubisoft Montreal & Ubisoft Toronto, 2018) gives the Far Cry series a well-deserved break from colonial and oriental tropes about the savage barbarians and the western…
On the Harry Potter legacy
On the Harry Potter legacyby Thomas Grønvoll | Feb 17, 2023 | 0 commentsHogwarts Legacy has become a rallying point for transphobia to such a degree it is impossible to view it without this context, and I, in the same way I try to avoid the rest of Rowlings works…












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