Joost raessens creative territories pres

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Joost raessens creative territories pres

  1. 1. Creative Territories Exploring Innovation in Indie Game Production Contexts and Connections University West of England (Patrick Crogan) Utrecht Game Studies Focus Joost Raessens May 20, 2014
  2. 2. 1. Past
  3. 3. 1998: Master New Media and Digital Culture
  4. 4. 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)
  5. 5. 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
  6. 6. 2. Present
  7. 7. Being playful Ludic activities Game Ludification of Culture
  8. 8. 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)
  9. 9. 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
  10. 10. 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)
  11. 11. Assistant professor in New Media and Game Studies (1,0 fte) Expertise (teaching and research) Serious gaming Playful media cultures Playful communication, persuasive gaming and gamification Mobile and social media, data analysis and software studies All of these areas of expertise should be grounded in a critical, media-theoretical approach.
  12. 12. 3. Future
  13. 13. Utrecht University Focus Area Game Research (2014-2017)
  14. 14. Center for Applied Games (Growing Games)
  15. 15. KIC - Knowledge and Innovation Community in Healthy Living and Active Ageing (Games & Gamification)
  16. 16. Horizon 2020 ICT 21 Advanced Digital Gaming-Gamification Technologies ChangeIT – Civic Engagement (Leuphana)
  17. 17. Critical distance, complex understanding → critical, cultural theory creative territories VERSUS dominant forms of the digital economy, corporate values, and presentism creative industries
  18. 18. Thanks for your attention

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