Academy for Games & Media

  • Mgr. Hopmansstraat 2, Frontier Building

    4817 JS Breda

    Netherlands

Research Output

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2020

How real do you see yourself in VR? The effect of user-avatar resemblance on virtual reality experiences and behaviour

Van Gisbergen, M. S., Sensagir, I. & Relouw, J., 2020, Augmented reality and virtual reality: changing realities in a dynamic world. Jung, T., tom Dieck, MC. & Rauschnabel, PA. (eds.). Switzerland: Springer, Cham, p. 401-409

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

2019

Digital deja vu known as Virtual Reality

Van Gisbergen, M. S., 2019, 23 innovations in digital communication. Ketelaar, P., Aarts, J. & Demir, S. (eds.). Amsterdam: BIS Publishers, p. 319-323

Research output: Chapter in Book/Report/Conference proceedingChapterProfessional

How to implement VR in organizations: 10 recommendations

Van Gisbergen, M. S., 2019, 23 innovations in digital communication. Ketelaar, P., Aarts, J. & Demir, S. (eds.). Amsterdam: BIS Publishers, p. 93-94

Research output: Chapter in Book/Report/Conference proceedingChapterProfessional

Human dignity and the presentation of minorities and women in video games

Haggis-Burridge, M., 2019, Ethical dilemmas in the creative, cultural and service industries. Bouwer, J. (ed.). Abingdon, Oxon: Routledge, p. 210-215 6 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Intellectual property (IP) and privacy in the entertainment industry

Van Gisbergen, M. S. & Bosher, H., 2019, Ethical dilemmas in the creative, cultural and service industries . Bouwer, J. (ed.). Routledge, p. 263-268 5 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Responsible business in the video-game industry

Haggis-Burridge, M., 2019, Ethical dilemmas in the creative, cultural and service industries. Bouwer, J. (ed.). Abingdon, Oxon: Routledge, p. 139-144 6 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

The relationship among the optical aspects of photographic composition and the quality, perception and interpretation of the realism in virtual images.

Campos, M., Campos, F., Van Gisbergen, M. S. & Kovacs, MH., 2019, Intelligent Human Systems Integration 2019 - Proceedings of the 2nd International Conference on Intelligent Human Systems Integration IHSI 2019: IHSI 2019. Advances in intelligent systems and computing. Karwowski, W. & Aram, T. (eds.). Springer, Cham, p. 594-599 6 p. (Advances in intelligent systems and computing book series ; vol. 903).

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Virtual and augmented reality technologies to enhance the visitor experience in cultural tourism

Han, D., Weber-Sabil, J., Bastiaansen, MCM., Mitas, O. & Lub, XD., 2019, Augmented Reality and Virtual Reality : The power of AR and VR for Business. tom Dieck, M. C. & Jung, T. (eds.). Switzerland: Springer Nature, p. 113-128 16 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

What we don’t know. The effect of realism in Virtual Reality on experience and behaviour.

Van Gisbergen, M. S., Kovacs, MH., Campos, F., van der Heeft, M. & Vugts, V., 2019, Augmented Reality and Virtual Reality. Progress in IS. . tom Dieck, M. & Jung, T. (eds.). Cham: Springer, Cham, p. 45-59 15 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

2018

A manifesto for European video games. Gaming Horizons Deliverable D 3.4

Haggis-Burridge, M., Persico, D., Bailey, C., Buijtenweg, TP., Dagnino, FM., Earp, J., Manganello, F., Passarelli, M., Perrotta, C., Pozzi, F. & Weber, J. (ed.), 2018, Gaming horizons : alternative framings for a new role of gaming in education and society : deliverables: Horizon 2020 research and innovation programme (grant agreement No 732332). 44 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Open Access

Designing trajectories of experiences: in museums, around museums or including museums

Vermeeren, A., Shih, HC., van der Laan, R., Calvi, L., Yoon, JY. & Keller, I., 2018, Museum experience design - crowds, ecosystems and novel technologies. Vermeeren, A., Calvi, L. & Sabiescu, A. (eds.). Springer, p. 301-323 23 p. (Springer series on cultural computing).

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Final Research Report. Gaming Horizons Deliverable D 1.8

Persico, D., Bailey, C., Buijtenweg, TP., Dagnino, FM., Earp, J., Haggis-Burridge, M., Manganello, F., Passarelli, M., Perrotta, C. & Pozzi, F., 2018, Gaming horizons : alternative framings for a new role of gaming in education and society : deliverables: Horizon 2020 research and innovation programme (grant agreement No 732332). 28 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Open Access

Future museum experience design - crowds, ecosystems and novel technology

Vermeeren, A., Calvi, L., Sabiescu, A., Trocchianesi, R., Stuedah, D., Giaccardi, E. & Radice, S., 2018, Museum experience design - crowds, ecosystems and novel technologies. Vermeeren, A., Calvi, L. & Sabiescu, A. (eds.). Springer, p. 1-16 17 p. (Springer series on cultural computing).

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

6 Citations (Scopus)

How to get small museums involved in digital innovation: a design-Inclusive research approach

Vermeeren, A. & Calvi, L., 2018, Cultural heritage communities: technologies & challenges. Ciolfi, L., Damala, A., Hornecker, E., Lechner, M., Maye, L. & Petrelli, D. (eds.). Routledge, p. 114-131 18 p. (Digital research in the arts and humanities).

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Perspectives on policy analysis : a framework for understanding and design

Mayer, IS., van Daalen, CE. & P.W.G.G., B., 2018, Routledge handbook of policy design. Howlett, M. & Mukherjee, I. (eds.). 1 ed. New York: Routledge, 19 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientific

Reappraising social media : the rise of the global digital family

Kohle, FH., 2018, Handbook of research on examining cultural policies through digital communication . Önay Dogan, B. & Ünlü, DG. (eds.). IGI Global, p. 362-390 29 p. (Advances in multimedia and interactive technologies).

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Scenarios for the Cultural Expansion of Games. Gaming Horizons Deliverable D 3.2

Persico, D., Bailey, C., Buijtenweg, TP., Dagnino, FM., Earp, J., Haggis-Burridge, M., Manganello, F., Passarelli, M., Perrotta, C. & Pozzi, F., 2018, Gaming horizons : alternative framings for a new role of gaming in education and society : deliverables: Horizon 2020 research and innovation programme (grant agreement No 732332). 74 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Open Access

Towards Playful Organisations

Warmelink, HJG., 18 May 2018, Planspiele-Analyse und Wirkungen: Rückblick auf den Deutschen Planspielpreis 2015 und 2017. Hühn, C., Zürn, B., Schwägele, S., Hofmann, S. & Trautwein, F. (eds.). Norderstedt: Books on Demand GmbH, Vol. 9. p. 53-68

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

‘Becoming Vincent’. A multifaceted story in a multifaceted ecosystem.

Calvi, L. & Hover, MEJ., 2018, Museum experience design - crowds, ecosystems and novel technologies. Vermeeren, A., Calvi, L. & Sabiescu, A. (eds.). Springer, p. 279-300 22 p. (Springer series on cultural computing).

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

1 Citation (Scopus)
2017

Data collection workshops. Gaming Horizons Deliverable D 3.1

Persico, D., Bailey, C., Buijtenweg, TP., Dagnino, FM., Earp, J., Haggis-Burridge, M., Manganello, F., Passarelli, M., Perrotta, C. & Pozzi, F., 2017, Gaming horizons : alternative framings for a new role of gaming in education and society : deliverables: Horizon 2020 research and innovation programme (grant agreement No 732332). 32 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Open Access

Final event : agenda and photographs D 1.7. Gaming Horizons Deliverable D 1.7

Persico, D., Bailey, C., Buijtenweg, TP., Dagnino, FM., Earp, J., Haggis-Burridge, M., Manganello, F., Passarelli, M., Perrotta, C. & Pozzi, F., 2017, Gaming horizons : alternative framings for a new role of gaming in education and society : deliverables: Horizon 2020 research and innovation programme (grant agreement No 732332). 4 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Open Access

Flagship unconference. Gaming Horizons Deliverable D 1.6

Persico, D., Bailey, C., Buijtenweg, TP., Dagnino, FM., Earp, J., Haggis-Burridge, M., Manganello, F., Passarelli, M., Perrotta, C. & Pozzi, F., 2017, Gaming horizons : alternative framings for a new role of gaming in education and society : deliverables: Horizon 2020 research and innovation programme (grant agreement No 732332). 14 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Open Access

Interim evaluation report. Gaming Horizons Deliverable D 1.5

Perrotta, C., Persico, D., Bailey, C., Buijtenweg, TP., Dagnino, FM., Earp, J., Haggis-Burridge, M., Manganello, F., Passarelli, M. & Pozzi, F., 2017, Gaming horizons : alternative framings for a new role of gaming in education and society : deliverables: Horizon 2020 research and innovation programme (grant agreement No 732332). 13 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Open Access

Into film: Does absorption in a movie's story world pose a paradox?

Hakemulder, F., Kuijpers, M., Tan, E., Balint, K. & Doicaru, MM., 2017, Narrative absorption . Hakemulder, F., Kuijpers, M., Tan, E., Balint, K. & Doicaru, MM. (eds.). Amsterdam: John Benjamins Publisher Company, p. 97-118 21 p. (Linguistic approaches to literature ; vol. 27).

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Report on interviews with experts and informants. Gaming Horizons Deliverable D 2.3

Persico, D., Bailey, C., Buijtenweg, TP., Dagnino, FM., Earp, J., Haggis-Burridge, M., Manganello, F., Passarelli, M., Perrotta, C., Pozzi, F., Haßreiter, S. & Lappia - van Es, JH., 2017, Gaming horizons : alternative framings for a new role of gaming in education and society : deliverables: Horizon 2020 research and innovation programme (grant agreement No 732332). 178 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Open Access

Systematic review and methodological framework. Gaming Horizons Deliverable D 2.1

Persico, D., Bailey, C., Buijtenweg, TP., Dagnino, FM., Earp, J., Haggis-Burridge, M., Manganello, F., Passarelli, M., Perrotta, C. & Pozzi, F., 2017, Gaming horizons : alternative framings for a new role of gaming in education and society : deliverables: Horizon 2020 research and innovation programme (grant agreement No 732332). 216 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Open Access

The effect of suspense structure on felt suspense and narrative absorption in literature and film.

Balint, K., Kuijpers, M. & Doicaru, MM., 2017, Narrative absorption . Hakemulder, F., Kuijpers, M., Tan, E., Balint, K. & Doicaru, MM. (eds.). Amsterdam: John Benjamins Publisher Company, p. 177-197 21 p. (Linguistic approaches to literature ; vol. 27).

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Towards a new understanding of absorbing reading experiences

Kuijpers, M., Hakemulder, F., Balint, K., Doicaru, MM. & Tan, E., 2017, Narrative absorption . Hakemulder, F., Kuijpers, M., Tan, E., Balint, K. & Doicaru, MM. (eds.). Amsterdam: John Benjamins Publisher Company, p. 29-47 19 p. (Linguistic approaches to literature ; vol. 27).

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Understanding quality of statistics in news stories. A theoretical approach from the audience's perspective.

Martinisi, A., 2017, Handbook of research on driving STEM learning with educational technologies.. Ramírez-Montoya, M-S. (ed.). IGI-Global, p. 485-505

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

2016

Critical analysis of H2020 sources. Gaming Horizons Deliverable D 2.2

Persico, D., Bailey, C., Buijtenweg, TP., Dagnino, FM., Earp, J., Haggis-Burridge, M., Manganello, F., Passarelli, M., Perrotta, C. & Pozzi, F., 2016, Gaming horizons : alternative framings for a new role of gaming in education and society : deliverables: Horizon 2020 research and innovation programme (grant agreement No 732332).

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Open Access

Crossroads in Brabant, life changing stories 40-45 : storytelling als verbinding van WOII- erfgoed

Hover, MEJ., van Waalwijk, JM. & Calvi, L., 2016, Trendrapport toerisme, recreatie en vrije tijd 2016. de Bruijn, K., Vermeulen, T., Korteweg Maris, D., Rooijackers, M., van der Most, K., Heerschap, N., Schreven, L., Breedveld, K., Hartman, S. & van Wijk, K. (eds.). Nieuwegein: NRIT Media/CBS/CELTH/NBTC Holland Marketing/NRIT Media, p. 500-504 5 p.

Research output: Chapter in Book/Report/Conference proceedingChapterProfessional

Social Media in Documentary Practice

Kohle, FH., 2016, Analyzing the strategic role of social networking in firm growth and productivity. Benson, V., Tuninga, R. & Saridakis, G. (eds.). Hershey: IGI Global, p. 188-213 26 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

The opportunities and challenges of using digital learning environments in educational organizations

Morrison, KD. & Camargo Borges, C., 2016, Reimagining the purpose of schools and educational organisations: developing critical thinking, agency, beliefs in schools and educational organisations. Montgomery, A. & Kehoe, I. (eds.). Switzerland: Springer International Publishing, p. 161-172

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

The utility of games for society, business and politics: a frame reflective analysis

Mayer, IS., Warmelink, HJG. & Zhou, Q., 2016, Wiley Handbook of Learning Technology. Surry, D. & Rushby, N. (eds.). Hoboken: Wiley

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

2015

Abuse of the social media brain : implications for mediaproducers and educators (Chapter 5)

Kohle, FH. & Raj, S. J., 2015, Implications of social media use in personal and professional settings. Benson, V. & Morgan, S. (eds.). Hersey: IGI Global, p. 1-311

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

'Becoming Vincent' : a case study on the narrative concept linking Vincent van Gogh's heritage sites

Calvi, L. & Hover, MEJ., 2015, Innovative leisure practices: cases as conduits between theory and practice. Parker, P., Vaugeois, N. L. & Weighill, A. (eds.). Nanaimo: World Leisure Centre of Excellence, p. 49-60 120 p.

Research output: Chapter in Book/Report/Conference proceedingChapterProfessional

Real friends and fake friends: research relationships in an era of global social media

Walton, M. & Haßreiter, S., 2015, Ethical Quandaries in Social Research. Ross, F. C. & Posel, D. (eds.). Cape Town, South Africa: HSRC Press, p. 228-249

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Social media; changing the way we teach and changing the way we learn

Kohle, FH. & Cuevas, AC., 2015, Social media and the transformation of interaction in society. Sahin, J. P. (ed.). London: IGI-Global, p. 15-23 301 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

The social media 'information explosion' spectacle: perspectives for documentary producers

Kohle, FH., 2015, Social media and the transformation of interaction in society. Sahin, J. P. (ed.). London: IGI-Global, p. 173-187 301 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

2 Citations (Scopus)
2014

A brief methodology for researching and evaluating serious games and game-based learning

Mayer, IS., Bekebrede, G., Warmelink, HJG. & Zhou, Q., 2014, Psychology, pedagogy and assessment in serious games. Connolly, TM., Boyle, L., Hainey, T., Baxter, G. & Moreno-Ger, P. (eds.). Hershey: IGI Global, p. 357-393 37 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Social media : changing the way we teach

Kohle, FH. & Cuevas, AC., 2014, Sosyal medya devrimi. Coban, B. (ed.). Istanbul: Su Yayinlari, p. 95-101

Research output: Chapter in Book/Report/Conference proceedingChapterProfessional

Social media and documentary cinema : the Arab Spring and Wall Street Movement, challenges and implications for documentary filmmakers

Kohle, FH., 2014, Sosyal medya devrimi. Coban, B. (ed.). Istanbul: Su Yayinlari, p. 121-135

Research output: Chapter in Book/Report/Conference proceedingChapterProfessional

2 Citations (Scopus)

Study Design and Data Gathering Guide for Serious Games' Evaluation

Baalsrud Hauge, J., Boyle, EA., Mayer, IS., Nadolski, R., Riedel, JCKH., Moreno-Ger, P. & Ritchie, J., 2014, Psychology, Pedagogy and Assessment in Serious Games. Connolly, TM., Hainey, T., Boyle, L., Baxter, G. & Moreno-ger, P. (eds.). Hersey: IGI Global, p. 394-419 522 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

The dark side of openness for consumer response

Ketelaar, P., Van Gisbergen, M. S. & Beentjes, JWJ., 2014, Go figure! New directions in advertising rhetoric. Mcquarrie, EF. & Philips, BJ. (eds.). Routledge, p. 120-142

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

1 Citation (Scopus)
2013

Lessons learnt from a decade of game development for higher education in Delft

Warmelink, HJG., Bekebrede, G., Harteveld, C., Mayer, IS. & Meijer, SA., 2013, Games, simulations and role-play ; transforming teaching into learning in higher education. Nygaard, C., Courtney, N. & Leigh, E. (eds.). Faringdon: Libri, p. 171-188 18 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

The effect of social software for academic libraries

Cassella, M. & Calvi, L., 2013, Social software and the evolution of user expertise: future trends in knowledge creation and dissemination. Takševa, T. (ed.). Hershey: IGI Global, p. 163-178 427 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

2012

Ad intrusiveness of location-based advertising - a virtual reconstruction

Hühn, A. E., Ketelaar, P., Khan, JV., Van Gisbergen, MS. & Bouwknegt, HA., 2012, Advances in advertising research (vol. III). Langner, T., Eisend, M. & Okazaki, S. (eds.). Wiesbaden: Springer Fachmedien/ Gabler Verlag, p. 191-207 17 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Beauty or the beast: importance of the attraction of educational games

Bekebrede, G., Harteveld, C., Warmelink, HJG. & Meijer, SA., 2012, Student usability in educational software and games: improving experiences. Gonzalez, C. (ed.). IGI Global, p. 138-160 23 p.

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

2011

Enacting the alliance : towards a role-based theory of alliance implementation

Noorderhaven, N. G., Peeters, T. J. & van den Elst, J., 2011, Behavioral perspectives on strategic alliances. Das, T. K. (ed.). Charlotte, NC: Information Age Publishing, p. 1-26

Research output: Chapter in Book/Report/Conference proceedingChapterProfessional

2010

Disjoint montage in blow up: the role of readers and spectators in pre-digital media

Calvi, L., 2010, RAW : (reading and writing) new media. Ball, C. E. & Kalmbach, J. R. (eds.). Creskill, N.J.: Hampton Press, (New dimension in computers and composition).

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review