Projects
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.
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 ...
Digital game-based learning in formal education: Development and validation of a conceptual model comprising game characteristics, stakeholder variables, school-level factors, socio-cultural influences and learning outcomes Ghent University
Empirical research is growing about both the learning opportunities that can be derived from video games and the effectiveness of digital game-based learning (DGBL) in formal education. However, the resulting evidence is conflicting and inconclusive. A likely explanation is that the underlying theoretical frameworks do not sufficiently address the full complexity of learning with video games in a formal educational context. This post-doctoral ...
Evaluation of a model for studying the curriculum impact of commercial videogames in the 3rd grade secondary education. Interaction between beliefs, actual behaviour and learning effects Ghent University
The general goal of this phd project is the measurement of curriculum effects of students (age 15-18) playing video games in a school context. The central aspect is the development and evaluation of a complex padmodel that integrates the curriculum impact of video games, actual player behaviour and the beliefs of learners/players and teachers about video games, and learning with them.