Stefan Werning
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Stefan Werning has a total of 6 co-authors. Here are the top co-authors by number of shared publications:
- Anton Belinskiy
Copernicus Institute of Sustainable Development, Utrecht University, Princetonlaan 8a, 3584 CB Utrecht, The Netherlands
1 shared publication - Hossein Nasrollahi
Copernicus Institute of Sustainable Development, Utrecht University, Princetonlaan 8a, 3584 CB Utrecht, The Netherlands
1 shared publication - Ioannis Lampropoulos
Copernicus Institute of Sustainable Development, Utrecht University, Princetonlaan 8a, 3584 CB Utrecht, The Netherlands
1 shared publication - Jan Dirk Fijnheer
Department of Information & Computing Sciences, Utrecht University, Princetonplein 5, 3584 CC Utrecht, The Netherlands
1 shared publication - Remco C. Veltkamp
Utrecht University
1 shared publication - Wilfried G. J. H. M. van Sark
Copernicus Institute of Sustainable Development Utrecht University Princetonlaan 8a 3584 CB Utrecht The Netherlands
1 shared publication
Latest Publications
- 18 January 2024
- Published by Springer Nature
- p. 67-90
Generative AI and the Technological Imaginary of Game Design
- 18 January 2024
- Published by Springer Nature
- p. 67-90
Generative AI and the Technological Imaginary of Game Design
- Open Access
Review of Serious Energy Games: Objectives, Approaches, Applications, Data Integration, and Performance Assessment
In recent years, serious energy games (SEGs) garnered increasing attention as an innovative and effective approach to tackling energy-related challenges. This review delves into the multifaceted landscape of SEG, specifically focusing on their wide-ranging applications in various contexts. The study investigates potential enhancements in user engagement achieved through integrating social connections, personalization, and data integration. Among the main challenges identified, previous studies overlooked the full potential of serious games in addressing emerging needs in energy systems, opting for oversimplified approaches. Further, these studies exhibit limited scalability and constrained generalizability, which poses challenges in applying their findings to larger energy systems and diverse scenarios. By incorporating lessons learned from prior experiences, this review aims to propel the development of SEG toward more innovative and impactful directions. It is firmly believed that positive behavior changes among individuals can be effectively encouraged by using SEG.
Open AccessReview of Serious Energy Games: Objectives, Approaches, Applications, Data Integration, and Performance Assessment
In recent years, serious energy games (SEGs) garnered increasing attention as an innovative and effective approach to tackling energy-related challenges. This review delves into the multifaceted landscape of SEG, specifically focusing on their wide-ranging applications in various contexts. The study investigates potential enhancements in user engagement achieved through integrating social connections, personalization, and data integration. Among the main challenges identified, previous studies overlooked the full potential of serious games in addressing emerging needs in energy systems, opting for oversimplified approaches. Further, these studies exhibit limited scalability and constrained generalizability, which poses challenges in applying their findings to larger energy systems and diverse scenarios. By incorporating lessons learned from prior experiences, this review aims to propel the development of SEG toward more innovative and impactful directions. It is firmly believed that positive behavior changes among individuals can be effectively encouraged by using SEG.
- Open Access
- 1 June 2019
- Published by Walter de Gruyter GmbH in Nordic Journal of Media Studies
- Vol. 1 (1) , 103-124
Disrupting video game distribution
This article analyses the disruptive potential of Valve’s game distribution platform, Steam, focusing specifically on how Steam has evolved into a de facto online social network and how Valve uses constant feature changes as part of its corporate rhetoric. Despite its profound influence on the video game industry, scholarly inquiry into Steam has focused on analyses of user or value creation. However, Steam arguably derives its long-term disruptive potential from combining the gamification of digital distribution with the formation of ephemeral public spheres around the games that it distributes, thereby becoming a de facto online social network. To investigate this strategy, the article employs a historically comparative affordance analysis, drawing on a small data set of Steam blog posts and tech blog coverage from 2007 to 2018 to map patterns of affordance change.
- 1 June 2019
- Published by Walter de Gruyter GmbH in Nordic Journal of Media Studies
- Vol. 1 (1) , 103-124
Open AccessDisrupting video game distribution
This article analyses the disruptive potential of Valve’s game distribution platform, Steam, focusing specifically on how Steam has evolved into a de facto online social network and how Valve uses constant feature changes as part of its corporate rhetoric. Despite its profound influence on the video game industry, scholarly inquiry into Steam has focused on analyses of user or value creation. However, Steam arguably derives its long-term disruptive potential from combining the gamification of digital distribution with the formation of ephemeral public spheres around the games that it distributes, thereby becoming a de facto online social network. To investigate this strategy, the article employs a historically comparative affordance analysis, drawing on a small data set of Steam blog posts and tech blog coverage from 2007 to 2018 to map patterns of affordance change.