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Simon Egenfeldt‐Nielsen

Biographic Data

ID6543140
NAMESimon Egenfeldt‐Nielsen
GIVEN NAMESSimon
FAMILY NAMEEgenfeldt‐Nielsen
SIGNATURENIELSEN S E
AFFILIATIONSSerious Games Interactive (Denmark)
ORCID0000-0002-4286-1111
VERIFIEDYes
TOTAL WORKS7
TOTAL CITATIONS3
AUTHOR COUNT7
EDITOR COUNT0
FIRST PUBLICATION YEAR2003
LATEST PUBLICATION YEAR2022
H-INDEX1
  • Developing Fact Finders: A Mobile Game for Overcoming Intractable Conflicts

    Open Access•Iolie Nicolaidou, Simon Egenfeldt‐Nielsen et al.•ARTICLE•Social Science Computer Review•2022•Cited by: 2•References: 2

    This study describes the design of a serious game for social change (“Fact Finders”) that presents intergroup conflicts through historical inquiry and multiperspectivity. A pre-test post-test experimental design examined the game’s effect on undergraduates’ perceptions of conflicts in history. Participants included 97 Greek Cypriots (direct parties of the conflict) and 79 Slovenians (third parties of the conflict) who interacted with and evaluate…

  • Understanding Video Games: The Essential Introduction

    Simon Egenfeldt‐Nielsen, Simon Egenfeldt-Nielsen et al.•BOOK•Understanding Video Games•2015

    Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third …

  • Understanding Video Games: The Essential Introduction

    Simon Egenfeldt‐Nielsen, Simon Egenfeldt-Nielsen et al.•BOOK•Understanding Video Games•2013

    This expanded and revised second edition of Understanding Video Games provides a comprehensive introduction to the growing field of game studies. Understanding Video Games, 2nd Edition is an essential read for newcomers to video game studies and experienced game scholars alike. This follow-up to the pioneering first edition takes video game studies into the next decade of the twenty-first century, highlighting changes in the game business, advanc…

  • Understanding Video Games: The Essential Introduction

    Simon Egenfeldt‐Nielsen, Simon Egenfeldt-Nielsen et al.•BOOK•Understanding Video Games•2009

    From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the …

  • Understanding Video Games: The Essential Introduction

    Simon Egenfeldt‐Nielsen, Simon Egenfeldt-Nielsen et al.•BOOK•Understanding Video Games•2008

    From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game studies into the next decade of the twenty-first century, highlighting changes in the area, including mobile, social, and casual gaming. In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game i…

  • Practical barriers in using educational computer games

    Open Access•Simon Egenfeldt‐Nielsen•ARTICLE•On the Horizon The International…•2004•Cited by: 1

    This paper outlines the barriers for using computer games in an educational setting by drawing on a study of a two‐month history course with the historical strategy game Europa Universalis II . The paper draws on the limited earlier literature on the subject to identify classic areas of difficulty. Some of these are time schedule, physical setting, class expectations, teacher background, genre knowledge, technical problems, experience with group …

  • Oluf Danielsen, Janni Nielsen & Birgitte Holm Sørensen (red.): Learning And Narrativity in Digital Media / Lone Dirckinck-Holmfeld og Bo Fibiger (red.): Learning in Virtual Environments

    Open Access•Simon Egenfeldt‐Nielsen, Simon Egenfeldt-Nielsen•ARTICLE•MedieKultur Journal of media and…•2003

  • Developing Fact Finders: A Mobile Game for Overcoming Intractable Conflicts

    Open Access•Iolie Nicolaidou, Simon Egenfeldt‐Nielsen et al.•ARTICLE•Social Science Computer Review•2022•Cited by: 2•References: 2

    This study describes the design of a serious game for social change (“Fact Finders”) that presents intergroup conflicts through historical inquiry and multiperspectivity. A pre-test post-test experimental design examined the game’s effect on undergraduates’ perceptions of conflicts in history. Participants included 97 Greek Cypriots (direct parties of the conflict) and 79 Slovenians (third parties of the conflict) who interacted with and evaluate…

  • Practical barriers in using educational computer games

    Open Access•Simon Egenfeldt‐Nielsen•ARTICLE•On the Horizon The International…•2004•Cited by: 1

    This paper outlines the barriers for using computer games in an educational setting by drawing on a study of a two‐month history course with the historical strategy game Europa Universalis II . The paper draws on the limited earlier literature on the subject to identify classic areas of difficulty. Some of these are time schedule, physical setting, class expectations, teacher background, genre knowledge, technical problems, experience with group …

  • Oluf Danielsen, Janni Nielsen & Birgitte Holm Sørensen (red.): Learning And Narrativity in Digital Media / Lone Dirckinck-Holmfeld og Bo Fibiger (red.): Learning in Virtual Environments

    Open Access•Simon Egenfeldt‐Nielsen, Simon Egenfeldt-Nielsen•ARTICLE•MedieKultur Journal of media and…•2003

  • Practical barriers in using educational computer games

    Open Access•Simon Egenfeldt‐Nielsen•ARTICLE•On the Horizon The International…•2004•Cited by: 1

    This paper outlines the barriers for using computer games in an educational setting by drawing on a study of a two‐month history course with the historical strategy game Europa Universalis II . The paper draws on the limited earlier literature on the subject to identify classic areas of difficulty. Some of these are time schedule, physical setting, class expectations, teacher background, genre knowledge, technical problems, experience with group …

  • Understanding Video Games: The Essential Introduction

    Simon Egenfeldt‐Nielsen, Simon Egenfeldt-Nielsen et al.•BOOK•Understanding Video Games•2008

    From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game studies into the next decade of the twenty-first century, highlighting changes in the area, including mobile, social, and casual gaming. In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game i…

  • Understanding Video Games: The Essential Introduction

    Simon Egenfeldt‐Nielsen, Simon Egenfeldt-Nielsen et al.•BOOK•Understanding Video Games•2009

    From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the …

  • Understanding Video Games: The Essential Introduction

    Simon Egenfeldt‐Nielsen, Simon Egenfeldt-Nielsen et al.•BOOK•Understanding Video Games•2013

    This expanded and revised second edition of Understanding Video Games provides a comprehensive introduction to the growing field of game studies. Understanding Video Games, 2nd Edition is an essential read for newcomers to video game studies and experienced game scholars alike. This follow-up to the pioneering first edition takes video game studies into the next decade of the twenty-first century, highlighting changes in the game business, advanc…

  • Understanding Video Games: The Essential Introduction

    Simon Egenfeldt‐Nielsen, Simon Egenfeldt-Nielsen et al.•BOOK•Understanding Video Games•2015

    Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third …

  • Developing Fact Finders: A Mobile Game for Overcoming Intractable Conflicts

    Open Access•Iolie Nicolaidou, Simon Egenfeldt‐Nielsen et al.•ARTICLE•Social Science Computer Review•2022•Cited by: 2•References: 2

    This study describes the design of a serious game for social change (“Fact Finders”) that presents intergroup conflicts through historical inquiry and multiperspectivity. A pre-test post-test experimental design examined the game’s effect on undergraduates’ perceptions of conflicts in history. Participants included 97 Greek Cypriots (direct parties of the conflict) and 79 Slovenians (third parties of the conflict) who interacted with and evaluate…

Computer Science (6 works) · Digital Games and Media (5 works) · 794.8 (4 works) · Board (4 works) · Computerspellen (4 works) · Computerspiel (4 works) · Gam013000 soc052000 (4 works) · Games (4 works) · Gv1469.3 .e44 2013 (4 works) · Media Studies (4 works)

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