Publications
The initiative regularly publishes on issues like green media aesthetics, practices, industry developments and more in the form of peer-reviewed articles and book chapters or simply as white papers and pre-prints. Below selected publications (including download links where applicable) are listed chronologically in APA citation style.
- op de Beke, L., Raessens, J., Werning, S. and Farca, G. (Eds. 2024). Ecogames. Playful Perspectives on the Climate Crisis. Amsterdam: Amsterdam University Press. https://www.aup.nl/en/book/9789048557219/ecogames
- Werning, S. (2024). Die Natur als transmediales Franchise? Zu den Möglichkeiten und Grenzen von Ecogames. montage AV, 32(2), [in print].
- op de Beke, L. (2024). Dark Seasonality in Videogames. In S. Bremer & A. Wardekker (Eds.) Changing Seasonality: How Communities are Revising their Seasons. De Gruyter. https://www.degruyter.com/document/doi/10.1515/9783111245591-018/pdf
- op de Beke, L. (2023). “Climate Larps: Environmental Design in Nordic Larp” Analog Game Studies, 10(2). https://analoggamestudies.org/2023/09/climate-larps-environmental-design-in-nordic-larp/
- Nasrollahi, H., Lampropoulos, I., Werning, S., Belinskiy, A., Fijnheer, J.D., Veltkamp, R.C., van Sark, W. (2023). Review of Serious Energy Games: Objectives, Approaches, Applications, Data Integration, and Performance Assessment. Energies, 16(19), 6948. https://doi.org/10.3390/en16196948
- Op de Beke, L. (2021). Premediating climate change in videogames: Repetition, mastery, and failure. Nordic Journal of Media Studies 3(1), 184-199. https://sciendo.com/article/10.2478/njms-2021-0010
- Op de Beke, L. (2021). Pastoral Videogames: Industry, Entropy, Elegy. Ecocene: Cappadocia Journal of Environmental Humanities, 2(2), 177-191.
- Werning, S.,& van Vught, J. (2021). Taking Playful Scholarship Seriously. Discursive Game Design as a Means of Tackling Intractable Controversies. Eludamos: Journal for Computer Game Culture, 12(1), 101–121. https://doi.org/10.7557/23.6365
- Werning, S. (2021). Ecomodding. Understanding and Communicating the Climate Crisis by Co-Creating Commercial Video Games. Communication +1, 8(1), 1-27. https://doi.org/10.7275/1nsh-tg46
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op de Beke, L. (2020). Anthropocene temporality in gaia games. In KronoScope, 20(2), 239–259. Brill Academic Publishers. https://doi.org/10.1163/15685241-12341470
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Jacobs, R. S., Werning, S., Jansz, J., & Kneer, J. (2020). Procedural arguments of persuasive games: An elaboration likelihood perspective. Journal of Media Psychology, 33(2), 49–59. https://doi.org/10.1027/1864-1105/a000278.
- Raessens, J. F. F. (2019). Collapsus, or how to make players become ecological citizens. In R. Glas, S. Lammes, M. de Lange, J. Raessens, & I. de Vries (Eds.), The Playful Citizen: Civic Engagement in a Mediatized Culture (pp. 92-120). Amsterdam University Press. https://doi.org/10.1515/9789048535200-006
- Werning, S. (2019). Analytical Game Design. Game-making as a cultural technique in a gamified society. In R. Glas, S. Lammes, M. de Lange, J. Raessens, & I. de Vries (Eds.), The Playful Citizen: Knowledge, Creativity, Power, (pp. 56–72). Amsterdam University Press.
- Raessens, J. F. F. (2018). Ecogames: Playing to save the planet. In T. Meireis, & G. Rippl (Eds.), Cultural Sustainability: Perspectives from the Humanities and Social Sciences (pp. 232-245). (Routledge Environmental Humanities). Routledge.
- Werning, S. (2018). Modding as a strategy to (de-)legitimize representations of religion in the Civilization franchise. In A. S. Ross & D. J. Rivers (Eds.), Participatory Digital Cultures and Contemporary Discourses of (De)Legitimization (pp. 307–325). Routledge.
- Raessens, J. F. F. (2017). Gamen om de planeet te redden: De kracht van het spel. De Helling, 30(2), 62-65. http://persuasivegaming.nl/wp-content/uploads/sites/257/2017/06/ecogames.pdf