Joost raessens creative territories pres
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Transcript of Joost raessens creative territories pres
Creative TerritoriesExploring Innovation in Indie Game Production Contexts
and Connections
University West of England (Patrick Crogan)
Utrecht Game Studies Focus
Joost Raessens
May 20, 2014
1. Past
1998: Master New Media and Digital Culture
2008: 10th anniversary of the New Media programme
Serious games (Raessens)War games (Nieborg)Role-playing games (Copier)Pervasive games (Nieuwdorp)Cartography & games (Lammes)Renaissance experience (Rushkoff)
Past Research Projects
1. Playful Identities. From Narrative to Ludic Self-Construction (2005-2010) → Are digital information and communication technologies (games, websites, mobile) transforming the (construction of) personal and cultural identity?
2. GATE: Game Research for Training and Entertainment (2007-2012) → Research projects (Design rules for learning through simulated worlds), knowledge transfer, pilot projects (education healthcare)
3. GATE: The Playful Citizen: Power, Creativity, Knowledge (2010-2012) → Citizen science
2. Present
Being playful
Ludic activities
Game
Ludification of Culture
Recent Research Projects
1. AHRC: Creative Territories (Bristol, 2014-2015)
2. AHRC: Games and Social Change (Manchester, 2014-2015)
3. NUFFIC: Summerschool - Intensive Programme: Identity and Interdisciplinarity in Games and Play Research (2014)
4. NWO: Graduate Programme Game Research (2013-2018): Humanities & Computer Science
5. NWO Creative Industries: Persuasive Gaming. From Theory-Based Design to Validation and Back (2013-2017)
Example: Persuasive gaming. From theory-based design to validation and back
► Social science approach: understanding the persuasive effects► Humanities approach: understanding (the construction of) persuasiveness► Design approach: understanding the
design of persuasiveness
Persuasiveness
→ Not only: Proceduralism, procedural rhetoric (Ian Bogost)
→ Also: Player and context (Miguel Sicart)
→ Performance art with an agenda, players
are ‘forced out of their expectations’, setting up situations with meaning not conveyed, but jointly produced from the
design and the player’s interaction with
the design (Mark J. Nelson)
Assistant professor in New Media and Game Studies (1,0 fte)
Expertise (teaching and research)
Serious gamingPlayful media culturesPlayful communication, persuasive gaming and gamificationMobile and social media, data analysis and software studies
All of these areas of expertise should be grounded in a critical, media-theoretical approach.
3. Future
Utrecht University Focus Area Game Research
(2014-2017)
Center for Applied Games (Growing Games)
KIC - Knowledge and Innovation
Community in
Healthy Living and Active Ageing(Games & Gamification)
Horizon 2020 ICT 21Advanced
Digital Gaming-Gamification Technologies
ChangeIT – Civic Engagement(Leuphana)
Critical distance, complex understanding → critical,
cultural theorycreative territories
VERSUS
dominant forms of the digital economy, corporate values, and
presentismcreative industries
Thanks for your attention