Games for Change

2017

  • Alex Gekker, "Playing with Power: Casual Politicking as New Frame for Political Analysis", Playful Citizens on the Move. Joost Raessens, Sybille Lammes, Michiel de Lange and Imar de Vries (Eds.), 2017.
  • Alex Gekker, Sam Hind, "On autopilot: Towards a flat ontology of vehicular navigation", Media’s Mapping Impulse, 2017.
  • Alex Gekker, "Uniquitous Cartography: Casual Power in Digital Maps", Utrecht University, 2017.
  • Clancy Wilmott, Sybille Lammes, Emma Fraser. "I am he. I am he. Siri rules: Work and play with the Apple Watch Special issue", Ambient Play: Digital creativity, play and labour in everyday life, ed. Larissa Hjorth. European Journal for Cultural Studies, 2017.
  • Chris Perkins, Sybille Lammes, Alex Gekker, Sam Hind, Clancy Wilmott, (Eds). "Time Travellers: Temporality and Digital Mapping",  Manchester: Manchester University Press, 2017.
  • Jiri Panek, Sam Hind, Alex Gekker, Jana Wendler, Chris Perkins, Sybille Lammes, "Encountering place: Mapping and location-based games in interdisciplinary education", Cartographic Journal, 2017 (accepted with revisions).
  • Martijn de Waal, Michiel de Lange, Matthijs Bouw, “The Hackable City: citymaking in a platform society”, Architectural Design (4D Hyperlocal: A Cultural Toolkit for the Open-Source City), 2017.
  • Sybille Lammes et al. (The Playful Mapping Collective), "Playfields App: A booklet for learners, facilitators, urbanists, roamers, detourers, explorers, alchemists and anyone interested in looking at environments in new playful ways", 2017.
  • Sybille Lammes et al. (The Playful Mapping Collective), "A Manifesto for Playful Learning", Playfields App: A booklet for learners, facilitators, urbanists, roamers, detourers, explorers, alchemists and anyone interested in looking at environments in new playful ways, pp. 3-5, 2017
  • Sybille Lammes, Stephanie de Smale, "Hybridity, reflexivity & mapping: A collaborative ethnography of postcolonial gameplay", special issue “postcolonialism and digital games” ed. Souvik Mukherjee and Emil Hammar, 2017.
  • Sybille Lammes, "Destabilizing playgrounds: Cartographical Interfaces, Mutability, Risk and Play", Playing the System: Subversion of Technoculture, Cermak-Sassenrath et al (eds.), 2017.

2016

  • Alex Gekker, "Casual Power: Understanding User Interfaces through Quantification", Digital Culture & Society. 2, n. 1 “Quantified Selves | Statistic Bodies”, pp. 107-121, 2016.
  • Alex Gekker, "Quantification as Play, Or: Why Numbers are Magic!", Streams of Consciousness: Data, Cognition and Intelligent Devices, 2016.
  • Alex Gekker, "(Mini) Mapping the Game-Space", Playful Mapping in the Digital Age (Theory on Demand Series). The Playful Mapping Collective. Amsterdam: Institute of Network Cultures, pp. 134-155, 2016.
  • Ben Schouten, Gabriele Ferri, Michiel de Lange, Karel Millenaar, "Games as Strong Concepts for City-Making", Playable Cities: The City as a Digital Playground, edited by Anton Nijholt, pp. 23-45, 2016.
  • Elena M. Bennett, Martin Solan, Reinette Biggs, Timon McPhearson, Albert V Norström, Per Olsson, Laura Pereira, et al. "Bright Spots: Seeds of a Good Anthropocene", Frontiers in Ecology and the Environment 14, no. 8, pp. 441–48, 2016.
  • Jan Dirk Fijnheer, Herre van Oostendorp, Remco C. Veltkamp, "Gamification in a Prototype Household Energy Game", Proceedings of the 10th European Conference on Games Based Learning, pp. 192-201, 2016.
  • Jan Dirk Fijnheer, Herre van Oostendorp, Remco C. Veltkamp, "Persuasive games to stimulate sustainable energy consumption", ICT for Sustainability Workshop Technology-supported Sustainable Behaviour Change (Change-IT), 2016.
  • Jan Dirk Fijnheer, Herre van Oostendorp, "Steps to Design a Household Energy Game", Serious Game Society, vol. 3, no. 3, 2016.
  • Jan Dirk Fijnheer, Herre van Oostendorp, "Steps to Design a Household Energy Game", A. De Gloria and R. Veltkamp (Eds.): GALA 2015, LNCS 9599, pp. 12–22, 2016.
  • Joost Vervoort, Stefan Werning, Michiel de Lange, "Game co-design for sustainable city governance", Seed Money Presentations 2016, 2016.
  • Michiel de Lange, Martijn de Waal, "Hacking buiksloterham: How self-builders are making their city", Paper read at MEDIATIONS: Art & Design Agency and Participation in Public Space, pp. 21-22, 2016.
  • Sybille Lammes, Clancy Wilmott, "Mapping the City, Playing the City: Location-based Apps as Navigational Interfaces", Convergence, 2016.
  • Sybille Lammes et al. (The Playful Mapping Collective), "Playful Mapping: Playing with Maps in Contemporary Media Cultures", Amsterdam: Institute of Network Cultures, 2016.
  • Sybille Lammes et al. (The Playful Mapping Collective), "Playful mapping in the digital age", Amsterdam: Institute of Network Cultures, http://networkcultures.org/blog/publication/playful-mapping-in-the-digital-age/, 2016.
  • Sybille ​Lammes, Chris Perkins, Clancy Wilmot, "GoGoGozo: The magic of playful mapping moments", The Playful Mapping Collective (eds.), Playful mapping in the digital age. Amsterdam: Institute of Network Cultures. pp28-43, 2016.

2015

  • Cristina Ampatzidou, Matthijs Bouw, Froukje van de Klundert, Michiel de Lange, Martijn de Waal, "The Hackable City: A Research Manifesto and Design Toolkit", Amsterdam: Amsterdam Creative Industries Publishing, 2015.
  • Joost M. Vervoort, Roy Bendor, Aisling Kelliher, Oscar Strik, Ariella E. R. Helfgott, "Scenarios and the Art of Worldmaking", Futures 74, Supplement C, pp. 62–70, 2015.
  • Martijn de Waal, Michiel de Lange, Cristina Ampatzidou, Matthijs Bouw, "A Hackable City Research Manifesto", Paper read at workshop “Hackable Cities: From Subversive City Making to Systemic Change” at C&T ’15 7th International Conference on Communities and Technologies. Limerick, Ireland, 2015.
  • Michal Klichowski, Philip Bonanno, Sylwia Jaskulska, Carlos Smaniotto Costa, Michiel de Lange, Francisco R. Klauser, “CyberParks as a new context for Smart Education: theoretical background, assumptions, and pre-service teachers’ rating”, American Journal of Educational Research (Special Issue “Schooling and the new ways of social reproduction: perspectives on policy research”), 2015.
  • Michiel de Lange, Martijn de Waal, Nanna Verhoeff, Marcus Foth, Martin Brynskov, "Digital Cities 9 workshop proposal 'Hackable Cities: From Subversive City Making to Systemic Change'", 7th International Conference on Communities and Technologies, pp. 27-30, 2015.
  • Michiel de Lange, "Playing life in the metropolis: Mobile media and identity in Jakarta", Playful identities: The ludification of digital media cultures, eds. Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul and Joost Raessens. Amsterdam: Amsterdam University Press [Open Access publication – free pdf download], pp. 307-320, 2015.
  • Michiel de Lange, "The Playful City: Using Play and Games to Foster Citizen Participation", Social Technologies and Collective Intelligence, edited by Aelita Skaržauskienė, pp. 426-434, 2015.
  • Michiel de Lange, "The Playful City: play and games for citizen participation in the smart city", COST TU1306 STSM report, http://www.bijt.org/wordpress/2015/06/01/bristol-report-the-playful-city-play-and-games-for-citizen-participation-in-the-smart-city/2015.
  • Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens, "Playful identities: The ludification of digital media cultures", Amsterdam: Amsterdam University Press. [Open Access publication – free pdf download], 2015.
  • Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens, "Homo ludens 2.0: Play, media, and identity", Playful identities: The ludification of digital media cultures, eds. Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul and Joost Raessens. Amsterdam: Amsterdam University Press. 9-50. [Open Access publication – free pdf download], 2015.
  • Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens, “Introduction to Part I”, Playful identities: The ludification of digital media cultures, eds. Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens, Amsterdam: Amsterdam University Press. [Open Access publication – free pdf download], pp. 53-54, 2015.
  • Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens, “Introduction to Part II”, Playful identities: The ludification of digital media cultures, eds. Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens, Amsterdam: Amsterdam University Press. [Open Access publication – free pdf download], pp. 167-168, 2015.
  • Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens, “Introduction to Part III”, Playful identities: The ludification of digital media cultures, eds. Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens, Amsterdam: Amsterdam University Press. [Open Access publication – free pdf download], pp. 263-265, 2015.

2014

  • Kavita Vemuri, Alenka Poplin, Paola Monachesi, "YouPlaceIt!: a Serious Digital Game for Achieving Consensus in Urban Planning", Paper Presented at the AGILE 2014 Castellón, Spain, 2014.
  • Michiel de Lange, "From realtime city to asynchronicity", paper presented at the workshop Time Travelers: Temporality and Mapping, pp. 27-18, 2014.
  • Michiel de Lange, Rolf van Boxmeer, Tessa Peters, "Rezone playful interventions: Spelen voor de toekomst", Den Bosch: BAI & bART/DW., http://www.themobilecity.nl/wp-content/uploads/2014/09/Rezone_Playful_Interventions-Spelen_voor_de_toekomst.pdf [Dutch, pdf 2 MB], 2014.
  • Martijn de Waal, Michiel de Lange, “Klik. Like! Share: Hoe digitale media de publieke ruimte veranderen.”, The Mobile City / Publieke Ruimte – Publieke Zaak, http://themobilecity.nl/wp-content/uploads/2014/12/The_Mobile_City_PRPZ_KlikLikeShare.pdf. [Dutch, pdf 20 MB], 2014.
  • Sam Hind, Alex Gekker, "'Outsmarting Traffic, Together': Driving as Social Navigation", Exchanges: the Warwick Research Journal, pp. 165-180, 2014.
  • Sybille Lammes, Sam Hind, Chris Perkins, Clancy Wilmott, "Footage: Playing and Mapping Time in Oxford", Mobile Media: Making, Cooperation, Work, 2014.
  • Consensus in Urban Planning, AGILE 2014 workshop on "Geogames and Geoplay", 2014.
Games for Learning

2017

  • Junko Kanero, Mirjam de Haas, Ezgi Mamus, Cansu Oranç, Rianne van den Berghe, Josje Verhagen, Paul Vogt, et al. "Observing human tutoring to develop robot-based language lessons", Paper will be presented at the 5th European and 8th Nordic Symposium on Multimodal Communication, Bielefeld, Germany, 2017.
  • Raja Lala, Johan Jeuring, Jordy van Dortmont, Marcell van Geest, "Scenarios in virtual learning environments for one-to-one communication skills training", International Journal of Educational Technology in Higher Education, volume 14, pp. 1 – 17, 2017.
  • Raja Lala, Johan Jeuring, Timo Overbeek, "Analysing and adapting communication scenarios in virtual learning environments for one-to-one communication skills training", Dennis Beck, Colin Allison, Leonel Morgado, Johanna Pirker, Foaad Khosmood, Jonathon Richter, and Christian Gütl, editors, iLRN 2017 Coimbra Workshop, Long and Short Paper, and Poster Proceedings from the Third Immersive Learning Research Network Conference, pp. 197 – 204, 2017.
  • Rianne Vlaar, Josje Verhagen, Ora Oudgenoeg-Paz, Paul Leseman, "Comparing L2 word learning through a tablet or real objects: What benefits learning most?", Proceedings of ACM HRI conference, Vienna, Austria, 2017.
  • Rianne Vlaar, Josje Verhagen, Ora Oudgenoeg-Paz, Paul Leseman, "What benefits L2 word learning most: Tablets or real objects?", Paper presented at the 18th European Conference on Developmental Psychology, Utrecht, Netherlands, 2017.
  • Tom Overmans, Wieger Bakker, Mirjam Bastings, Wim Dictus, Anouck Gielisse, René Glas, Liesbeth van de Grint, Johan Jeuring, Marc van Mil, Gerard van der Ree, Benedikte Sam, Stephanie de Smale, Yvonne van Zeeland (as project team members), "The value of simulations and games for tertiary education", Utrecht University, 2017.

2016

  • Anne van Der Linden, Wouter van Joolingen, "A serious game for interactive teaching of Newton's laws", Proceedings of the 3rd Asia-Europe Symposium on Simulation and Serious Gaming - 15th ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Applications in Industry, VRCAI 2016, pp. 165-167, 2016.
  • Rianne Vlaar, "The L2TOR project: a social robot as a second-language tutor", Poster presented at the Summer School on Interdisciplinary Robotics Research Methods, Cefalù, Italy, 2016.
  • Rosa Bottino, Johan Jeuring, Remco C. Veltkamp (Eds.), "Games and Learning Alliance", Proceedings of the 5th International Conference, GALA 2016, Utrecht, The Netherlands. Springer, Lecture Notes in Computer Science vol. 10056, 2016.

2015

  • Alessandro De Gloria, Remco Veltkamp (Eds.), "Games and Learning Alliance", proceedings of the 4th International Games and Learning Alliance conference, 2015
  • Johan Jeuring, Frans Grosfeld, Bastiaan Heeren, Michiel Hulsbergen, Richta IJntema, Vincent Jonker, Nicole Mastenbroek, Maarten van der Smagt, Frank Wijmans, Majanne Wolters, Henk van Zeijts, "Communicate! — a serious game for communication skills", Gránne Conole, Tomaz ̆ Klobuc ̆ar, Christoph Rensing, Johannes Konert, and Élise Lavoué, Design for Teaching and Learning in a Networked World. Proceedings of EC-TEL 2015: 10th European Conference on Technology Enhanced Learning, pp. 513 – 517, 2015.
  • Michal Klichowski, Philip Bonanno, Sylwia Jaskulska, Carlos Smaniotto Costa, Michiel de Lange, Francisco R. Klauser. “CyberParks as a new context for Smart Education: theoretical background, assumptions, and pre-service teachers’ rating”, American Journal of Educational Research (Special Issue “Schooling and the new ways of social reproduction: perspectives on policy research”), 2015.
  • Stephanie de Smale, Tom Overmans, Johan Jeuring, Liesbeth van de Grint "The Effect of Simulations and Games on Learning Objectives in Tertiary Education: A Systematic Review", Proceedings of GALA 2015: the Games and Learning Alliance conference, pp. 506 – 516, 2015.
  • Tony Belpaeme, James Kennedy, Paul Baxter, Paul Vogt, Emiel E. Krahmer, Stefan Kopp, Amit K. Pandey et al. "L2TOR-second language tutoring using social robots", Proceedings of the ICSR 2015 WONDER Workshop2015.
Games for Health

2017

  • Coert van Gemeren, Ronald Poppe, Remco C. Veltkamp. “Lend Me a Hand: Auxiliary Image Data Helps Interaction Detection”, 12th IEEE International Conference on Automatic Face Gesture Recognition (FG 2017), pp. 538–543, 2017.
  • Corine Horsch, Jaap Lancee, Fiemke Both, A.G.L. Spruit, Siska Fitrianie, Mark A. Neerincx, Robbert Jan Beun, Willem-Paul Brinkman, "Mobile Phone-Delivered Cognitive Behavioral Therapy for Insomnia - A Randomized Waitlist Controlled Trial", Journal of Medical Internet Research, 19 (4), 2017.
  • Lauriane Spreij, Sjoerd Braaksma, David Sluiter, Floor Verheul, Anne Visser-Meily, Tanja Nijboer (in press). "Virtual Reality als potentiële aanvulling op de huidige neuropsychologische diagnostiek", Tijdschrift voor Neuropsychologie, 2017.
  • Marc van den Heerik, Lauriane Spreij, Anne Visser-Meily, Ingrid Rentinck, Marjolein Verhoef, Tanja Nijboer, "Spelend revalideren: is er toekomst voor virtual reality in de cognitieve kinderrevalidatie: een literatuuroverzicht", Neuropraxis, 2017.
  • Malte T. Lorbach, Elisavet I. Kyriakou, Ronald W. Poppe, Elsbeth van Dam, Lucas Noldus, Remco C. Veltkamp, "Learning to Recognize Rat Social Behavior: Novel Dataset and Cross-Dataset Application", Journal of Neuroscience Methods, 2017.
  • Merel M. Jung, Mannes Poel, Ronald W. Poppe, Dirk K.J. Heylen, "Automatic recognition of touch gestures in the corpus of social touch", Journal on Multimodal User Interfaces, 11 (1), pp. 81–96, 2017.
  • Renate M. van der Ven, Jessika I.V. Buitenweg, Ben Schmand, Dick J. Veltman, Justine Aaronson, Tanja Nijboer, Suzanne Kruiper, Coen van Bennekom, Sascha Rasquin, K. Richard Ridderinkhof, Jaap Murre, "Brain Training Improves Recovery after Stroke but Waiting List Improves Equally: A Multicenter Randomized Controlled Trial of a Computer-Based Cognitive Flexibility Training", PLOS ONE, 12(3), 2017.
  • Robbert Jan Beun, Siska Fitrianie, Fiemke Griffioen-Both, Sandor Spruit, Corine Horsch, Jaap Lancee, Willem-Paul Brinkman, "Talk and Tools: the best of both worlds in mobile user interfaces for e-coaching", Pers. Ubiquit. Comput., 21, pp. 661-674, 2017.
  • Robbert Jan Beun, Joel Anderson, Jaap Ham, Michel Klein, Anne Roefs, Joyce H.D.M. Westerink, "Special issue on supporting a healthier lifestyle with e-coaching systems", Pers. Ubiquit. Comput. 21, pp. 621-623, 2017.
  • Robby Van Delden, Alejandro Moreno, Ronald W. Poppe, Dennis Reidsma, Dirk K.J. Heylen, "A Thing of Beauty: Steering Behavior in an Interactive Playground", Proceedings of the Conference on Human Factors in Computing Systems (CHI), pp. 2462-2472, 2017.
  • Teresa de la Hera, Eugène Loos, Monique Simons, Joleen Blom, “Benefits and Factors Influencing the Design of Intergenerational Digital Games: A Systematic Literature Review”, Societies 7, no. 3, pp. 18, 2017.
  • Wouter J. Boendermaker, Remco C. Veltkamp, Margot Peeters, "Training Behavioral Control in Adolescents Using a Serious Game", Accepted for publication in Games for Health Journal, special issue on Game Mechanics and Change, 2017.
  • Yun Ling, Louis P. Ter Meer, Zerrin Yumak, Remco C. Veltkamp, "Usability Test of Exercise Games Designed for Rehabilitation of Elderly Patients after Hip Replacement Surgery: A Pilot Study", Accepted for publication in Journal of Medical Internet Research (JMIR) Serious Games, 2017.
  • Zhigang Tu, Wei Xie, Jun Cao, Coert J. van Gemeren, Ronald W. Poppe, Remco C. Veltkamp, "Variational method for joint optical flow estimation and edge-aware image restoration", Pattern Recognition, 65, pp. 11-25, 2017.

2016

  • Coert van Gemeren, Ronald Poppe, Remco C. Veltkamp, “Locating Human Interactions with Discriminatively Trained Deformable Pose+motion Parts”, 23rd International Conference on Pattern Recognition (ICPR), pp. 991–996, 2016
  • Corine Horsch, A.G.L. Spruit, Jaap Lancee, Rogier M. van Eijk, Robbert Jan Beun, Mark Neerincx, Willem-Paul Brinkman, "Reminders make people adhere better to a self-help sleep intervention", Health and Technology, 2016.
  • Fiemke Griffioen-Both, A.G.L. Spruit, Siska Fitrianie, Jaap Lancee, Robbert Jan Beun, "Testing for Mobile E-Health Intervention", Proceedings of the 31st ACM Symposium on Applied Computing (SAC 2016) pp. 137-142, 2016.
  • Floor Verheul, Lauriane Spreij, Nicolien de Rooij, Michiel Claessen, Anne Visser-Meily, Tanja Nijboer, "Virtual Reality als behandeling in de cognitieve revalidatie: een systematische review", Nederlands Tijdschrift voor Revalidatiegeneeskunde, 2, pp. 47-53, 2016.
  • Robbert Jan Beun, Willem-Paul Brinkman, Siska Fitrianie, Fiemke Griffioen-Both, Corine Horsch, Jaap Lancee, A.G.L. Spruit, "Improving Adherence in Automated e-Coaching - A Case from Insomnia Therapy", Alexander Meschtscherjakov , Boris De Ruyter, Verena Fuchsberger, Martin Murer & Manfred Tscheligi (Eds.), Persuasive Technology - 11th International Conference, PERSUASIVE 2016, Salzburg, Austria, April 5-7, 2016, Proceedings, pp. 276-287, 2016.
  • Tom Baranowski, Fran Blumberg, Richard Buday, Ann DeSmet, Lynn E. Fiellin, C. Shawn Green, Pamela M. Kato, et al. “Games for Health for children—Current Status and Needed Research”, Games for Health Journal 5, no. 1, pp. 1–12, 2016.
  • Wouter J. Boendermaker, Remco Veltkamp, Robbert Jan Beun, Rens van de Schoot, Margot Peeters, "Introducing the Fling - An Innovative Serious Game to Train Behavioral Control in Adolescents: Protocol of a Randomized Controlled Trial", Games and Learning Alliance, Proceedings of the 5th International Conference, GALA 2016, Utrecht, The Netherlands. Springer, Lecture Notes in Computer Science vol. 10056, pp 120-129, 2016.

2015

  • Corine H.G. Horsch, Jaap Lancee, Robbert Jan Beun, Mark A. Neerincx, WIllem-Paul Brinkman, "Adherence to Technology-mediated Insomnia Treatment: A meta-analysis, interviews with users, and focus groups with users and experts", Journal of Medical Internet Research, 2015.
  • Egon L. van den Broek, Joris H. Janssen, Joyce H.D.M. Westerink, "Autonomous closed-loop biofeedback: An introduction and a melodious application", Calvo, R.A., D’Mello, S.K., Gratch, J., and Kappas A. (Eds.), The Oxford Handbook of Affective Computing (Section 5: Applications of Affective Computing), Chapter 35, pp. 472–482, 2015.
  • Joakim Haugen, Robbert Jan Beun, FIemke Griffioen-Both, "User Autonomy Protection in Mobile Coaching Systems", Proceedings of ABIS 2015, Mensch-Computer Workshop. Stuttgart, 2015.
  • Leon M. Straker, Ashley A. Fenner, Erin K. Howie, Deborah L. Feltz, Cindy M. Gray, Amy Shirong Lu, Florian “Floyd” Mueller, Monique Simons, Lisa M. Barnett, “Efficient and Effective Change Principles in Active Videogames”, Games for Health Journal 4, no. 1, pp. 43–52, 2015
  • Monique Simons, “Active Video Games: Can They Contribute to the Prevention of Excessive Weight Gain in Gaming Adolescents?”, http://dare.ubvu.vu.nl/bitstream/handle/1871/53255/table?sequence=8, 2015.
  • Monique Simons, Johannes Brug, Mai J.M. Chinapaw, Michiel de Boer, Jaap Seidell, Emely W.M.L. de Vet, “Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents”, PloS One 10, no. 7, 2015.
  • Monique Simons, Mai J.M. Chinapaw, Johannes Brug, Jaap Seidell, Emely W.M.L. de Vet, “Associations between Active Video Gaming and Other Energy-Balance Related Behaviours in Adolescents: A 24-Hour Recall Diary Study”, The International Journal of Behavioral Nutrition and Physical Activity 12, no. 1, pp. 192, 2015.
  • Siska Fitrianie, Fiemke Griffioen-Both, Sandor Spruit, Jaap Lancee, Robbert Jan Beun, "Automated Dialogue Generation for a Behavior Intervention Application on Mobile Devices", Proceedings of Int. Conf. on Current and Future Trends of Information and Communication Technologies in Healthcare (ICTH), 2015, Elsevier (in press), 2015.

2014

  • Andrew J. Spink, Egon L. van den Broek, Leanne W.S. Loijens, Marta Woloszynowska-Fraser, Lucas P.J.J. Noldus, "Proceedings of Measuring Behavior 2014: 9th International Conference on Methods and Techniques in Behavioral Research", Noldus Information Technology BV, 2014.
  • Egon L. van den Broek, Remco Kuijper, "Game Over! On measurement and optimization of presence", A.J. Spink, E.L. van den Broek, L.W.S. Loijens, M. Woloszynowska-Fraser, L.P.J.J. Noldus (Eds.), Proceedings of Measuring Behavior 2014: 9th International Conference on Methods and Techniques in Behavioral Research, pp. 43–47, 2014.
  • Emely De Vet, Monique Simons, Maarten Wesselman, “Dutch Children and Parents’ Views on Active and Non-Active Video Gaming”, Health Promotion International 29, no. 2, pp. 235–43, 2014.
  • Fiemke Griffioen-Both, Corine H.G. Horsch, Siska Fitrianie, Sandor Spruit, Jaap Lancee, Rogier M. van Eijk, WIllem-Paul Brinkman, Robbert Jan Beun, "Sleepcare: Towards Improving Adherence in Automated Personalized Sleep Coaching", Int. Journ. of Behavioral Medicine 21, suppl1, 2014.
  • Monique Simons,“Ze Lijken Veelbelovend: Onderzoeker Monique Simons over Beweeggames”, Suiker in Perspectief, 29, http://repository.tudelft.nl/view/tno/uuid:6982b932-7796-4ca0-9f5c-ed95121780ab/., pp. 6-9, 2014.
  • Monique Simons, Emely W.M.L. de Vet, Johannes Brug, Jaap Seidell, Mai J.M. Chinapaw, “Active and Non-Active Video Gaming among Dutch Adolescents: Who Plays and How Much?”, Journal of Science and Medicine in Sport 17, no. 6, pp. 597–601, 2014.
  • Monique Simons, Emely W.M.L. de Vet, Mai J.M. Chinapaw, Michiel de Boer, Jacob C. Seidell, Johannes Brug, “Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses”, JMIR Serious Games 2, no. 1, https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4307820/, 2014.
  • Monique Simons, Maaike van de Bovenkamp, and Emely W.M.L. de Vet, “Beweeggames: Kansen Voor Het Stimuleren van Beweging?”, Van Tikken Naar Taggen: Digitalisering van Bewegingsonderwijs En Sport, http://library.wur.nl/WebQuery/wurpubs/455792, pp. 205–217, 2014.
  • Monique Simons, Mai J.M. Chinapaw, Maaike van de Bovenkamp, Michiel R. de Boer, Jacob C. Seidell, Johannes Brug, Emely W.M.L. de Vet, “Active Video Games as a Tool to Prevent Excessive Weight Gain in Adolescents: Rationale, Design and Methods of a Randomized Controlled Trial”, BMC Public Health 14, no. 1, pp. 275, 2014.
  • Robbert Jan Beun, Rene M.C. Ahn, Siska Fitrianie, Fiemke Griffioen-Both, Jaap Lancee, "Modeling Interaction in Automated E-Coaching: A Case from Insomnia Therapy", Proceedings of the Sixth Int. Conf. on Advanced Cognitive Technologies and Applications. Cognitive 2014, Venice, 2014.
  • Theo E. Schouten, Egon L. van den Broek, "Fast Exact Euclidean Distance (FEED): A new class of adaptable distance transforms", IEEE Transactions on Pattern Analysis and Machine Intelligence, 36(11), pp. 2159–2172, 2014.
  • Tom Baranowski, Ralph Maddison, Ann Maloney, Ernie Medina Jr, Monique Simons, “Building a Better Mousetrap (exergame) to Increase Youth Physical Activity.” GAMES FOR HEALTH: Research, Development, and Clinical Applications 3, no. 2, pp. 72–78, 2014.
  • "Games for Health 2014. Proceedings of the 4th European conference on gaming and playful interaction in health care", Schouten, B., Fedtke, S., Schijven, M., Vosmeer, M., Gekker, A. (Eds.), 2014.

2013

  • Robbert Jan Beun, "Persuasive strategies in mobile insomnia therapy: alignment, adaptation, and motivational support", Personal and Ubiquitous Computing, 17(6), pp. 1187-1195, 2013.
  • Rogier M. van Eijk, "Ambient Coaching of Progressive Relaxation", Proceedings of Seventh International Workshop on Human Aspects in Ambient Intelligence (HAI 2013), 2013.

2012

  • Corine H.G. Horsch, Willem-Paul Brinkman, Rogier M. van Eijk, Mark A. Neerincx, "Towards the usage of persuasive strategies in a virtual sleep coach", Proceedings of UKHCI 2012 Workshop on People, Computers & Psychotherapy. 4. Beun, 2012.
  • Reinder Haakma, Robbert Jan Beun, "Unobtrusive Sleep Monitoring", Proceedings of Measuring Behavior 2012, pp. 122-124, 2012.
  • Robbert Jan Beun, "The Role of Behavior Measurement in Persuasive Settings", Proceedings of Measuring Behavior 2012, pp.113-114, 2012.
Research about Games

2017

  • Jasper F. van Vught, Gareth Schott, "Identifying with In-Game Characters - Exploring player articulations of identification and presence", Frank Hakemulder, Moniek Kuipers, Ed Tan, K. Balint & M. Doicaru (Eds.), Handbook of Narrative Absorption, 2017 (in press).
  • Jasper F. van Vught, René Glas, “Considering play: From method to analysis”, DiGRA 2017, 2017.
  • René Glas, Jesse de Vos, Jasper van Vught, "Let's play game exhibitions", Video Game Art Reader. Vol. 1 Issue 1, 2017.
  • René Glas, Jesse de Vos, Jasper van Vught, Hugo Zijlstra, "Playing the archive: Let’s Play videos, game preservation and the exhibition of play", Ariese-Vandemeulebroucke, Csilla, Krijn Boom, Angus Mol & Aris Politopoulos (eds.). The interactive past: Archeology, heritage, and video games, pp. 135-152, 2017.
  • René Glas, "Van spelenderwijs naar wijs over spel(l)en", Verbrugge, Ad & Jelle van Baardewijk (eds.). Onderwijs in Tijden van Digitalisering, pp. 245-263, 2017.
  • Stefan Werning, "Making Games – The Poetics and Politics of Game Creation Tools", [Playful Thinking series], 2017 (sample chapter accepted).
  • Stefan Werning, “The Persona in Autobiographical Game-Making as a Playful Performance of the Self”, Persona Studies 3: 1, pp. 28–42, 2017.
  • Stephanie de Smale, Bram van den Brink, Remco C. Veltkamp, Johan T. Jeuring, "Analysing player decision-making of a moral dilemma through a computer vision analysis of Youtube gameplay videos", Digital Humanities Benelux 2017, 2017.
  • Stephanie de Smale, Martijn Kors, Alyea Sandovar, "The Case of This War of Mine - A Production Studies Perspective on Moral Game Design", Games and Culture - Special Issue on Morality Play, 2017.
  • "How software ecosystem dynamics work in serious gaming ecosystems? Challenges and opportunities"

2016

  • Anna Aljanaki, Frans Wiering, Remco C. Veltkamp, "Studying emotion induced by music through a crowdsourcing game", Information Processing & Management 52(1), pp. 115-128, 2016.
  • Bilgehan Uzunca, Slinger Jansen, "How do Ecosystem Dynamics work in Serious Gaming Ecosystems? Challenges and Opportunities", presented at 36th Strategic Management Society (SMS) Annual Meeting, 2016.
  • Felix Meissner, Remco C. Veltkamp, "Monitoring Interactions", Proceedings of the 8th International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN), 2016.
  • Joost Raessens, "Game Studies", The International Encyclopedia of Communication Theory and Philosophy, pp. 1-5, 2016.
  • Michiel Kamp, Tim Summers, Mark Sweeney, "Ludomusicology: Approaches to Video Game Music", 2016.
  • René Glas, "Paratextual play: Unlocking the nature of making-of material of games", Proceedings of DiGRA and FDG First Joined International Conference, http://www.digra.org/digital-library/publications/paratextual-play-unlocking-the-nature-of-making-of-material-of-games/​http://www.intellectbooks.co.uk/journals/view-issue,id=2803/2016
  • Ronald Poppe, John-Jules Meyer, Remco C. Veltkamp, Mehdi Dastani (Eds.), "Intelligent Technologies for Interactive Entertainment", Proceedings of the 8th International Conference INTETAIN, 2016. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 2016.
  • Sjors Martens, "Struggle for the Universe: Maneuvering the Narrative World of Assassin’s Creed", International Journal of Gaming and Computer-Mediated Simulations 8 (2), pp. 20–33, 2016.

2015

  • Joost Raessens (co-authored with Christel van Grinsven), "The Netherlands", Video Games Around The World. Mark Wolf (ed.). pp. 359-375, 2015.
  • René Glas, “Breaking Reality: Exploring Pervasive Cheating in Foursquare", Frissen, Valerie, Sybille Lammes, Michiel de Lange, Jos de Mul & Joost Raessens (eds.). Playful Identities: The Ludification of Digital Media Cultures, pp. 131-148, 2015.
  • René Glas, “Of Heroes and Henchmen: The Conventions of Killing Generic Expendables in Video Games”, Mortensen, Torill & Linderoth, Jonas. & Brown, Ashley ML (eds.) The Dark Side of Play: Controversial Issues in Playful Environments, pp. 33-49, 2015.
  • René Glas, “Vicarious Play: Engaging the viewer in Let’s Play videos”, Empedocles – European Journal for the Philosophy of Communication. Vol. 5, Issue 1-2: Special Issue on Short Film Experience, pp. 81-86, 2015.

2014

  • Anna Aljanaki, Dimitrios Bountouridis, John A. Burgoyne, Jan M.H. Van Balen, Frans Wiering, Henkjan Honing, Remco C. Veltkamp, "Designing Games with a Purpose for Data Collection in Music Research. Emotify and Hooked: Two Case Studies", Games and Learning Alliance, Second International Conference GALA 2013, pp. 29-40, 2014.