Strategic themes / Focus areas
Involved in the following study programme(s)
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Key publications

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.

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.).

All publications
  2017 - Scholarly publications
Glas, M.A.J., van Vught, J.F. & de Vos, Jesse (2017). Let's play game exhibitions. Video Game Art Reader, 1 (1).
  2017 - Other output
Glas, M.A.J., van Vught, J.F. & de Vos, Jesse (2017). The Game-shaped archive - a white paper.
  2016 - Scholarly publications
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 - Other output
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)
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
M.A.J. Glas (01.08.2016) Paper presentation: "Game preservation within a Dutch audiovisual heritage institution"
M.A.J. Glas (21.05.2016) Presentation: "De beloftes van VR"
M.A.J. Glas (18.11.2016) Presentation: "Let's play the archive"
M.A.J. Glas (01.08.2016) Reviewer
  2015 - Scholarly publications
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 - Other output
Glas, M.A.J. (15.06.2015). The Dark Side of Game Play: Controversial Issues in Playful Environments.
  2014 - Other output
M.A.J. Glas (13.05.2014) Paratextual Play: Unlocking the Nature of Bonus Features and Extras of Games
M.A.J. Glas (16.08.2014) Summer School: Idenity and Interdisciplinariry in Games and Play Research
  2013 - Scholarly publications
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 - Other output
M.A.J. Glas (15.12.2013) The Science of Cheating: Playing With The Rules in Citizen Science Games
  2012 - Scholarly publications
Glas, R. (2012). Battlefields of Negotiation: Control, Agency and Ownership in World of Warcraft. Amsterdam: Amsterdam University Press.
  2012 - Other output
M.A.J. Glas (28.02.2012) Citizen Science on the Move
M.A.J. Glas (26.06.2012) 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
  2011 - Scholarly publications
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 - Other output
M.A.J. Glas (28.05.2011) Games of Stake: Control, Agency and Ownership in World of Warcraft
  2010 - Scholarly publications
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 - Other output
M.A.J. Glas (18.04.2010) Online spelen en bespelen: Hoe onschuldig zijn gratis spelletjes op sociale netwerksites?
M.A.J. Glas (17.12.2010) We Play Culture... Seriously?
  2009 - Other output
M.A.J. Glas (23.09.2009) De Interactieve Strip?
  2008 - Other output
M.A.J. Glas (15.10.2008) It's about time - the use of powerleveling and speedrunning guides in World of Warcraft
M.A.J. Glas (24.09.2008) Tales of the Past – performance based adaptation in World of Warcraft machinima
  2007 - Scholarly publications
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 - Other output
M.A.J. Glas (31.03.2007) Playing The Urban Conference
  2006 - Scholarly publications
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 - Other output
M.A.J. Glas (20.10.2006) Playing Culture, Culture of Play: The Case of World of Warcraft
M.A.J. Glas (30.03.2006) Towards a New Model of Play for the Massively Multiplayer Online Role-Playing Game
  2005 - Other output
M.A.J. Glas (26.07.2005) e-Sports: Online Gaming within the Realm of Sports
M.A.J. Glas (09.06.2005) Interactieve Narrativiteit en Virtuele Werelden
  2004 - Scholarly publications
Glas, R. (2004). “Van Pong to Playstation: Een geschiedenis van computergames. Tijdschrift voor mediageschiedenis, 7 (2), (pp. 9-30) (22 p.).
  2004 - Other output
M.A.J. Glas (14.04.2004) Past/Future: Jenseits des Videogames
  0 - Other output
M.A.J. Glas () https://www.mediawijzer.net/wp-content/uploads/sites/6/2016/11/Internet-of-Toys_Een-Nieuw-Speelveld.pdf
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Completed projects

Project:
Simulation games in tertiary education 01.05.2014 to 31.08.2016
General project description
 
Role Researcher Funding
Other: Education innovation fund
Project members UU
Project:
Summerschool - Intensive Programme: Identity and Interdisciplinarity in Games and Play Research 01.09.2013 to 01.10.2014
General project description

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. 

 
Role Researcher Funding
Other grant (government funding)
Project members UU
External project members:
  • 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 to 01.06.2012
General project description

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.

 
Role Researcher Funding
Utrecht University
Project members UU
Project:
GATE: Mobile learning - Citizen science 01.09.2010 to 01.03.2012
General project description

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.

 
Role Researcher Funding
NWO grant
Project members UU
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Currently dr. René Glas teaches the following course(s):
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Additional functions and activities

Mediawijzer.net - programmaraad 

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Full name
dr. M.A.J. Glas Contact details
Muntstraat 2-2a

Muntstraat 2-2A
Room 1.06
3512 EV  UTRECHT
The Netherlands


Phone number (direct) +31 30 253 6510
E-mail
r.glas@uu.nl
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Last updated 15.11.2016