Publications

Books:

Glas, René, Sybille Lammes, Michiel de Lange, Joost Raessens and Imar de Vries (eds.). The Playful Citizen: Civic Engagement in a Mediatized Culture. Amsterdam: Amsterdam University Press, 2019. [open access link]

Glas, René. Battlefields of Negotiation: Control, Agency, and Ownership in World of Warcraft. Media Matters Series. Amsterdam: Amsterdam University Press, 2012 [open access link]

Journal articles, book chapters and other publications:

Glas, René. “Playing with the gamebook: The Final Hours interactive storybooks as playful paratexts”. Journal of Gaming & Virtual Worlds. Vol. 16, Iss. 2. 2024. pp. 219-237, 2024

Glas, René, Souvik Mukherjee, Hanna-Riikka Roine & Jaakko Stenros. “Games, Books, and Gamebooks”. Journal of Gaming & Virtual Worlds. 16, Issue 2. 2024. pp. 155-169.

De la Hera, Teresa, Laura Cañete Sanz, Nuria Navarro-Sierra, Jeroen Jansz, Julia Kneer, René Glas & Jasper van Vught. “Digital literacy games: A systematic literature review”. Frontiers in Communication. Vol 9. 2024.

Jansz, Jeroen, René Glas, Teresa de la Hera, Laura Cañete Sanz, Julia Kneer & Jasper van Vught. Effectief mediawijsheid en digitale geletterdheid vergroten met digitale games? – Inzichten en adviezen uit de wetenschap en het werkveld. Report. Netwerk Mediawijsheid/Utrecht University/Erasmus University Rotterdam, 2023. [link]

Glas, René., Jasper van Vught, Timo Fluitsma, Salvador Gómez-Garcia, & Teresa de la Hera. “Literacy at play: An analysis of media literacy games used to foster media literacy competencies” Frontiers, Vol. 8, 2023. [link]

Glas, René. “Making Mario: Shaping franchise history through paratextual play”. In: Beil, Benjamin, Gundolf S. Freyermuth, and Hanns Christian Schmidt (eds.).  Paratextualizing Games: Investigations on the Paraphernalia and Peripheries of Play. Bielefield: Bielefield University Press, 2021. pp. 131-161 [link]

Glas, René, Jasper van Vught, and Stefan Werning. “‘Thinking Through’ Games in the Classroom: Using Discursive Game Design to Play and Engage with Historical Datasets”. Transactions of the Digital Games Research Association (ToDIGRA). Vol. 5, Issue 1, 2021. pp. 145-169 [link]

Glas, René and Jasper van Vught. “The Netherlands”. In: Wolf, Mark J.P.. Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming – 2nd Edition. Santa Barbara: ABC-Clio, 2021. pp. 696-699

Pászto, Vit, Jiří Pánek, René Glas, and Jasper van Vught. “Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education”.  International Journal of Geo-Information. Vol. 10, Issue 2: Special Issue “Spationomy—Spatial Exploration of Economic Data”. 74, 2021. [link]

Glas, René and Jasper van Vught. “The politics of game canonization: Tales from the frontlines of creating a national history of games”. DiGRA ’19 – Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix. DiGRA, 2019. [link]

Glas, René and Sybille Lammes. “Ludo-epistemology: Playing with the Rules in Citizen Science Games” . In: Glas, René, Michiel de Lange, Sybille Lammes, Joost Raessens and Imar de Vries (eds.). The Playful Citizen: Civic Engagement in a Mediatized Culture. Amsterdam: Amsterdam University Press, 2019. pp. 217-234. [link]

Glas, René, Michiel de Lange, Sybille Lammes, Joost Raessens and Imar de Vries. “The playful citizen: An introduction” . In: Glas, René, Michiel de Lange, Sybille Lammes, Joost Raessens and Imar de Vries (eds.). The Playful Citizen: Civic Engagement in a Mediatized Culture. Amsterdam: Amsterdam University Press, 2019. pp. 9-32. [link]

van Vught, Jasper and René Glas. “Considering play: From method to analysis”. Transactions of the Digital Games Research Association Journal, Vol. 4, Issue 1. 2018. [link to publisher’s site]

Glas, René, Jesse de Vos and Jasper van Vught. “Let’s play game exhibitions”. Video Game Art Reader. Vol. 1 Issue 1. 2017. [link to publisher’s site]

van Vught, Jasper & René Glas. “Considering play: From method to analysis”. In: Proceedings of DiGRA 2017 Conference. Melbourne: Swinburne University of Technology/RMIT University/University of Melbourne, 3-6 July 2017. [link]

Glas, René, Jesse de Vos, Jasper van Vught and Hugo Zijlstra. “Playing the archive: Let’s Play videos, game preservation and the exhibition of play”. In: Ariese-Vandemeulebroucke, Csilla, Krijn Boom, Angus Mol & Aris Politopoulos (eds.). The interactive past: Archeology, heritage, and video games. Leiden: VALUE/Sidestone Press. 2017. pp. 135-152 [link]

Overmars, Tom, Wieger Bakker, Mirjam Bsstings, Wim Dictus, Anouck Gielisse, René Glas, Liesbeth van de Grint, Johan Jeuring, Marc van Mil, Gerard van der Ree, Benedikte Sam, Stephanie de Smale & Yvonne van Zeeland (as project team members). The value of simulations and games for tertiary education. Utrecht: Utrecht University, 2017. [link]

Glas, René. “Van spelenderwijs naar wijs over spel(l)en”. In: Verbrugge, Ad & Jelle van Baardewijk (eds.). Onderwijs in Tijden van Digitalisering. Amsterdam: Boom Uitgevers, 2017. pp. 245-263 [link to publisher’s site]

Glas, René. “Paratextual play: Unlocking the nature of making-of material of games”. In: Proceedings of DiGRA and FDG First Joined International Conference. Dundee: Abertay University, 1-6 August, 2016. [link]

Glas, René. “Of Heroes and Henchmen: The Conventions of Killing Generic Expendables in Video Games”. In: Mortensen, Torill & Linderoth, Jonas. & Brown, Ashley ML (eds.) The Dark Side of Play: Controversial Issues in Playful Environments. London: Routledge, 2015.pp. 33-49. [link to publisher’s site]

Glas, René “Vicarious Play: Engaging the viewer in Let’s Play videos”. Empedocles – European Journal for the Philosophy of Communication. Vol. 5, Issue 1-2: Special Issue on Short Film Experience (2015). pp. 81-86. [link]

Glas, René “Breaking Reality: Exploring Pervasive Cheating in Foursquare”. In: Frissen, Valerie, Sybille Lammes, Michiel de Lange, Jos de Mul & Joost Raessens (eds.). Playful Identities: The Ludification of Digital Media Cultures. Amsterdam: Amsterdam University Press, 2015. pp. 131-148.

Glas, René. “Machinima: Moving on the Edge of Rules and Fiction” In: Thissen, Judith, Kitty Zijlmans, Rob Zwijnenberg (eds.). Contemporary Culture: New Directions in Arts and Humanites Research. Amsterdam: Amsterdam University Press, 2013. pp. 128-136.[link]

Glas, René “Breaking Reality Exploring Pervasive Cheating in Foursquare”. Transactions of the Digital Games Research Association Journal, Vol. 1, Issue 1 (2013). [link]

Mortensen, Torill, Kristine Jørgensen, Luca Rossi & René Glas. “Framing the Game: Four Game-related Approaches to Goffman’s Frames.” (co-authored with Torill Mortensen, Kristine Jørgensen, and Luca Rossi). In: Crawford, Garry, Gosling, Victoria K., & Light, Ben. (eds.). Online Gaming in Context: the Social and Cultural Significance of Online Games. London: Routledge, 2011. [link to publisher’s site]

Goggin, Joyce & René Glas. “It Just Keeps Getting Bigger: Bond and the Political Economy of Huge”. In:  Lindner, Christoph (ed.), Revisioning 007: James Bond and Casino Royale. London: Wallflower Press, 2010. pp. 67-78. [link to publisher’s site]

Glas, René. Games of Stake: Control, Agency and Ownership in World of Warcraft. PhD Dissertation. Faculty of Humanities. University of Amsterdam, 2010. [pdf]

Glas, René “Playing Another Game; Twinking in World of Warcraft”, in: Baba, Akira (ed.), DiGRA 2007: Situated Play Proceedings. Tokyo: DiGRA Japan, 2007. pp. 249-356 (conference 24-28 September, Tokyo). [pdf]

Glas, René. “Power Asymmetry and Fragmentation in a MMORPG: The Case of the Gates of Ahn’Qiraj”, in: Santorineos, Manthos (ed.), Gaming Realities: a challenge for digital culture – Medi@terra International Arts + Technology Festival Proceedings. Athens: Fournos, 2006. pp. 32-39 (conference 6-8 October, Athens).

Strauven, Wanda, Sven Gerrets & René Glas. “Timeline of Imaginary Media” (with Wanda Strauven and Sven Gerrets). In: Kluitenberg, Erik (ed.). Book of Imaginary Media: Excavating the Dream of the Ultimate Communication Medium. Amsterdam: deBalie/NAi Publishers, 2006. [link to publisher]

Glas, René. “Van Pong to Playstation: Een geschiedenis van computergames”. Tijdschrift voor Mediageschiedenis (TMG). No. 2 – Winter issue (2004). pp. 9-30. [link]