Jasper Van Vught's research while affiliated with Utrecht University and other places

Publications (13)

Article
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In this contribution, we outline Discursive Game Design (DGD) as a practice-based educational framework, explain how to use this design framework to teach game historiography, and report on findings from a series of in-class experiments. Using Nandeck, a freely available software tool for card game prototyping, we created sets of playing cards base...
Article
The article at hand explores the concept of playful scholarship, focusing specifically on the use of playfulness in re-assessing the collaboration between academia and societal partners to tackle “intractable policy controversies” (Schön and Rein 1994, p. 23)—i.e., challenges in which opposing parties operate with conflicting frames (often without...
Article
Full-text available
This article provides a general overview of the theoretical foundations of formalism to assess their usefulness for the study of videogames and thereby establish grounds for a more robust approach. After determining that formalism has been used as a go-to term for a variety of ontological and methodological approaches in game studies, this article...
Article
Full-text available
Simulation games, as a method of playful learning, have been used for more than 70 years in various disciplines with the economy as a leading application field. Their development has been tied with advances in computer science, and nowadays, hundreds of simulation games exist. However , simulation games are not just useful for encouraging disciplin...
Article
This paper deals with play as an important methodological issue when studying games as texts, and is intended as a practical methodological guide. After considering text as both the structuring object as well as its plural processual activations, we argue that different methodological considerations can turn the focus towards one of the two (withou...
Conference Paper
Full-text available
While there have been many discussions about the purpose of game studies programs over the years (e.g., the GDC games Educator summit, the teaching game studies workshops at past DIGRA conferences1 ), relatively few of those discussions resulted in publications on concrete pedagogical strategies. In fact, despite the broadly shared aim of educatin...
Article
Full-text available
As a complex and hybrid medium, games are at once a ‘text’ that can be read and an activity that demands that players participate in the construction of its structure. This article seeks to articulate the relationship and interactions between games and their players, with a specifi c focus on suspense as a type of player involvement. Previous studi...
Article
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Using gameplay metrics to articulate player interaction within game systems has received increased interest in game studies. The value of gameplay metrics comes from a desire to empirically validate over a decade of theorization of player experience and knowledge of games as ludic systems. Taking gameplay metrics beyond formalized user testing (i.e...
Article
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Digital games receive an age restriction classification rating based on their depiction of harmful content and its presumed impact on players. While classification processes serve as predictors of the subsequent interactions between player and game text they remain largely inferential and an exercise in caution. Confounded by the medium's interacti...
Conference Paper
Today videogame classification works to a set of guidelines initially designed for, and more conducive to linear mediums (film, television and literature). As a result, digital games receive an age restriction rating based on both their depiction of harmful content and its prospective impact on players. Not accounting for the medium"s interactive q...
Article
Full-text available
Cautionary frameworks continue to dominate evaluations of games within political contexts, obstructing consideration of the specific conditions and experiences offered by particular game texts. This paper challenges this tendency of prior government-instigated research to promote viewpoints that are not textually evaluative or play-derived when rep...

Citations

... The idea is still to bring more spatial and economic science into the gaming domain by tackling the issue of lacking science and realworld situations in educational games. From a game research perspective, however, playing with data sets through game design also has the potential to lay bare the discursive nature of such data and the underlying methods of collection and interpretation [78]. This aligns with Gee's understanding of disciplinary knowledge as "design space" with their own "design grammar" and thereby the need for critical reflection on the rules and technologies used in and thus upholding these knowledge domains [14]. ...
... The potential to implement sustainability into business higher education through virtual simulation games is related to the following aspects. Simulations are believed to facilitate cross-and interdisciplinary learning, as students of different disciplines can collaborate to solve interdisciplinary problems [56], such as sustainability. Since games are also an education method which emotionally engages students [37], including aspects of sustainability in the business simulation should help students develop environmental awareness. ...
... Apparently, aesthetic seduction and fruition in a game refuse the common, recognition or any causal nexus, although they are intertwined in the evidence. In other words, subtly, sometimes these variables mix affective performances (aesthetic sensation, in which there is playability; fun, in synesthetic emotion), sometimes they are singularized in free fictional game (22,(25)(26)(27)(28) . ...
... 229). vanVught & Schott (2012) defends that atmosphere effects as dark/foggy and the music/soundscape are continuously suspenseful (vanVught & Schott, 2012, p. 100). Perron (2012) sustains a similar opinion about the fog and darkness as used to hide what is not depicted: audience does not see very far, so is always scared to run into something Downloaded by [ Callahan (1999), lighting in a digital scene aims to enhance mood, atmosphere and drama (Callahan, 1996, p. 1). ...
... Negative attitudes and preconceived notions about video games are by no means limited to the United States. A study from New Zealand (Schott and van Vught 2013) sought to investigate parent's preconceived perceptions of violent video games (specifically Grand Theft Auto IV) and whether these perceptions would change after playing the game. The researchers found that the game was most familiar to parents because of the controversy it has sparked and their preconceived notions were therefore highly negative. ...
... While these works use log information as a core input component, we are unaware of any practical tool that allows researchers to retrieve such information from publicly shared gameplay videos. To the best of our knowledge, the closest research which aims to extract game information log from gameplay video is Marczak et al.work [18]. This work extracts gameplay metrics such as health bar and in-game items by simple hand-coded image processing techniques. ...