Projects
Experiencing Difference. What can we learn from video games regarding the experience of psychiatric diagnoses University of Antwerp
Visual and textual content re-purposing FOR(4) architecture, Design and video virtual reality games KU Leuven
V4Design will develop a platform that provides architects, video game creators and designers of any expertise with innovative tools necessary to enhance and simplify the creative phase of the designing process. The main idea behind V4Design is to reuse (i) visual: movies, documentaries paintings and images from other artwork and (ii) textual content: from textual documentations in films, critics, catalogues, museum guides, and re-purpose it ...
Quantifying economic performance through video games KU Leuven
Playing in the domestic space - exploring the role of video games in the context of everyday life Ghent University
Using a multi-method approach this project aims to contribute to academic research concerning the use and the role video games play in people's everyday lives. It wil integrate two theories rooted in traditional media usage research: domestication theory and the model of media attendance. To take the dynamic nature of meaning-making into account, longitudinal and cross-sectional research will be performed.
Effect of task-specific strategy on video game training outcome of healthy elderly and traumatic brain injury patients KU Leuven
Several research studies have shown the effect of video gaming on cognitive abilities of healthy individuals such as improved top-down attentional control, identification of peripheral targets, and visual search speed. But video game training has also revealed beneficial effects in traumatic brain injury (TBI) patients by enhancing their memory function and visual attention, and activity in certain brain regions. There is also evidence for ...
Serious games: development of a standard for measuring the effectiveness of games in terms of cognitive learning outcomes Ghent University
1. Introduction
A large heterogeneity in study designs assessing the effectiveness of digital game-based (DGBL) and questions raised regarding reliability and validity of certain study design characteristics has resulted in a need for a more common methodology. The aim of this Ph.D. project was to develop a standardized procedure for assessing the effectiveness of DGBL, with a primary focus on games that target cognitive learning ...
Sabbatical leave during professorship in Disciplining games Ghent University
A sabbatical leave has the objective to free a professor from any teaching and/or administrative duties in order to devote oneself exclusively to their scientific research. Each professor uses this time according to one’s own objectives.
A comparative study on controversial video games with a focus upon European systems of content regulation and on the public reception of extreme games:
The growing popularity of video ...
Games at school KU Leuven
When You Begin My Quest to Market Deleuze Cat Food: A File Folder Jeux Vidéo of Pangram KU Leuven
This project uses videogame design to invent and interact with philosophical concepts. We aim to experiment with the creation of game rules that properly connect different digital artefacts and concepts, as a collage. The project was initiated as an attempt to make sense of an encounter between me and Deleuze Cat Food, a cat food brand that can be found in some stores in my home country. The game narrative is “packaged” as marketing materials ...