Fortællingens dynamiske arkiv : Fortælleformer og narrativt begær i SKAM


  • Kristin Veel lektor, Institut for Kunst- og Kulturvidenskab, Københavns Universitet,



fortælleformer, big data, SKAM, narrativt begær, gentagelse, mellemrum, temporalitet


With a starting point in the success that the netdrama series SKAM has had in engaging its audience in an almost addictive relation, this article examines how the series makes use of formal techniques such as repetition, intermissions and a minute-by-minute temporality to generate what may be considered a “narrative desire”, with a classic term borrowed from literary scholar Peter Brooks. I here argue that the mode of narration that arises from the amorphous, transmedial and fan-engaging universe that is SKAM, resonates with the characteristics of the dynamic, digital archive and the particular spatial and temporal configuration, which the possibilities of digital technology create for production, storage, distribution and consumption of text, sound and images.


Aarseth, E. (1997). Cybertext: Perspectives on ergodic literature, Baltimore and London: Johns Hopkins University Press.

Alter, A. (2017). Irresistible: The rise of addictive technology and the business of keeping us hooked. London: Penguin Press.

Benjamin, W. (2005). The author as producer. I H. Eiland, M. W. Jennings & G. Smith (eds), Walter Benjamin: Selected writings 2 (pp.768-783). Cambridge, MA: The

Belknap Press of Harvard University Press.

Brooks, P. (1992). Reading for the plot: Design and intention in narrative. Cambridge, MA: Harvard University Press.

Bolter, J. D. (2001). Writing space: Computers, hypertext, and the remediation of Print. Mahwah, NJ: Lawrence Erlbaum Associates.

Derrida, J. (1996). Archive fever: A Freudian impression. Chicago: Chicago University Press.

Derecho, A. (2006). Archontic literature - A defintion, a history, and several theories of fan fiction. I K. Hellekson & K. Busse (eds), Fan fiction and fan communities in the age of the internet. McFarland: McFarland Press.

Ensslin, A. (2014). Literary gaming. Cambridge, Mass.: MIT Press.

Graatrud, G. (2016). “Skam”-frustration skapte viral hit. Dagbladet. 25.maj.

Hayles, N.K. (2008). Electronic literature: New horizons for the literary. Notre Dame: University of Notre Dame Press.

Iser, W. (1978). The act of reading: A theory of aesthetic response. Baltimore: Johns Hopkins University Press.

Jenkins, H. (2006). Fans, bloggers, and gamers: exploring participatory culture. New York & London: New York University Press.

Karlskov, T., Vithner, M. & Lentz, M. (2017). Otte skarpe til SKAM-skaberne: Instruktør besvarer spørgsmål fra dansk kosegruppa., posted 18.januar, opdateret 19.januar.

Kittler, F. (1997). Literature, media, information systems: Essays. Amsterdam: John Johnston.

Landow, G. P. (1992). Hypertext: The convergence of contemporary critical theory and technology. Baltimore: Johns Hopkins University Press.

McLuhan, M. (1994). Understanding media: The extensions of man. Cambridge, MA: MIT Press.

Ong, W. J. (2002). Orality and literacy: The technologizing of the word. New York: Routledge.

McPherson, T. (2006). Reload: Liveness, mobility and the web. I W. Hui Kyong Chun & T. Keenan (eds.), New media. Old media: A history and theory reader. London: Routledge.

Murray, J. (1998). Hamlet on the holodeck: The future of narrative in cyberspace. Cambridge, Mass.: MIT Press.

Postman, N. (1985). Amusing ourselves to death: Public discourse in the age of show business London: Penguin.

Ramsay, S. (2011). Reading machines: Toward an algorithmic criticism. Urbana: University of Illinois Press.

Ricoeur, P. (1984). Time and narrative. Trans. Kathleen McLaughlin og David Pellauer. Chicago: University of Chicago Press.

Rettberg, J. W. (2008). Blogging. Cambridge: Polity Press.

Ryan, M-L. (2015). Narrative as virtual reality 2: Revisiting immersion and interactivity in literature and electronic media. Baltimore: Johns Hopkins University Press.

Scholes, R., James Phelan and Robert Kellogg (2006). The Nature of Narrative. Oxford: Oxford University Press.

Schüll, N. D. (2012). Addiction by design: Machine gambling in Las Vegas. Princeton, NJ: Princeton University Press.

Strate, L. (2014). Notes on narrative as medium and a media ecology approach to the study of storytelling. Between 4(8), 1–30.

Veel, K. (2016). Sites of uncertainty: The disruption of the newsfeed flow by literary tweets. Journal of Romance Studies, 16,1, 91-109.





Veel, K. (2017). Fortællingens dynamiske arkiv : Fortælleformer og narrativt begær i SKAM. Nordisk Tidsskrift for Informationsvidenskab Og Kulturformidling, 6(2), 67–74.