Making Games – The Politics and Poetics of Game Creation Tools

In Making Games, Stefan Werning considers the role of tools (primarily but not exclusively software), their design affordances, and the role they play as sociotechnical actors. He frames game-making as a (meta)game in itself and shows that tools, like games, have their own “procedural rhetoric” and should not always be conceived simply in terms of optimization and best practices.

Editorial Team
16-02-2021 // Books // Criticism and Analysis

Making data playable: A game co-creation method to promote creative data literacy

This article explores how making data playable, i.e. developing exploratory co-creation techniques that use elements of play and games to interpret small to mid-sized datasets beyond the current focus on visual evidence, can help a) promote creative data literacy in higher education, and b) expand existing definitions of data literacy.

Editorial Team
14-12-2020 // Insights, Publications // Criticism and Analysis, Games Beyond Entertainment

The Playful Citizen. Civic Engagement in a Mediatized Culture

The Playful Citizen edited volume explores how and through what media we are becoming more playful as citizens and how this manifests itself in our ways of doing, living, and thinking.

Editorial Team
10-01-2019 // Books // Criticism and Analysis, Games Beyond Entertainment
Social Animation

Social Animation

Investigating techniques for computing for such socially-driven multi-character animations.

Editorial Team
01-03-2018 // Insights // Player Research and Psychology
Affective Body Animation

Affective Body Animation

The way users control their avatars should be an easy and natural way.

Editorial Team
01-03-2018 // Insights // Player Research and Psychology
Social animations for virtual humans in games

Social animations for virtual humans in games

A conversation with Zerrin Yumak, assistant professor at the Department of Information and Computing Sciences.

Editorial Team
01-03-2018 // Interview // Player Research and Psychology
RAGE, Realising an Applied Gaming Ecosystem

Europe’s prime ecosystem for applied games

RAGE, Realising an Applied Gaming Ecosystem, aims to develop, transform and enrich advanced technologies from the leisure games industry into self-contained gaming assets that will help game studios develop applied games more easily, quickly, and cost-effectively. These assets will be available along with a large volume of high-quality knowledge resources through a self-sustainable ecosystem, which

Editorial Team
01-03-2018 // Insights // Play Research
Screenshot from DietCare

DietCare: the value of game elements

What if keeping track of your food and fluids intake feels like playing a game rather than paperwork?

Editorial Team
01-03-2018 // News // Games Beyond Entertainment, Games for Health
Group of friends playing augmented reality game with mobile phones in park

Healthy urban life

The success of Niantic's Pokémon GO shows the many possibilities mobile games offer to reach a big audience and 'play' with the way you use a city.

Editorial Team
01-03-2018 // Insights // Extended Realities (AR/VR/XR), Games for Health
Jan Willem Huisman, founder and CEO of IJSfontein

Health games symposium

This symposium brought together experts in the fields of game design and development, psychology, neuroscience, physiotherapy, and data and computer science.

Editorial Team
01-03-2018 // Events // Games Beyond Entertainment, Games for Health