Faculteit Letteren, Universiteit Utrecht

Faculteit der Letteren


Publications: Books and articles

"I don't want to achieve immortality through my work. I want to achieve it through not dying" (Woody Allen)

 

Books

  • Raessens, J. et al. (eds.) (2009). Digital material. Tracing new media in everyday life and technology. Amsterdam: Amsterdam University Press, 303 pp. [PDF] [Web]
  • Raessens, J. & Goldstein, J. (eds.) (2005). Handbook of computer game studies. Cambridge, MA: The MIT Press, 452 pp. [Web] [Table of Contents and Sample Chapters]
  • Raessens, J. & Copier, M. (eds.) (2003). Level up. Digital games research conference 2003. Utrecht: Faculty of Arts, Utrecht University, 430 pp. [Cover]
  • Raessens, J. (2001). Filosofie & film. Viv®e la différence: Deleuze en de cinematografische moderniteit. Budel: Damon, 299 pp. [Reviews] [Cover]

 

 

Scientific publications in books and journals

 

International

 

  • Raessens, J. (in press). 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.
  • Raessens, J. (in press). 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.
  • 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. [PDF]
  • 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. [PDF]
  • Raessens, J. (2009). Playing politics. How computer games frame political issues. In: Voerman, G. & Wijfjes, H. (eds.) The mediatisation of politics in history. Leuven: Peeters Publishers, pp. 223-240.
  • Raessens, J., Admiraal, W. & Zeijts, H. van (2007). Technology enhanced learning through mobile technology in secondary education. In: Conference proceedings echallenges e-2007, The Hague. [PDF]
  • 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. [Cover; Contents] [PDF]
  • 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. [PDF]
  • 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. [PDF]
  • Raessens, J. (2005). Computer games as participatory media culture. In: Raessens, J. & Goldstein, J. (eds.) Handbook of computer game studies. Cambridge, MA: The MIT Press, pp. 373-388. [PDF]
  • Raessens, J. & Kattenbelt, C. (2003). Computer games and the complexity of experience. In: Raessens, J. & Copier, M. (eds.) Level up. Digital games research conference 2003. Utrecht: Faculty of Arts, Utrecht University, pp. 420-425.
  • Raessens, J. (2000). "What do you think it means?" Hitchcock - der letzte Klassiker, der erste Moderne. In: Lenk, S. (ed.) Obsessionen. Die Alptraum-Fabrik des Alfred Hitchcock. Marburg: Schüren Verlag, pp. 99-125.
  • Raessens, J. (1998). Deleuze und die kinematographische Modernität / Deleuze et la modernité cinématographique. In: Fahle, O. & Engell, L. (eds.) Der Film bei Deleuze. Le cinéma selon Deleuze. Weimar/Paris: Verlag der Bauhaus-Universität Weimar, Presses de la Sorbonne Nouvelle, pp. 268-283.

 

National

 

  • Raessens, J. (2004). Computergames en participatiecultuur. In: Driel, H. van (ed.) Beeldcultuur. Amsterdam: Boom, pp. 41-60.
  • Raessens, J. (2002). Cinema and beyond. Film en het proces van digitalisering. In: Mul, J. de (ed.) Filosofie in cyberspace. Reflecties op de informatie- en communicatietechnologie. Kampen: Klement, pp. 119-154.
  • Raessens, J. (2001). Cinema and beyond. Film en het proces van digitalisering. In: E-view 01-1. [Web]
  • Raessens, J. (2001). Dit is de toekomst, Pikul.” Van digitale film naar computergames. In: Molendijk, P. & Oosterling, H. (eds.) Inter/Akta 3. Rotterdam: Centrum voor Filosofie en Kunst, Erasmus University Rotterdam, pp. 85-90. [html]
  • Raessens, J. (1999). "What do you think it means?" Hitchcock - laatste der klassieken, eerste der modernen. In: E-view 99-2. [Web]
  • Raessens, J. (1998). Filmregisseurs als artsen van de cultuur. Guattari over film en de productie van subjectiviteit. In: Oosterling, H. & Thissen, S. (eds.) Chaos ex machina. Het ecosofisch werk van Félix Guattari op de kaart gezet. Rotterdam: Centrum voor Filosofie en Kunst, Erasmus University Rotterdam, pp. 107-114, 152-153. [html]

 

Professional publications

 

  • Raessens, J. (2005). Wij spelen de werkelijkheid. In: Skrien, November.
  • Raessens, J. (2005). Gamewetenschap in internationaal perspectief. In: Skrien, October.
  • Raessens, J. (2005). TMG zet stappen richting serieuze evaluatie van games. In: Skrien, June/July.
  • Raessens, J. & Cloe, D. de (2003). You could be my unintended choice... [html] [Web]
  • Raessens, J. (2003). Bush en de mythe van het Wilde Westen. In: De helling, kwartaalblad voor linkse politiek 2, pp. 10-13. [html]
  • Raessens, J. (2002). De virtuele ruimte. Computergames: interface van de eenentwintigste eeuw. In: De ruimte. Utrecht: Studium Generale, Utrecht University, pp. 61-78. [html]
  • Raessens, J. (1996). De zappende mens behoudt de controle. In: HN 17: pp. 2-3. [html]

 


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