Presentation The effect of a game prompt on self-efficacy concerning problem-solving challenges of living with Diabetes type II at Researching Games Barcamp, Play Week Berlin 2016.
Keynote Play together, learn together. Game Based Learning in social context. Launch of an Erasmus+ project on Game Based Learning, 26 november 2015, Hoogeveen.
Presentatie In je zak RTC bij de Netwerkborrel: Level 2014 van het Regionaal Technologisch Centrum West-Vlaanderen, 30 januari 2014, Kortijk.
Presentation at the Barcamp Researching Games 2013. Examining perceived reality, cultivation effects, social presence and strategic knowledge in two gaming types: 1) MMORPG 2) ARG. ‘Alternate Reality Gaming changes reality’. 28/29 September 2013, Wiesbaden.
Short presentation as part of the SMIT lecture on how game-play can be meaningfully embedded in public spaces Ludic city 2: Grounding game-play in the public environment. Breaking the magic circle pdf Breaking the magic circle video 8 May 2013, Brussels.
Presentation at the Got Game Conference in Amsterdam, 20-21 August 2012. Head into games on game enjoyment, basic human needs and serious gaming.
Verandering in realiteit door ‘Alternate Reality Gaming’. Artikel in VersPers; online nieuwsmagazine voor jongeren (18-35 jaar).
Creating Serious Gaming. Guest lecture for Media Design students at the Edith Cowan University, Perth, Australia. Perth ECU lecture Creativity and Serious games
Haring, P., Chakinska, D., & Ritterfeld, U. (2011). Understanding Serious Gaming: A Psychological Perspective. In Felicia, P. (Ed.), Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches. (pp. 413-430). doi:10.4018/978-1-60960-495-0.ch020
ARG vs. MMORPG: More Real, and More Social on ARGnet
How Alternate Reality Gaming changes reality. Thesis for Master of Science VU University Amsterdam. The effects of playing an Alternate Reality Game on reality, during and beyond game play, compared to the effects of playing a Massively Multi-player Online Role Playing Game. How ARG changes reality_Masterthesis_Priscilla_Haring
Real-vs-virtual-sept2009 Artikel in Essay, Faculteitsblad Sociale Wetenschappen, Vrije Universiteit Amsterdam.
Ritterfeld, U., Roelofsma, P., Haring, P., Chakinska, D., Van den Bosch, M., & Versteeg, L. (2010). Head first into serious health gaming. a2e2 as a new approach of digital exercise coaching for seniors. Conference publicatie van GameDays 2010; Serious Games for Sports and Health. Head First
Audio books. Explorative research on the usage of audio books in several countries. Poster presentation ETMAAL conference of communication science in Belgium 4 & 5 February, 2010Introducing Audio Books
Humour theories; Schadenfreude. This paper searches scientific literature on what Schadenfreude is and how it works in a mediated world. Schadenfreude
Computer Mediated Communication
Informal fora. How much is informal English used on web fora? The first part of this paper will look into the English language, specifically ‘online English’ and ‘informal English’. It will then go on to discuss Computer Mediated Communication in general and web fora in specific. Finally, a content analysis of different web fora is examined and conclusions are given. Informal fora
Online English in gamers chat. Distills and discusses several characteristics of a transcript of a chat channel in a MMORPG. Gamers English
The people you know. The effect of a non-celebrity endorser in a television commercial campaign with a recurring narrative on consumer brand awareness.The people you know
Effecten van informatiedichtheid in een advertentie gelet op visuele informatie en de neiging tot nadenken. Thesis for Bachelor of Science, VU University Amsterdam. Informatiedichtheid in advertentie
Artikel in Ad Valvas, weekblad van de Vrije Universiteit Amsterdam Veritas debat
Artikelen in Essay, Faculteitsblad Sociale Wetenschappen, Vrije Universiteit Amsterdam Wetenschap als religie Tribunegedrag