Stefan Werning
Biographic Data
| ID | 5189155 |
|---|---|
| NAME | Stefan Werning |
| GIVEN NAMES | Stefan |
| FAMILY NAME | Werning |
| SIGNATURE | WERNING S |
| AFFILIATIONS | Utrecht University |
| ORCID | 0000-0002-7616-1201 |
| VERIFIED | Yes |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 9 |
| EDITOR COUNT | 1 |
| FIRST PUBLICATION YEAR | 2009 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Facilitating Social Perspective Taking in Class through Discursive Game Design
This paper proposes and assesses a replicable game (co)design technique to encourage social perspective taking in the higher education classroom. Fully embracing the potential of research creation approaches, this discursive game design methodology approaches games as mediators of knowledge, emphasising the process of (re)creating, modifying, and comparing different game iterations. The paper reports on two classroom exercises that draw inspirati…
Ecogames: Playful Perspectives on the Climate Crisis
Ecogames: Playful Perspectives on the Climate Crisis
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…
Making Games: The Politics and Poetics of Game Creation Tools
An argument that production tools shape the aesthetics and political economy of games as an expressive medium. In Making Games, Stefan Werning considers the role of tools (primarily but not exclusively software), their design affordances, and the role they play as sociotechnical actors. Drawing on a wide variety of case studies, Werning argues that production tools shape the aesthetics and political economy of games as an expressive medium. He fr…
Playable Personas: Using Games and Play to Expand the Repertoire of Learner Personas
This article explores how playing and co-creating games in higher education contexts contributes to expanding learner personas and facilitating a multimodal learning experience. Working from the interdisciplinary perspectives of media/games studies, pedagogy, and linguistic anthropology, we conceptualize in-class learning as the making and playing of games, reporting on game experiments and playful practices targeted at learning key theoretical c…
Sensing data: Encountering data sonifications, materializations, and interactives as knowledge objects
Digital and networked media are characterized by a fundamental disconnection between the modes of operating of these media, the human sensorium and knowledge. In order for humans to consciously participate in this expanded domain of sensibility, additional mediation is required to ‘presentify’ what is not accessible to human perception. This situation has motivated the creation of manifold ‘data objects’ in the form of visualizations, soundscapes…
Making Media: Production, Practices, and Professions
Walk-Through Corporate Aesthetics: Design Affordances in Tech Workspaces
The article at hand analyses the aesthetic dimension of contemporary “tech companies,” particularly how their characteristic rhetoric of creativity, collaboration and disruption is built into the aesthetics of the physical work environments. For that purpose, proceduralist reading and environmental storytelling, usually applied to analyse meaning-making in digital game spaces, are adapted to conduct a comparative spatial affordance analysis on ma…
Disrupting video game distribution: A diachronic affordance analysis of Steam’s platformization strategy
This article analyses the disruptive potential of Valve’s game distribution platform, Steam, focusing specifically on how Steam has evolved into a de facto online social network and how Valve uses constant feature changes as part of its corporate rhetoric. Despite its profound influence on the video game industry, scholarly inquiry into Steam has focused on analyses of user or value creation. However, Steam arguably derives its long-term disrupti…
Real Wars on Virtual Battlefields: The Convergence of Programmable Media at the Military-Civilian Margin
The book analyzes the multifarious exchange of algorithmic technologies and concepts between the military and the media industry from the early 1990s until now. Unlike most related scholarly work which focuses on digital games, it drafts a model of programmable media which is grounded in a close-reading of the key technologies, most notably the paradigm of object-oriented programming, and reconsiders technical disciplines from a humanities perspe…
Disrupting video game distribution: A diachronic affordance analysis of Steam’s platformization strategy
This article analyses the disruptive potential of Valve’s game distribution platform, Steam, focusing specifically on how Steam has evolved into a de facto online social network and how Valve uses constant feature changes as part of its corporate rhetoric. Despite its profound influence on the video game industry, scholarly inquiry into Steam has focused on analyses of user or value creation. However, Steam arguably derives its long-term disrupti…
Real Wars on Virtual Battlefields: The Convergence of Programmable Media at the Military-Civilian Margin
The book analyzes the multifarious exchange of algorithmic technologies and concepts between the military and the media industry from the early 1990s until now. Unlike most related scholarly work which focuses on digital games, it drafts a model of programmable media which is grounded in a close-reading of the key technologies, most notably the paradigm of object-oriented programming, and reconsiders technical disciplines from a humanities perspe…
Making Media: Production, Practices, and Professions
Walk-Through Corporate Aesthetics: Design Affordances in Tech Workspaces
The article at hand analyses the aesthetic dimension of contemporary “tech companies,” particularly how their characteristic rhetoric of creativity, collaboration and disruption is built into the aesthetics of the physical work environments. For that purpose, proceduralist reading and environmental storytelling, usually applied to analyse meaning-making in digital game spaces, are adapted to conduct a comparative spatial affordance analysis on ma…
Disrupting video game distribution: A diachronic affordance analysis of Steam’s platformization strategy
This article analyses the disruptive potential of Valve’s game distribution platform, Steam, focusing specifically on how Steam has evolved into a de facto online social network and how Valve uses constant feature changes as part of its corporate rhetoric. Despite its profound influence on the video game industry, scholarly inquiry into Steam has focused on analyses of user or value creation. However, Steam arguably derives its long-term disrupti…
Sensing data: Encountering data sonifications, materializations, and interactives as knowledge objects
Digital and networked media are characterized by a fundamental disconnection between the modes of operating of these media, the human sensorium and knowledge. In order for humans to consciously participate in this expanded domain of sensibility, additional mediation is required to ‘presentify’ what is not accessible to human perception. This situation has motivated the creation of manifold ‘data objects’ in the form of visualizations, soundscapes…
Making Games: The Politics and Poetics of Game Creation Tools
An argument that production tools shape the aesthetics and political economy of games as an expressive medium. In Making Games, Stefan Werning considers the role of tools (primarily but not exclusively software), their design affordances, and the role they play as sociotechnical actors. Drawing on a wide variety of case studies, Werning argues that production tools shape the aesthetics and political economy of games as an expressive medium. He fr…
Playable Personas: Using Games and Play to Expand the Repertoire of Learner Personas
This article explores how playing and co-creating games in higher education contexts contributes to expanding learner personas and facilitating a multimodal learning experience. Working from the interdisciplinary perspectives of media/games studies, pedagogy, and linguistic anthropology, we conceptualize in-class learning as the making and playing of games, reporting on game experiments and playful practices targeted at learning key theoretical c…
Ecogames: Playful Perspectives on the Climate Crisis
Ecogames: Playful Perspectives on the Climate Crisis
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…
Facilitating Social Perspective Taking in Class through Discursive Game Design
This paper proposes and assesses a replicable game (co)design technique to encourage social perspective taking in the higher education classroom. Fully embracing the potential of research creation approaches, this discursive game design methodology approaches games as mediators of knowledge, emphasising the process of (re)creating, modifying, and comparing different game iterations. The paper reports on two classroom exercises that draw inspirati…
Computer Science (10 works) · Digital Games and Media (7 works) · Human–computer interaction (6 works) · Sociology (5 works) · World Wide Web (4 works) · Affordance (3 works) · Art (3 works) · Artificial Intelligence (3 works) · Epistemology (3 works) · Psychology (3 works)