Ecomodding: Understanding and Communicating the Climate Crisis by Co-Creating Commercial Video Games

This article explores how the climate crisis and specifically the underlying “crisis of the imagination” (Bendor 2018, 132) exacerbate the entrenchment of environmental communication, and how modifying commercial video games (ecomodding) can facilitate the use of games as effective communication infrastructures to address this issue. Environmental communication challenges are well-studied, but remain difficult to tackle in practice.

Editorial Team
20-10-2021 // Insights, Publications // Criticism and Analysis

Taking Playful Scholarship Seriously: Discursive Game Design as a Means of Tackling Intractable Controversies

The article at hand explores the concept of playful scholarship, focusing specifically on the use of playfulness in re-assessing the collaboration between academia and societal partners to tackle “intractable policy controversies” (Schön and Rein 1994, p. 23)—i.e., challenges in which opposing parties operate with conflicting frames (often without even noticing).

Editorial Team
14-09-2021 // Education, Insights, Publications // Criticism and Analysis, Games and Sustainability, Games Beyond Entertainment, Multi theme

PhD Project: The Becoming-Playful of Warfare in the Netherlands

This PhD research project seeks to understand and explain this ongoing logistical process by mapping out the Dutch ‘military-academic-entertainment complex’ and the nature of its relationship to the ludification of warfare in the Netherlands.

Editorial Team
01-09-2021 // Insights, News // Game Technology and AI, Games Beyond Entertainment

Persuasive Gaming in Context

In this volume published in 2021 by AUP various scholars explore the role of persuasive gaming, and the ways in which games have expanded beyond merely an entertainment capacity.

Editorial Team
23-03-2021 // Books, Insights //

Playable Personas: Using Games and Play to Expand the Repertoire of Learner Personas

This article explores how playing and co-creating games in higher education contexts contributes to expanding learner personas and facilitating a multimodal learning experience. Working from the interdisciplinary perspectives of media/games studies, pedagogy, and linguistic anthropology, Stefan Werning, Deborah Cole, and Andrea Maragliano conceptualize in-class learning as the making and playing of games, reporting on game experiments and playful practices targeted at learning key theoretical concepts in our disciplines.

Editorial Team
16-03-2021 // Insights // Criticism and Analysis, Games Beyond Entertainment

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