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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