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About GATE

GATE final publication 2012
Results from the GATE research project
a 75 page overview (pfd 4.7 Mb)

GATE Magazine 2010
a 36-page overview of the GATE project (pdf 5.3 Mb

Research themes:
Theme 1: Modeling the virtual World
Theme 2: Virtual characters
Theme 3: Interacting with the world
Theme 4: Learning with simulated worlds

Pilots:
Pilot Education Story Box
Pilot Education Carkit
Pilot Safety Crisis management
Pilot Healthcare Scottie
Pilot Healthcare Wiihabilitainment

Knowledge Transfer Projects:
Sound Design 
CIGA 
Agecis 
CycART 
VidART
Motion Controller
Compliance
Mobile Learning
Glengarry Glen Ross
CASSIB
EIS
Enriching Geo-Specific Terrain
Pedestrian and Vehicle Traffic Interactions
Semantic Building Blocks for Declarative Virtual World Creation 
Computer Animation for Social Signals and Interactive Behaviors

Address

Center for Advanced Gaming and Simulation
Department of Information and Computing Sciences
Utrecht University
P.O. Box 80089
3508 TB Utrecht
The Netherlands
Tel +31 30 2537088

Acknowledgement

 ICTRegie is a compact, independent organisation consisting of a Supervisory Board, an Advisory Council, a director and a bureau. The Minister of Economic Affairs, and the Minister of Education, Culture and Science bear the political responsibility for ICTRegie. The organisation is supported by the Netherlands Organisation for Scientific Research (NWO) and SenterNovem.

Publications theme 4: Learning with Simulated Worlds

Publications WP 4.1 Adapting the game to the world

Publications WP 4.2 Design rules for learning through simulated worlds

Publications WP 4.3 Cognition-based Learning Principles

Publications WP 4.4 Transfer of Gaming

 

Publications WP 4.1 Adapting the game to the world

Joost Westra, PhD thesis, Organizing Adaptation using Agents in Serious Games, October 19, 2011, UU. 

Joost Westra, Frank Dignum, and Virginia Dignum. Organizing scalable adaptation in serious games. In Frank Dignum, Martin Beer, Cyril Brom, and Von-Wun Soo, (eds.), Proceedings of the 3rd International Workshop on the uses of Agents for Education, Games and Simulations, 2011.

Joost Westra, Frank Dignum, and Virginia Dignum. Scalable adaptive serious games using agent organizations. In Liz Sonenberg, Peter Stone, Kagan Tumer, and Pinar Yolum, editors, 10th International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2011), Taipei, Taiwan, May 2-6, 2011, Volume 1-3, pages 1291-1292. IFAAMAS, 2011.

Joost Westra, Frank Dignum and Virginia Dignum. Keeping the Trainee on Track. In IEEE Symposium on Computational Intelligence and Games (CIG). Kopenhagen, 2010.

Joost Westra, Frank Dignum and Virginia Dignum. Guiding User Adaptation in Serious Games. In Proceedings of Second International Workshop on Agents for Games and Simulations, Toronto, May 2010.

F. Dignum, J. Westra, W. A. van Doesburg, M. Harbers, "Games and Agents: Designing Intelligent Gameplay", International Journal of Computer Games Technology (IJCGT), accepted for publication in 2009.

Westra, J., Hasselt, H.P. van, Dignum, F.P.M. & Dignum, M.V. (2009). Adaptive Serious Games Using Agent Organizations. In F.P.M. Dignum, J.M. Bradshaw, BG Silverman & W..A. Doesburg (Eds.), Agents for Games and Simulations (pp. 206-220).Berlin /Heidelberg: Springer.

Westra, J. & Dignum, F.P.M. (2009). Evolutionary Neural Networks for NPC's in Quake III. In IEEE Symposium on Computational Intelligence and Games (CIG). Milaan.

J. Westra, F. Dignum, V. Dignum, "Modeling Agent Adaptation in Games", Belgian-Netherlands Conference on Artificial Intelligence (BNAIC) , Enschede, the Netherlands, October, 2008

J. Westra, H. van Hasselt, V. Dignum, F. Dignum, "On-line Adapting Games using Agent Organizations", IEEE Symposium on Computational Intelligence and Games (CIG), Perth, Australia, December, 2008, 243-250 

Westra, J., Dignum, F., Dignum, V. (2008) "Modeling Agent Adaptation in Games"  International Workshop on Organised Adaptation in Multi-Agent Systems, Lisbon, Portugal, May 2008.

Publications WP 4.2 Design rules for learning through simulated worlds  

Rushkoff, D. Monopoly moneys. The media environment of corporatism and the player's way out. PhD thesis.

Dubbelman, Teun, Narratives of Being There: Computer Games, Presence and Fictional Worlds. PhD thesis.

Dubbelman, Teun (2011) Een theoretische verkenning naar de narratieve logica achter hedendaagde computerspellen. In Tijdschrift voor communicatiewetenschap, 39 (4) 2011, pp. 74-89.

Dubbelman, Teun, (2011) Designing Stories. Practices of Narrative in 3D Computer Games, proceedings SIGGRAPH, Vancouver. 

Dubbelman, Teun, (2011) Playing the hero: How games take the concept of storytelling from representation to presentation, Journal of Media Practice, vol. 12, number 2.  

Lammes, S. Transmitting Location: Digital Cartographical Interfaces as Transformative Material Practices, in Aether: The Journal of Media Geography. Spring 2012.

Raessens,J. (2012). Spelenderwijs. Op weg naar een ludische mediacultuur. In: Tijdschrift voor Humanistiek, pp. 44-52.

Dubbelman, T. (2011). Designing stories: practices of narrative in 3D computer games. In: Sandbox '11 Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games. New York:
ACM, pp. 37-41. 

Glas, R. (2011) Breaking Reality: Exploring Pervasive Cheating in Foursquare, In: Think Design Play - DiGRA Conference 2011 Proceedings. Utrecht School of the Arts, Hilversum.

Lammes,S. (2011) The Map as Playground: Location-based Games as Cartographical Practices, in Think, Design, Play, Proceedings of the Fourth International Conference of DIGRA, A. Waern et al. (eds). 

Glas, R.(forthcoming). Breaking Reality: Exploring Pervasive Cheating in Foursquare.In: Sybille Lammes & Joost Raessens (e.a. eds.). Homo Ludens 2.0: Play,Media & Identity. Amsterdam: Amsterdam University Press. 

Glas, R.(forthcoming). Machinima: Moving on the Edge of Rules and Fiction In: Thissen, Judith, Kitty Zijlmans, Rob Zwijnenberg (eds.). Understanding Contemporary Culture: New Directions in Arts and Humanities Research. Amsterdam: Amsterdam University Press. 

Glas, R.(forthcoming). Interface Play: Exposing the Inside of Games. In: Post, Jack and Simons, Jan. CounterPlay: Playing Games Against the Rules. Amsterdam: Amsterdam University Press. 

Glas, R. (2011) Framing the Game: Four Game-related Approaches to Goffman's Frames. (co-authored with Torill Mortensen, Kristine Jørgensen, and Luca Rossi). In: Crawford, Garry, Gosling, Victoria K., & Light, Ben. (eds.). Online Gaming in Context: the Social and Cultural Significance of Online Games. London: Routledge. 

Lammes, S. (forthcoming) Mutable Maps and Cartographers on Tour: Cultural Functions of
Mini-maps in Historical Strategy Games, in Ludic Cartography: Mapping GameSpaces. Matteao Bittanti et al. (eds.). Stanford. 

Lammes, S. (forthcoming) Digital Cartographies as Ludic Practices, in New Perspective in
Art and Culture. Thissen et al. (eds.). Amsterdam: Amsterdam University Press. 

Lammes, S. (forthcoming) Computer games, in Nieuwe Jeugdliteratuurgeschiedenis. Ghesquière et al. (eds.). Amsterdam: Querido. 

Raessens, J. (e.a.,forthcoming) Playful identities. In: Thissen, Judith, Kitty Zijlmans, Rob
Zwijnenberg (eds.). Understanding Contemporary Culture: New Directions in Arts
and Humanities Research. Amsterdam: Amsterdam University Press. 

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

Lammes, S.(forthcoming) Digital Playgrounds: Playing with Spatial Progress in Strategy
Games. 

Raessens, J and Lammes, S. (e.a. eds) (forthcoming) Homo Ludens 2.0: Play, Media &
Identity, Amsterdam: Amsterdam University Press.

Raessens, J. (forthcoming). Spelenderwijs. De ludische wending in de mediatheorie. Inaugural lecture. Utrecht: Faculty of Humanities. Glas, R. Games of Stake: Control, Agency and Ownership in World of Warcraft, 246 pp.

Kattenbelt, C. et al. (eds.) Mapping Intermediality in Performance. Amsterdam: Amsterdam University Press, 304 pp.

Glas, R. & Goggin, J. It Just Keeps Getting Bigger: Bond and the Political Economy of Huge. In: Lindner, C. (ed.) Revisioning 007: James Bond and Casino Royale. London: Wallflower Press.

Kattenbelt, C. Intermediality in Performance and as a Mode of Performativity. In: Mapping Intermediality in Performance, ed. Kattenbelt, C. et al. Amsterdam: Amsterdam University Press, pp. 29-37.

Raessens, J. A Taste of Life as a Refugee: How Serious Games Frame Refugee Issues. In: Changes in Museum Practice. New Media, Refugees and Participation, ed. Skartveit et al. New| York: Berghahn Books, 94-105.

Lammes, S. Postcolonial Playgrounds: Games as Postcolonial Cultures. Eludamos: Journal for Computer Game Culture. Vol. 4 (1) April.

Lammes, S. From Magic Circles to Magic Nodes: A Proposal for Analyzing Game-spaces as Socio-Spatial Practices. In: Exploring the Edges of Gaming. Proceedings of the Vienna Games Conference 2008-2009. Future and Reality of Gaming, K. Mitsgutsch et al., Braumueller: Vienna, Austria, 157-168.

Dubbelman, T. Seeking an Alternative for Cinematic Storytelling in Game Design. Towards a Spatial Aesthetic of Presence in 3D Avatar-driven Computer Games. In: proceedings Ludotopia  2010 IT-Universiteit Kopenhagen.

Raessens, J. (2009). The Gaming Dispositif. An Analysis of Serious Games from a Humanities Perspective. In: Ritterfeld, U., Cody, M. & Vorderer, P. (eds.), Serious Games: Mechanisms and Effects. New York: Routledge, pp. 486-512.

Lammes, S. Terrains de jeux postcoloniaux. In: Poli Politique de l'image. Vol. 1 (1) June 2009, pp. 17-25.

Lammes, S. and Verhoeff, N.  Landmarks: Navigating Spacetime in Digital Mobility. Conference Proceedings of ISSEI Conference Language and the Scientific Imagination, Helsinki, Finland.

Raessens, J. A Taste of Life as a Refugee. How Serious Games Frame Refugee Issues. In: Goodnow, K. & Skartveit, H.-L. (eds.) Refugees in the Media: New Media, Play and Interaction. Geneva: UNHCR.

Copier, M. (i2009). Challenging the Magic Circle: How Online Role-Playing Games are negotiated by Everyday Life. In: Raessens, J. et al. (eds.) Digital Material: Tracing New Media in Everyday Life and Technology. Amsterdam: Amsterdam University Press, pp. 159-171.

Raessens, J. et al. (eds.) (2009). Digital Material: Tracing New Media in Everyday Life and Technology. Amsterdam: Amsterdam University Press.

Raessens, J. et al. (2009). Introduction. From the virtual to matters of fact and concern.  In: Raessens, J. et al. (eds.) Digital Material: Tracing New Media in Everyday Life and Technology. Amsterdam: Amsterdam University Press, pp. 7-17

Raessens, J. (2009). Playing Politics. How Computer Games Frame Political Issues. In: Voerman, G. & Wijfjes, H. (eds.) Mediatization of Politcs in History. Leuven: Peeters Publishers, pp. 223-240.

Raessens, J. (2009). Serious Games from an Apparatus Perspective. In: Raessens, J. et al. (eds.) Digital Material: Tracing New Media in Everyday Life and Technology. Amsterdam: Amsterdam University Press, pp. 21-34.

Bree J. van & M. Copier 2008. The Power of Play: How Game Design can Upset Organizations. Presented at EGOS Colloquium Upsetting Organizations, VU University, The Netherlands (July 10-12).

Copier, M.  & J. van Bree 2008. The Play Element of Learning:
Taking Serious Games Beyond the Magic Circle.
Presented at Breaking the Magic Circle, University of Tampere, Finland (April 10-12).

Admiraal, W., Raessens, J., Van Zeijts, H. (2007). Technology Enhanced Learning Through Mobile Technology in Secondary Education. In: Cunningham, P. & Cunningham, M. (eds.), Expanding the Knowledge Economy. Issues, Applications, Case Studies. Amsterdam: IOS Press, pp. 1241-1248. Co-authored with Admiraal, W. and Van Zeijts, H.

Raessens, J. (2007). Playing History: Reflections on Mobile and Location-Based Learning. In: Hug, T. (ed.), Didactics of Microlearning. Concepts, Discourses, and Examples. Münster: Waxmann Verlag, pp. 200-217.

Raessens, J, (2006). Reality Play: Documentary Computer Games Beyond Fact and Fiction. In: Popular Communication 4 (3). Mahwah, NJ: Lawrence Erlbaum Associates, pp. 213-224.

Raessens, J. (2006). Playful Identities, or the Ludification of Culture. In: Games and Culture. A Journal of Interactive Media 1 (1). Thousand Oaks: Sage Publications, pp. 52-57.

Publications WP 4.3 Cognition-based Learning Principles

Spek, van der, E. D. (2011). Experiments in serious game design: A cognitive approach. PhD thesis, Universiteit Utrecht, The Netherlands. 

Wouters, P., Spek, E.D. van der & Oostendorp, H. van (2011). Cognition-based learning principles in the design of effective serious games: How to engage learners in genuine learning. In T. Connolly (Ed.), Leading issues in game-based learning research (pp. 51-67). Reading: Academic Publishing International.

Wouters, P., Spek, E.D. van der, & Oostendorp, H. van (2011). Measuring learning in serious games: A case study with structural assessment. Educational Technology Research & Development, 59, 741-763.

Wouters, P., Oostendorp van H., Boonekamp, R. & Spek van der, E. D. (2011). The role of Game Discourse Analysis and curiosity in creating engaging and effective serious games by implementing a back story and foreshadowing. Interacting with Computers, 23, 329-336.

Spek, E.D. van der, Wouters, P., & Oostendorp, H. van (2011). Code Red: Triage Or COgnition-based DEsign Rules Enhancing Decisionmaking TRaining In A Game Environment. British Journal of Educational Technology, 42(3), 411-455.

Spek, E.D van der, Oostendorp, H. van & Meyer, J.J. (2012). Surprising Events Can Stimulate Deep Learning in a Serious Game. British Journal of Educational Technology, Early View.

Wouters, P. & Oostendorp, H. van (2011). Fostering curiosity in serious games. Proceedings of the conference ‘Serious Games: The challenge' (October 19-21). Gent: Belgium.

Pieter Wouters , Herre van Oostendorp, Rudy Boonekamp, Erik van der Spek. The role of Game Discourse Analysis and curiosity in creating engaging and effective serious games by implementing a back story and foreshadowing. Interacting with Computers 23 (2011) 329-336.

Wouters, P., Spek, E.D. van der, & Oostendorp, H. van (in press). Measuring learning in serious games: A case study with structural assessment. Educational Technology Research & Development

Wouters P., Oostendorp, H. van, & Spek, E.D. van der (2010). Game design: The mapping of cognitive task analysis and game discourse analysis in creating effective and entertaining serious games. In W-P. Brinkman & M. Neerincx (Eds.) Proceedings of the European Conference on Cognitive Ergonomics (pp. 287-293).

Wouters, P., Spek, E.D. van der, & Oostendorp, H. van (2010). Some Observations Regarding the Assessment of Learning in Serious Games. EARLI SIG Comprehension of Text and Graphics Conference. August 26-28. Knowledge Media Research Center, Tübingen, Germany.

Spek, E.D. van der, Oostendorp, H. van, Wouters, P. & Aarnoudse, L. (2010). Attentional Cueing in Serious Games. In IEEE 2nd International Conference on Games and Virtual Worlds for Serious Applications (pp. 119-125). Best Paper Award.

Spek, E.D. van der (2010). Cognition-Based Design Rules Enhancing Decision Making Training in a Game Environment (code red triage: Doctoral Consortium paper). In W-P. Brinkman & M. Neerincx (Eds.) Proceedings of the European Conference on Cognitive Ergonomics (pp. 319-322).

Wouters, P., van der Spek, E. & Van Oostendorp, H. (2009). Current practices in serious game research: A review from a learning outcomes perspective. In T. M. Connolly, M. Stansfield, & L. Boyle (Eds.) /Games-Based Learning Advancements for Multisensory Human Computer Interfaces: Techniques and Effective Practices/ (pp. 232-250). Hershey, PA: IGI Global. 

Van der Spek, E.D., Wouters, P. & Van Oostendorp, H. (in press). Code Red: Triage. Or, COgnition-based DEsign Rules Enhancing Decisionmaking TRaining In A Game Environment. British Journal of Educational Technology.

E.D. van der Spek. P. Wouters, H. van Oostendorp, Code Red Triage: Or, COgnition-based DEsign Rules Enhancing Decisionmaking TRaining In A Game Environment, Proc. 2009 IEEE Conference in Serious Games and Virtual Worlds, 2009.

E.D. van der Spek, P. Wouters, H. van Oostendorp, Efficient learning in serious games: a cognition-based design guidelines approach, Annual Proc. Of the 31st AECT conference, 2008.

Wouters, P., van der Spek, E. D. & Van Oostendorp, H. (2008). Serious games for crisis management: What can we learn from research on animations? In A. Maes & S. Ainsworth (Eds.) /Exploiting the opportunities: Learning with textual, graphical and multimodal representations/ (pp. 162-165). Tilburg University, The Netherlands.

Wouters, P., van der Spek, E. & Van Oostendorp, H. (2008). Cognition-based learning principles in the design of effective serious games: How to engage learners in genuine learning? In T. Connolly & M. Stansfield (Eds) Proceedings of the 2nd European Conference on Games Based Learning (pp. 517-524). Reading: Academic Conferences International. 

Van Oostendorp, H., Beijersbergen, M.J. & Solaimani, S. (2008). Conditions for learning from Animation. Proceedings 8th International Conference of the Learning Sciences (ICLS). Utrecht: Utrecht University.

Van Oostendorp, H. & Beijersbergen, M.J. (2007) Animated diagrams: their effect on understanding, confidence and mental effort. Proceedings 12th European Association of Learning and Instruction (EARLI) Conference. Budapest, Hungary.   

Publications WP 4.4. Transfer of Gaming

Korteling, J.E., Helsdingen, A.S., Theunissen, N.C.M. (2012). Serious Games @ Work: Learning job-related competences using serious gaming. In A. Bakker & D. Derks (Eds) The Psychology of Digital Media at Work. Psychology Press LTD / Taylor & Francis Group

Jelte E. Bos, Sjoerd C. de Vries, Martijn L. van Emmerik, Eric L. Groen (2010) The effect of internal and external fields of view on visually induced motion sickness. In: Applied Ergonomics 41 (2010) 516-521.

Korteling, J.E., Helsdingen, A.S., Sluimer, R.R., Emmerik, M.L. van Kappé, B. (2011). Transfer of Gaming: transfer of training in serious gaming. Report TNO DV 2011 B142, Soesterberg: TNO Defense Security and Safety

P.P. van Maanen et al. Using Games to study support and train decision making under stress.  TNO-DV 2008 IN266 (contribution)

Korteling, J.E., Sluimer. Effects of task-irrelevent visual cues on transfer of training Human Factors (submitted).

J.E. Korteling, M.L. van Emmerik, R. Sluimer & A. S. Helsdingen. Didactical and Cost-Effective Game Specification. Special issue IEEE Computer Society Transactions.

Toet A, Emmerik ML van, Vries SC de, Bos JE. (2008) Cybersickness and desktop simulations: Field of View effects and user experience. In: Enhanced and synthetic vision 2008, SPIE-6957 Defence & Security Conference, Orlando, FL, 16-20 March. Guell JJ, Uijt de Haag M (eds) Int. Soc. for Optical Eng., Bellingham, WA.

Besselink, S. (2008) Performance measurement in Job Oriented Training. Master Thesis Information Sciences: Human Centered Computing & Multimedia. Universiteit van Amsterdam. Besselink, S. (2008)

Smeenk, B. , Keeris, E., Burghardt, P., Borgers, E. , Kwint, M., Roos, C., Son, Rob van, Sluimer, R. (2008) Collective Combat Validator: Innovative gaming applivcations for operational decision making.  White paper t.b.v. Innovation Game 3 oktober 2008 Soesterberg, the Netherlands 

TNO report: Emmerik, M.L. & Vries, S.C. & Bos, J.E. & Groen, E.L. (2007). Cybersickness - the effect of internal and external Field of View. TNO-DV 2007 IN557 Soesterberg, Netherlands

Bos, J. (2007). Why Cybersickness. Proceedings of the First International Symposium on Visually Induced Motion Sickness, Fatigue, and Photosensitive Epileptic Seizures
(VIMS2007) p. 11 - 17

de Vries, S.C. & Bos, J.E. & Emmerik, M.L. & Groen, E.L. (2007). Internal and external Field of View: computer games and cybersickness. Proceedings of the First International Symposium on Visually Induced Motion Sickness, Fatigue, and Photosensitive Epileptic Seizures (VIMS2007) p. 89 - 95

Van der Spek, E.D., Bos, J.E., Van Emmerik, M.L., Houtkamp, J. and Toet, A.(2007) Cybersickness Affects the Affective Appraisal of a Virtual Environment. Proceedings of VIMS2007.