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Joost Raessens

Biographic Data

ID183063
NAMEJoost Raessens
GIVEN NAMESJoost
FAMILY NAMERaessens
SIGNATURERAESSENS J
AFFILIATIONSUtrecht University
ORCID0000-0002-0666-3118
VERIFIEDYes
TOTAL WORKS19
TOTAL CITATIONS55
AUTHOR COUNT16
EDITOR COUNT3
FIRST PUBLICATION YEAR2006
LATEST PUBLICATION YEAR2025
H-INDEX4
  • The Playful Citizen: Civic Engagement in a Mediatized Culture

    Open Access•René Glas, Sybille Lamme et al.•BOOK•The Playful Citizen•2025

    In the last decade, digital media technologies and developments have given rise to exciting new forms of ludic, or playful, engagements of citizens in cultural and societal issues. From the Occupy movement to playful city-making to the gameful designs of the Obama 2008 and Trump 2016 presidential campaigns, and the rise of citizen science and ecological games, this book shows how play is a key theoretical, methodological, and practical principle …

  • Persuasive Gaming in Context

    Open Access•Teresa De La Hera, Teresa La Hera et al.•BOOK•Persuasive Gaming in Context•2025

    The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on …

  • Ecogames: Playful Perspectives on the Climate Crisis

    Laura Op De Beke, Laura Beke et al.•BOOK•Ecogames•2024

  • Ecogames: Playful Perspectives on the Climate Crisis

    Open Access•Laura Op De Beke, Joost Raessens et al.•BOOK•Ecogames•2024

    With the climate crisis and its repercussions becoming more and more tangible, games are increasingly participating in the production, circulation, and interrogation of environmental assumptions, using both explicit and implicit ways of framing the crisis. Whether they are providing new spaces to imagine and practice alternative forms of living, or reproducing ecomodernist fantasies, games as well as player cultures are increasingly tuned in to t…

  • Persuasive Gaming in Context

    Miguel Sicart, T De La Hera et al.•BOOK•Persuasive Gaming in Context•2021•Cited by: 2•References: 28

    This chapter offers a multifaceted reflection on persuasive gaming divided into three pillars: persuasiveness, design, and validation.The first section on persuasiveness is a critical review of previous and current persuasive gaming theory and analysis.It argues that the contemporary gaming landscape needs to expand theoretically and presents a multidimensional persuasive approach as one way in which this can be done.The following section on the …

  • Virtually Present, Physically Invisible: Alejandro G. Iñárritu’s Mixed Reality Installation Carne y Arena

    Open Access•Joost Raessens•ARTICLE•Television & New Media•2019•Cited by: 2•References: 1

    This article proposes a media and philosophical analysis of Carne y Arena (2017), an immersive mixed reality installation by Mexican director Alejandro G. Iñárritu. Drawing from Chouliaraki’s notion of the “distant sufferer,” the article compares the medium specificity of television with the characteristics of mixed reality to question whether the gap between spectator and migrant can be bridged. The article analyzes how Carne y Arena positions i…

  • Game Studies

    Open Access•Joost Raessens•CHAPTER•The International Encyclopedia of…•2016

    This entry describes game studies as a dynamic interdisciplinary field of academic study and research that focuses on digital games and play in a wide variety of social and cultural contexts. It examines the history of game studies from its prehistory, when games were looked at as part of other disciplines, to the period when game studies became a discipline or field of its own, and then to the period when interdisciplinarity became dominant. Alt…

  • Playful identity politics: How refugee games affect the player’s identity

    Open Access•Joost Raessens•CHAPTER•Playful Identities•2015

  • Introduction to Part I

    Open Access•Valerie Frissen, Sybille Lamme et al.•CHAPTER•Playful Identities•2015

  • Introduction to Part II

    Open Access•Valerie Frissen, Sybille Lamme et al.•CHAPTER•Playful Identities•2015

  • Homo ludens 2.0: Play, media, and identity

    Open Access•Valerie Frissen, Sybille Lammes et al.•CHAPTER•Playful Identities•2015

  • Introduction to Part III

    Open Access•Valerie Frissen, Sybille Lamme et al.•CHAPTER•Playful Identities•2015

  • Video Games Around the World

    Ahmad Ahmadi, Toru Iwatani et al.•BOOK•Video Games Around the World•2015

    Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essay…

  • Playful Identities: The Ludification of Digital Media Cultures

    M De Lange, Jos De Mul et al.•BOOK•Playful Identities•2015

    In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital car…

  • Playful Identities: The Ludification of Digital Media Cultures

    Open Access•Sybille Lamme, Michiel de Lange et al.•BOOK•Playful Identities•2015•Cited by: 13•References: 41

    In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital car…

  • Evaluating Safety, Effectiveness, and User Satisfaction of Home International Normalized Ratio Monitoring Service: Experience from a Tertiary Pediatric Cardiology Unit in the United Kingdom

    Open Access•Joost Raessens, Deepti Bhat et al.•ARTICLE•Pediatric Cardiology•2010

    Home international normalized ratio (INR) monitors are being increasingly used for monitoring the adequacy of anticoagulation in children on long-term warfarin. Their safety and effectiveness in the home setting has not been fully established. The purpose of this study was to explore the safety and effectiveness of home INR monitoring service in managing anticoagulation in children with congenital heart disease. At the Pediatric Cardiology Region…

  • Digital Material: Tracing New Media in Everyday Life and Technology

    Marianne Van Den Boomen, Sybille Lamme et al.•BOOK•Digital material•2009•Cited by: 17•References: 30

    Three decades of societal and cultural alignment of new media have yielded a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. New Media Studies crystallized internationally into an established academic discipline, and this begs the question: where do we stand now? Which new questions are emerging now that new media are being taken for granted, and which riddles are still unsolved? Is contemporary…

  • Reality Play: Documentary Computer Games Beyond Fact and Fiction

    Joost Raessens•ARTICLE•Popular Communication•2006•Cited by: 7

    Computer games such as JFK Reloaded and 9-11 Survivor not only aim at an accurate documentation of particular events—such as the assassination of John F. Kennedy and the Twin Towers attack—but also at the playful re-enactment of these traumatic events. In this article, I discuss whether the phrase “documentary computer games ” is useful in defining these games. These “docu-games ” try to combine the facts of documentaries and the fiction of compu…

  • Playful Identities, or the Ludification of Culture

    Open Access•Joost Raessens•ARTICLE•Games and Culture•2006•Cited by: 14•References: 1

    One of the main aims of game studies is to investigate to what extent and in what ways computer games are currently transforming the understanding of and the actual construction of personal and cultural identities. Computer games and other digital technologies such as mobile phones and the Internet seem to stimulate playful goals and to facilitate the construction of playful identities. This transformation advances the ludification of today's cul…

  • Digital Material: Tracing New Media in Everyday Life and Technology

    Marianne Van Den Boomen, Sybille Lamme et al.•BOOK•Digital material•2009•Cited by: 17•References: 30

    Three decades of societal and cultural alignment of new media have yielded a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. New Media Studies crystallized internationally into an established academic discipline, and this begs the question: where do we stand now? Which new questions are emerging now that new media are being taken for granted, and which riddles are still unsolved? Is contemporary…

  • Playful Identities, or the Ludification of Culture

    Open Access•Joost Raessens•ARTICLE•Games and Culture•2006•Cited by: 14•References: 1

    One of the main aims of game studies is to investigate to what extent and in what ways computer games are currently transforming the understanding of and the actual construction of personal and cultural identities. Computer games and other digital technologies such as mobile phones and the Internet seem to stimulate playful goals and to facilitate the construction of playful identities. This transformation advances the ludification of today's cul…

  • Playful Identities: The Ludification of Digital Media Cultures

    Open Access•Sybille Lamme, Michiel de Lange et al.•BOOK•Playful Identities•2015•Cited by: 13•References: 41

    In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital car…

  • Reality Play: Documentary Computer Games Beyond Fact and Fiction

    Joost Raessens•ARTICLE•Popular Communication•2006•Cited by: 7

    Computer games such as JFK Reloaded and 9-11 Survivor not only aim at an accurate documentation of particular events—such as the assassination of John F. Kennedy and the Twin Towers attack—but also at the playful re-enactment of these traumatic events. In this article, I discuss whether the phrase “documentary computer games ” is useful in defining these games. These “docu-games ” try to combine the facts of documentaries and the fiction of compu…

  • Persuasive Gaming in Context

    Miguel Sicart, T De La Hera et al.•BOOK•Persuasive Gaming in Context•2021•Cited by: 2•References: 28

    This chapter offers a multifaceted reflection on persuasive gaming divided into three pillars: persuasiveness, design, and validation.The first section on persuasiveness is a critical review of previous and current persuasive gaming theory and analysis.It argues that the contemporary gaming landscape needs to expand theoretically and presents a multidimensional persuasive approach as one way in which this can be done.The following section on the …

  • Virtually Present, Physically Invisible: Alejandro G. Iñárritu’s Mixed Reality Installation Carne y Arena

    Open Access•Joost Raessens•ARTICLE•Television & New Media•2019•Cited by: 2•References: 1

    This article proposes a media and philosophical analysis of Carne y Arena (2017), an immersive mixed reality installation by Mexican director Alejandro G. Iñárritu. Drawing from Chouliaraki’s notion of the “distant sufferer,” the article compares the medium specificity of television with the characteristics of mixed reality to question whether the gap between spectator and migrant can be bridged. The article analyzes how Carne y Arena positions i…

  • Reality Play: Documentary Computer Games Beyond Fact and Fiction

    Joost Raessens•ARTICLE•Popular Communication•2006•Cited by: 7

    Computer games such as JFK Reloaded and 9-11 Survivor not only aim at an accurate documentation of particular events—such as the assassination of John F. Kennedy and the Twin Towers attack—but also at the playful re-enactment of these traumatic events. In this article, I discuss whether the phrase “documentary computer games ” is useful in defining these games. These “docu-games ” try to combine the facts of documentaries and the fiction of compu…

  • Playful Identities, or the Ludification of Culture

    Open Access•Joost Raessens•ARTICLE•Games and Culture•2006•Cited by: 14•References: 1

    One of the main aims of game studies is to investigate to what extent and in what ways computer games are currently transforming the understanding of and the actual construction of personal and cultural identities. Computer games and other digital technologies such as mobile phones and the Internet seem to stimulate playful goals and to facilitate the construction of playful identities. This transformation advances the ludification of today's cul…

  • Digital Material: Tracing New Media in Everyday Life and Technology

    Marianne Van Den Boomen, Sybille Lamme et al.•BOOK•Digital material•2009•Cited by: 17•References: 30

    Three decades of societal and cultural alignment of new media have yielded a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. New Media Studies crystallized internationally into an established academic discipline, and this begs the question: where do we stand now? Which new questions are emerging now that new media are being taken for granted, and which riddles are still unsolved? Is contemporary…

  • Evaluating Safety, Effectiveness, and User Satisfaction of Home International Normalized Ratio Monitoring Service: Experience from a Tertiary Pediatric Cardiology Unit in the United Kingdom

    Open Access•Joost Raessens, Deepti Bhat et al.•ARTICLE•Pediatric Cardiology•2010

    Home international normalized ratio (INR) monitors are being increasingly used for monitoring the adequacy of anticoagulation in children on long-term warfarin. Their safety and effectiveness in the home setting has not been fully established. The purpose of this study was to explore the safety and effectiveness of home INR monitoring service in managing anticoagulation in children with congenital heart disease. At the Pediatric Cardiology Region…

  • Playful identity politics: How refugee games affect the player’s identity

    Open Access•Joost Raessens•CHAPTER•Playful Identities•2015

  • Introduction to Part I

    Open Access•Valerie Frissen, Sybille Lamme et al.•CHAPTER•Playful Identities•2015

  • Introduction to Part II

    Open Access•Valerie Frissen, Sybille Lamme et al.•CHAPTER•Playful Identities•2015

  • Homo ludens 2.0: Play, media, and identity

    Open Access•Valerie Frissen, Sybille Lammes et al.•CHAPTER•Playful Identities•2015

  • Introduction to Part III

    Open Access•Valerie Frissen, Sybille Lamme et al.•CHAPTER•Playful Identities•2015

  • Video Games Around the World

    Ahmad Ahmadi, Toru Iwatani et al.•BOOK•Video Games Around the World•2015

    Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essay…

  • Playful Identities: The Ludification of Digital Media Cultures

    M De Lange, Jos De Mul et al.•BOOK•Playful Identities•2015

    In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital car…

  • Playful Identities: The Ludification of Digital Media Cultures

    Open Access•Sybille Lamme, Michiel de Lange et al.•BOOK•Playful Identities•2015•Cited by: 13•References: 41

    In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital car…

  • Game Studies

    Open Access•Joost Raessens•CHAPTER•The International Encyclopedia of…•2016

    This entry describes game studies as a dynamic interdisciplinary field of academic study and research that focuses on digital games and play in a wide variety of social and cultural contexts. It examines the history of game studies from its prehistory, when games were looked at as part of other disciplines, to the period when game studies became a discipline or field of its own, and then to the period when interdisciplinarity became dominant. Alt…

  • Virtually Present, Physically Invisible: Alejandro G. Iñárritu’s Mixed Reality Installation Carne y Arena

    Open Access•Joost Raessens•ARTICLE•Television & New Media•2019•Cited by: 2•References: 1

    This article proposes a media and philosophical analysis of Carne y Arena (2017), an immersive mixed reality installation by Mexican director Alejandro G. Iñárritu. Drawing from Chouliaraki’s notion of the “distant sufferer,” the article compares the medium specificity of television with the characteristics of mixed reality to question whether the gap between spectator and migrant can be bridged. The article analyzes how Carne y Arena positions i…

  • Persuasive Gaming in Context

    Miguel Sicart, T De La Hera et al.•BOOK•Persuasive Gaming in Context•2021•Cited by: 2•References: 28

    This chapter offers a multifaceted reflection on persuasive gaming divided into three pillars: persuasiveness, design, and validation.The first section on persuasiveness is a critical review of previous and current persuasive gaming theory and analysis.It argues that the contemporary gaming landscape needs to expand theoretically and presents a multidimensional persuasive approach as one way in which this can be done.The following section on the …

  • Ecogames: Playful Perspectives on the Climate Crisis

    Laura Op De Beke, Laura Beke et al.•BOOK•Ecogames•2024

  • Ecogames: Playful Perspectives on the Climate Crisis

    Open Access•Laura Op De Beke, Joost Raessens et al.•BOOK•Ecogames•2024

    With the climate crisis and its repercussions becoming more and more tangible, games are increasingly participating in the production, circulation, and interrogation of environmental assumptions, using both explicit and implicit ways of framing the crisis. Whether they are providing new spaces to imagine and practice alternative forms of living, or reproducing ecomodernist fantasies, games as well as player cultures are increasingly tuned in to t…

  • The Playful Citizen: Civic Engagement in a Mediatized Culture

    Open Access•René Glas, Sybille Lamme et al.•BOOK•The Playful Citizen•2025

    In the last decade, digital media technologies and developments have given rise to exciting new forms of ludic, or playful, engagements of citizens in cultural and societal issues. From the Occupy movement to playful city-making to the gameful designs of the Obama 2008 and Trump 2016 presidential campaigns, and the rise of citizen science and ecological games, this book shows how play is a key theoretical, methodological, and practical principle …

  • Persuasive Gaming in Context

    Open Access•Teresa De La Hera, Teresa La Hera et al.•BOOK•Persuasive Gaming in Context•2025

    The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on …

Digital Games and Media (14 works) · Computer Science (12 works) · Sociology (8 works) · Art (7 works) · Media studies (7 works) · Aesthetics (5 works) · Political science (5 works) · Psychology (5 works) · Context (archaeology) (4 works) · History (4 works)

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