Strategische thema's / focusgebieden
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Gegenereerd op 2017-06-23 14:18:31
Sleutelpublicaties

Glas, R. (15-06-2015). Of Heroes and Henchmen: The Conventions of Killing Generic Expendables in Video Games. In T.E. Mortensen, J. Linderoth & Ashley ML Brown (Eds.), The Dark Side of Game Play: Controversial Issues in Playful Environments (pp. 33-49). London: Routledge.

Glas, Rene (2015). Vicarious Play: Engaging the viewer in Let’s Play videos. Empedocles: European Journal for the Philosophy of Communication, 5 (1-2), (pp. 81-86).

Glas, R. (2013). Breaking Reality: Exploring Pervasive Cheating in Foursquare. Transactions of the Digital Games Research Association (ToDIGRA), 1 (1).

Glas, R. (2012). Battlefields of Negotiation: Control, Agency and Ownership in World of Warcraft. Amsterdam: Amsterdam University Press.

Glas, R., Jorgensen, K., Mortensen, T.E. & Rossi, L. (2011). Framing the Game: Four Game-related Approaches to Goffman's Frames. In G. Crawford, V.K. Gosling & B. Light (Eds.), Online Gaming in Context: The Social and Cultural Significance of Online Games (320 p.). London: Routledge.

Glas, R. & Goggin, J. (2010). It Just Keeps Getting Bigger: Bond and the Political Economy of Huge. In C. Lindner (Eds.), Revisioning 007: James Bond and Casino Royale (pp. 67-78) (12 p.). London: Wallflower Press.

Glas, R. (2007). Playing Another Game; Twinking in World of Warcraft. In A. Baba (Eds.), DiGRA 2007: Situated Play Proceedings (pp. 349-356) (8 p.). Tokyo: DiGRA Japan.

Glas, R. (2006). Power Asymmetry and Fragmentation in a MMORPG: The Case of the Gates of Ahn’Qiraj. In M. Santorineros (Eds.), Gaming Realities: a challenge for digital culture – Medi@terra International Arts + Technology Festival Proceedings (pp. 32-39) (8 p.). Athens: Fournos.

Glas, R. (2004). “Van Pong to Playstation: Een geschiedenis van computergames. Tijdschrift voor mediageschiedenis, 7 (2), (pp. 9-30) (22 p.).

Alle publicaties
  2017 - Wetenschappelijke publicaties
Glas, M.A.J., van Vught, J.F. & de Vos, Jesse (2017). Let's play game exhibitions. Video Game Art Reader, 1 (1).
  2017 - Overige resultaten
Glas, M.A.J., van Vught, J.F. & de Vos, Jesse (2017). The Game-shaped archive - a white paper.
  2016 - Wetenschappelijke publicaties
Glas, M.A.J. (2016). Paratextual play: Unlocking the nature of making-of material of games. Proceedings of DiGRA and FDG - First Joint International Conference (13 p.). Dundee: DiGRA.
  2016 - Overige resultaten
M.A.J. Glas (21-12-2016). A closer look at eSports.
M.A.J. Glas (16-06-2016). An evening of eSports.
M.A.J. Glas (21-05-2016). Digital Lives Pre-University Masterclass - Panel discussion.
M.A.J. Glas (23-08-2016). Lecture: Let's Play Method (with Jasper van Vught). Utrecht Summer School: Multidisciplinary Game Research 2016.
M.A.J. Glas (18-11-2016). Let's Play Nederlandse Game Geschiedenis Symposium.
M.A.J. Glas (18-11-2016). Nationale aanpak game archivering - Panel discussion. Let's Play Nederlandse Game Geschiedenis Symposium.
M.A.J. Glas (01-08-2016). Paper presentation: "Game preservation within a Dutch audiovisual heritage institution". DiGRA and FDG - First Joint International Conference 2016.
M.A.J. Glas (21-05-2016). Presentation: "De beloftes van VR". Mediawijzer.Netwerk Experience 2016.
M.A.J. Glas (18-11-2016). Presentation: "Let's play the archive". Let's Play Nederlandse Game Geschiedenis Symposium.
M.A.J. Glas (01-08-2016). Reviewer. DiGRA and FDG - First Joint International Conference 2016.
  2015 - Wetenschappelijke publicaties
Glas, R. (2015). Breaking Reality: Exploring Pervasive Cheating in Foursquare. In V. Frissen, S. Lammes, M. de Lange, J. de Mul & J. Raessens (Eds.), Playful Identities: The Ludification of Digital Media Cultures (pp. 131-148). Amsterdam: Amsterdam University Press.
Glas, M.A.J., Werning, S. & van Vught, J.F. (2015). Game Studies Methods. Doing New Media Studies 3.0 Utrecht: Department of Media and Culture Studies, Utrecht University.
Glas, R. (15-06-2015). Of Heroes and Henchmen: The Conventions of Killing Generic Expendables in Video Games. In T.E. Mortensen, J. Linderoth & Ashley ML Brown (Eds.), The Dark Side of Game Play: Controversial Issues in Playful Environments (pp. 33-49). London: Routledge.
Glas, Rene (2015). Vicarious Play: Engaging the viewer in Let’s Play videos. Empedocles: European Journal for the Philosophy of Communication, 5 (1-2), (pp. 81-86).
  2015 - Overige resultaten
Glas, M.A.J. (15-06-2015). The Dark Side of Game Play: Controversial Issues in Playful Environments.
  2014 - Overige resultaten
M.A.J. Glas (13-05-2014). Paratextual Play: Unlocking the Nature of Bonus Features and Extras of Games. Research Seminar on Game Studies and Creative Production.
M.A.J. Glas (16-08-2014). Summer School: Idenity and Interdisciplinariry in Games and Play Research. Summer School.
  2013 - Wetenschappelijke publicaties
Glas, R. (2013). Breaking Reality: Exploring Pervasive Cheating in Foursquare. Transactions of the Digital Games Research Association (ToDIGRA), 1 (1).
Glas, R. (2013). Machinima: Moving on the Edge of Rules and Fiction. In J. Thissen, K. Zijlmans & R. Zwijnenberg (Eds.), Contemporary Culture: New Directions in Arts and Humanites Research (pp. 128-136) (9 p.). Amsterdam: Amsterdam University Press.
  2013 - Overige resultaten
M.A.J. Glas (15-12-2013). The Science of Cheating: Playing With The Rules in Citizen Science Games. Utrecht Media & Performance Seminar.
  2012 - Wetenschappelijke publicaties
Glas, R. (2012). Battlefields of Negotiation: Control, Agency and Ownership in World of Warcraft. Amsterdam: Amsterdam University Press.
  2012 - Overige resultaten
M.A.J. Glas (28-02-2012). Citizen Science on the Move. European Consortium of Humanities Institutes and Centres (ECHIC) 2012 Annual Conference: 'Grand Challenges for the Humanities?'.
M.A.J. Glas (26-06-2012). Citizen Science on the Move: Digital Play, Politics, and Epistemology. Citizen Science on the Move: Digital Play, Politics, and Epistemology.
M.A.J. Glas (07-06-2012). Who Needs Friends when you've got Companions - Non-Player Characters as Moral Compasses in Star Wars: The Old Republuc. Tampere, Nordic DiGRA 2012: Games in Culture and Society.
  2011 - Wetenschappelijke publicaties
Glas, R. (2011). Breaking Reality: Exploring Pervasive Cheating in Foursquare. Think Design Play - DiGRA Conference 2011 Proceedings DiGRA, Think Design Play - DiGRA Conference 2011.
Glas, R., Jorgensen, K., Mortensen, T.E. & Rossi, L. (2011). Framing the Game: Four Game-related Approaches to Goffman's Frames. In G. Crawford, V.K. Gosling & B. Light (Eds.), Online Gaming in Context: The Social and Cultural Significance of Online Games (320 p.). London: Routledge.
  2011 - Overige resultaten
M.A.J. Glas (28-05-2011). Games of Stake: Control, Agency and Ownership in World of Warcraft. Amsterdam, Spui25 op Locatie: Promovendimarathon. Universiteitsdag, Universiteit van Amsterdam.
  2010 - Wetenschappelijke publicaties
Glas, R. & Goggin, J. (2010). It Just Keeps Getting Bigger: Bond and the Political Economy of Huge. In C. Lindner (Eds.), Revisioning 007: James Bond and Casino Royale (pp. 67-78) (12 p.). London: Wallflower Press.
  2010 - Overige resultaten
M.A.J. Glas (18-04-2010). Online spelen en bespelen: Hoe onschuldig zijn gratis spelletjes op sociale netwerksites?. Utrecht, Vrij Spel: Culturele Zondagen.
M.A.J. Glas (17-12-2010). We Play Culture... Seriously?. Amsterdam, We Play Culture 2011.
  2009 - Overige resultaten
M.A.J. Glas (23-09-2009). De Interactieve Strip?. Amsterdam, Studium Generale, University of Applied Sciences Amsterdam.
  2008 - Overige resultaten
M.A.J. Glas (15-10-2008). It's about time - the use of powerleveling and speedrunning guides in World of Warcraft. Copenhagen, IR 9.0: Rethinking Communities, Rethinking Place, IT University of Copenhagen.
M.A.J. Glas (24-09-2008). Tales of the Past – performance based adaptation in World of Warcraft machinima. Third Annual Association of Literature on Screen Conference, University of Amsterdam.
  2007 - Wetenschappelijke publicaties
Glas, R. (2007). Playing Another Game; Twinking in World of Warcraft. In A. Baba (Eds.), DiGRA 2007: Situated Play Proceedings (pp. 349-356) (8 p.). Tokyo: DiGRA Japan.
  2007 - Overige resultaten
M.A.J. Glas (31-03-2007). Playing The Urban Conference. co-organizer conference.
  2006 - Wetenschappelijke publicaties
Glas, R. (2006). Power Asymmetry and Fragmentation in a MMORPG: The Case of the Gates of Ahn’Qiraj. In M. Santorineros (Eds.), Gaming Realities: a challenge for digital culture – Medi@terra International Arts + Technology Festival Proceedings (pp. 32-39) (8 p.). Athens: Fournos.
Strauven, W., Glas, R. & Gerrets, S. (2006). Timeline of Imaginary Media. In E. Kluitenberg (Eds.), Book of Imaginary Media: excavating the dream of the ultimate communication medium Amsterdam: deBalie/NAi Publishers.
  2006 - Overige resultaten
M.A.J. Glas (20-10-2006). Playing Culture, Culture of Play: The Case of World of Warcraft. Workshop Transformaties in Kunst & Cultuur, Hortus Botanicus.
M.A.J. Glas (30-03-2006). Towards a New Model of Play for the Massively Multiplayer Online Role-Playing Game. Seminar: On Playing Roles, University of Tampere/Hypermedia Lab.
  2005 - Overige resultaten
M.A.J. Glas (26-07-2005). e-Sports: Online Gaming within the Realm of Sports. London, Playtime! The Cultures of Play, Gaming and Sport - 2nd European Summer School.
M.A.J. Glas (09-06-2005). Interactieve Narrativiteit en Virtuele Werelden. Amsterdam, Estafette: Verhalen als Inspiratiebron voor de Culturele Sector, Netwerk CS.
  2004 - Wetenschappelijke publicaties
Glas, R. (2004). “Van Pong to Playstation: Een geschiedenis van computergames. Tijdschrift voor mediageschiedenis, 7 (2), (pp. 9-30) (22 p.).
  2004 - Overige resultaten
M.A.J. Glas (14-04-2004). Past/Future: Jenseits des Videogames. Amsterdam, CREA, University of Amsterdam.
  0 - Overige resultaten
M.A.J. Glas (0). https://www.mediawijzer.net/wp-content/uploads/sites/6/2016/11/Internet-of-Toys_Een-Nieuw-Speelveld.pdf. Internet of Toys - Een nieuw speelveld.
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Gegenereerd op 2017-06-23 14:18:32

Afgesloten projecten

Project:
Simulaties en games in universitair onderwijs 01-05-2014 tot 31-08-2016
Algemene projectbeschrijving
 
Rol: Uitvoerder Financiering
Anders: Onderwijsvernieuwingsfonds
Projectleden
Project:
Summerschool - Intensive Programme: Identity and Interdisciplinarity in Games and Play Research 01-09-2013 tot 01-10-2014
Algemene projectbeschrijving

The IP titled Identity and Interdisciplinarity in Games and Play Research has as its main objective to strengthen the European excellence in games and play research by providing a two-week intensive course and workshop in this interdisciplinary field. It aims to teach students the state-of-the art theories and methods of Game and Play Research. The current situation is such that students who are interested in the study of games and play have limited opportunities to broaden their horizon internationally, let alone to study this subject interdisciplinary. This IP wants to fill this hiatus by offering an innovative interdisciplinary platform for learning about games and play that doesn’t yet exist anywhere in Europe or beyond. The target group consists of excellent PhD and MA/MSc students who are starting or working on thesis projects in games and play from humanities, design research, social sciences or computer sciences related approaches. The targeted students share an interest and ability to broaden their scope of knowledge and go beyond the boundaries of their field. 

 
Rol: Uitvoerder Financiering
2e geldstroom - overig
Projectleden
Overige projectleden:
  • Dr. Sybille Lammes (University of Warwick - UK)
  • Prof. dr. Frans Mäyrä (University of Tampere - Finland)
  • Prof. dr. Mathias Fuchs (Leuphana University Lüneburg - Germany)
Project:
International Master Degree Game Studies 01-01-2011 tot 01-06-2012
Algemene projectbeschrijving

Onderzocht zal worden hoe een twee jarige (120 ECTS) internationale Master Degree Game Studies opgezet kan worden. Ook zal bekeken worden of, en zo ja op welke wijze, deze master geïntegreerd kan worden in de Research Master Media and Performance Studies. In het beoogde Master programma zal samengewerkt worden met de Research Master Game and Media Technology, onderdeel van de Graduate School of Natural Sciences, Faculteit Bètawetenschappen.

 
Rol: Uitvoerder Financiering
1e geldstroom
Projectleden
Project:
GATE: Mobile learning - Citizen science 01-09-2010 tot 01-03-2012
Algemene projectbeschrijving

To use mobile applications and games for learning purposes an appropriate use of design principles for story-telling, spatial indication and social networks is indispensable. To improve learning results, stories have to be aptly integrated in game-play, maps have to be properly incorporated in the game and must be open for development by players, and social networks have to facilitate a sharing of learning results and processes. In this GATE knowledge transfer project we want to use and apply the knowledge that has been gained in work package 4.2 (see GATE project) about these three areas in order to improve and evaluate the learning results of mobile applications and games that are developed by 7scenes. This KTP will also function as a practical benchmark to further substantiate the design principles that Utrecht University has developed in workpackage 4.2.

 
Rol: Uitvoerder Financiering
2e geldstroom - NWO
Projectleden
Gegenereerd op 2017-06-23 14:18:32
Op dit moment verzorgt dr. René Glas de volgende cursus(sen):
Gegenereerd op 2017-06-23 14:18:32
Nevenfuncties

Mediawijzer.net - programmaraad 

Gegenereerd op 2017-06-23 14:18:32
Volledige naam
dr. M.A.J. Glas Contactgegevens
Muntstraat 2-2a

Muntstraat 2-2A
Kamer 1.06
3512 EV  UTRECHT

Telefoonnummer direct 030 253 6510
Email
r.glas@uu.nl
Gegenereerd op 2017-06-23 14:18:32
Laatst bijgewerkt op 15-11-2016