Publications

2021

Scholarly publications

Werning, S. (2021). Ecomodding. Understanding and Communicating the Climate Crisis by Co-Creating Commercial Video Games. Communication +1, 8(1), 1-27. [7]. https://doi.org/10.7275/1nsh-tg46
Werning, S., & van Vught, J. (2021). Taking Playful Scholarship Seriously: Discursive Game Design as a Means of Tackling Intractable Controversies. Eludamos: Journal for Computer Game Culture, 21(1), 105-125.
Cole, D., Werning, S., & Maragliano, A. (2021). Playable Personas: Using Games and Play to Expand the Repertoire of Learner Personas. Persona Studies, 6(2), 38-53. https://doi.org/10.21153/psj2020vol6no2art965
Glas, R., van Vught, J. F., & Werning, S. (2021). ‘Thinking Through’ Games in the Classroom: Using Discursive Game Design to Play and Engage with Historical Datasets. Transactions of the Digital Games Research Association (ToDIGRA), 5(1), 145-169.
Werning, S. (2021). Making Games: The Poetics and Politics of Game Creation Tools. (Playful Thinking). MIT Press.

2020

Scholarly publications

Jacobs, R., Werning, S., Kneer, J., & Jansz, J. (2020). Procedural Arguments of Persuasive Games: An Elaboration Likelihood Perspective. Journal of Media Psychology. https://doi.org/10.1027/1864-1105/a000278
Werning, S. (2020). Making data playable: A game co-creation method to promote creative data literacy. Journal of Media Literacy Education, 12(3), 88-101. https://doi.org/10.23860/JMLE-2020-12-3-8
Verhoeff, N., Bleeker, M. A., & Werning, S. (2020). Sensing Data: Encountering Data Sonifications, Materializations, and Interactives as Knowledge Objects. Convergence : The International Journal of Research into New Media Technologies, 26(5-6), 1088-1107. https://doi.org/10.1177/1354856520938601
Werning, S. (2020). Remediating ‘cinematic’ modes production and distribution in the work of David Cage. In M. Schellong, A. Schlicker, & T. Unterhuber (Eds.), Nach dem Kino - vor dem Spiel. : Das Computerspielwerk von David Cage und die Medienkultur (pp. 312-335). LIT Verlag.

2019

Scholarly publications

Werning, S. (2019). Remediating Tactility: The Re-Negotiation of Sensory Experience in ‘Satisfying’ Videos on YouTube. INTERIN, 25(1), 57-82. https://interin.utp.br/index.php/i/article/view/2229
Werning, S. (2019). Itch.io and the One-Dollar-Game: How Distribution Platforms Affect the Ontology of (Games as) a Medium. On_Culture: The Open Journal for the Study of Culture, (8), online. https://www.on-culture.org/journal/issue-8/one-dollar-game/
Werning, S. (2019). Disrupting Video Game Distribution: A Diachronic Affordance Analysis of Steam’s Platformization Strategy . Nordic Journal of Media Studies, 1(1), 103-124. https://content.sciendo.com/view/journals/njms/1/1/article-p103.xml
Werning, S. (2019). Walk-Through Corporate Aesthetics: Design Affordances in Tech Workspaces. Open Cultural Studies, 4(1), 428-441. https://www.degruyter.com/view/journals/culture/3/1/article-p428.xml?language=en
Werning, S. (2019). Media Startups between Affordance Networks and Cultural Form. In M. Deuze, & M. Prenger (Eds.), Making Media: Production, Practices and Professions (pp. 207-222). Amsterdam University Press.
Werning, S., & Koubek, J. (2019). Cosmopolitan Cinema: Weltspiele und Spielkulturen . In Cosmopolitan Cinema: Kunst und Politik in der Zweiten Moderne (pp. 327-346). Schüren Verlag.

2018

Scholarly publications

Werning, S. (2018). Conceptualizing Game Distribution: Kickstarter and the Board Game ‘Renaissance’. In R. Fassone (Ed.), La valle dell'Eden. Semestrale di cinema e audiovisivi: Game Studies and the Humanities (pp. 65-82). (La valle dell'Eden/East of Eden; Vol. 31). Scalpendi editore.
https://dspace.library.uu.nl/bitstream/handle/1874/377361/Eden_31_VSS_1_2_.pdf?sequence=1
Werning, S. (2018). Ethical implications of affordance change in contemporary social media platforms. Communication and Culture Review, 1(3), 15-32. http://www.communicationandculturereview.in/index.php/communication_culture_review/article/view/21/3
Werning, S. (2018). 'Re-appropriating' Facebook? Web API mashups as Collective Cultural Practice. Digital Culture & Society, 3(2), 183–204. https://doi.org/10.14361/dcs-2017-0211
Werning, S. (2018). Modding as a strategy to (de-)legitimize representations of religion in the Civilization game franchise: A diachronic proceduralist reading. In A. S. Ross, & D. J. Rivers (Eds.), Participatory Digital Cultures and Contemporary Discourses of (De)Legitimization (pp. 307-325). (Routledge Critical Studies in Discourse). Routledge.
Werning, S. (2018). Analytical Game Design. Game-making as a cultural technique in a gamified society. In R. Glas, J. Raessens, S. Lammes, M. de Lange, & I. de Vries (Eds.), The Playful Citizen: Civic Engagement in a Mediatized Culture (pp. 56-72). Amsterdam University Press. https://doi.org/10.5117/9789462984523

2017

Scholarly publications

Werning, S. (2017). The persona in autobiographical game-making as a playful performance of the self. Persona Studies, 3(1), 28-42. https://doi.org/10.21153/ps2017vol3no1art650

2016

Scholarly publications

Werning, S. (2016). The home screen as an anchor point for mobile media use: Technologies, practices, identities. NECSUS European Journal of Media Studies. http://www.necsus-ejms.org/the-home-screen-as-an-anchor-point-for-mobile-media-use-technologies-practices-identities/

2015

Scholarly publications

Werning, S. (2015). Swipe To Unlock. Digital Culture & Society, 1(1), 55-72. https://doi.org/10.14361/dcs-2015-0105
Werning, S. (Accepted/In press). Software Studies. In Doing New Media Studies 3.0 (3rd ed.). Department of Media and Culture Studies, Utrecht University.
Glas, R., Werning, S., & van Vught, J. F. (Accepted/In press). Game Studies Methods. In Doing New Media Studies 3.0 (3rd ed.). Department of Media and Culture Studies, Utrecht University.

2014

Scholarly publications

Werning, S. (2014). Welt-Spiele. Aspekte der Produktion, Distribution und Vermarktung von nichtwestlichen Computerspielen. In W. Kaminski, & M. Lorber (Eds.), Spielwelt – Weltspiel. Narration, Interaktion und Kooperation im Computerspiel (pp. 61-69). kopaed.
Werning, S. (2014). Manga, Anime and Video Games: Between Adaptation, Transmedia Extension and Reverse Remediation. Mediascape: UCLA’s Journal of Cinema and Media Studies. http://www.tft.ucla.edu/mediascape/Fall2014_MangaGames.html

2013

Scholarly publications

Werning, S. (2013). Modifying casual games as asynchronous learning tools. The International Journal of Cognitive Technology, 18(1), 36-42. http://www.cognitivetechnologyjournal.com/ArticleDetail.aspx?id=292
Werning, S., Koubek, J., & Mosel, M. (Eds.) (2013). Spielkulturen. Funktionen und Bedeutungen des Phänomens Spiel in der Gegenwartskultur und im Alltagsdiskurs. Verlag Werner Huelsbusch (vwh).
Werning, S., & Kunz, R. (2013). Media management and social media business: New forms of value creation in the context of increasingly interconnected media applications. In Handbook of social media management (pp. 253-267). Springer.

2011

Scholarly publications

Werning, S. (2011). Functions of Prototyping in the Context of Digital Games Research. International Journal of Computer Information Systems and Industrial Management Applications, 3, 755-762. http://www.mirlabs.org/ijcisim/regular_papers_2011/Paper85.pdf

2009

Scholarly publications

Werning, S. (2009). Real Wars on Virtual Battlefields: The Convergence of Programmable Media at the Military-civilian Margin. transcript verlag.