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Alvarez, D. & Rouse, R. (2025). Assembling Body, Mind, and Spirit in Digital Humanities Teaching Praxis (1ed.). In: Constance Crompton; Laura Estill; Richard J. Lane; Ray Siemens (Ed.), The Routledge Companion to Digital Humanities in Practice: (pp. 454-473). Routledge
Open this publication in new window or tab >>Assembling Body, Mind, and Spirit in Digital Humanities Teaching Praxis
2025 (English)In: The Routledge Companion to Digital Humanities in Practice / [ed] Constance Crompton; Laura Estill; Richard J. Lane; Ray Siemens, Routledge, 2025, 1, p. 454-473Chapter in book (Refereed)
Abstract [en]

This chapter is a collaborative meeting point for two educators at the intersection of performing arts and technology, who share a focus on topics often considered too subjective or taboo within teaching and learning, such as empathy, compassion, and interconnectivity. Even our focus on teaching and learning, because we are outside the pedagogy field, can seem transgressive, in technologically inflected disciplines where “hard” science research may be privileged. In contrast, we characterize teaching as a spiritual, activist endeavor centered in intuition and decolonizing practices and highlight the collaborative and embodied nature of our inquiry through autoethnographic duet as method. For us, teaching is personal, given the complexities of our identities. We both experience power and oppression in different contexts, including the classroom. From this intersectional feminist grounding, we reflect on our own formative student experiences and what has been modeled for us by teachers and mentors inside and outside of institutional settings. Through this critical, collaborative reflection we draw out a set of practices that come together to make transformative, cocreated learning possible across courses relevant to the Digital Humanities, such as multimedia performance, game design, storytelling, and music. We discuss ideas for how these practices seek to assemble not only mind but also body and spirit in the act of teaching and learning and can be utilized to remake and refashion more traditional curricula such that transformation, as opposed to information, becomes the goal.

Place, publisher, year, edition, pages
Routledge, 2025 Edition: 1
National Category
Pedagogy
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-26065 (URN)10.4324/9781003327677‑32 (DOI)978-1-003-32767-7 (ISBN)978-1-032-35617-4 (ISBN)978-1-032-33385-4 (ISBN)
Note

CC‑BY‑NC‑ND 4.0

Routledge Taylor & Francis Group

© 2025 Informa UK Limited, an Informa Plc company

Available from: 2025-12-13 Created: 2025-12-13 Last updated: 2025-12-15Bibliographically approved
Rouse, R. (2025). Fun Time: Exploring Clocks, Computers, and Videogames. In: Andrew Klobucar (Ed.), Narrative Interplay in the Digital Era: (pp. 147-161). Intellect Ltd.
Open this publication in new window or tab >>Fun Time: Exploring Clocks, Computers, and Videogames
2025 (English)In: Narrative Interplay in the Digital Era / [ed] Andrew Klobucar, Intellect Ltd., 2025, p. 147-161Chapter in book (Refereed)
Abstract [en]

As videogames become an increasingly dominant popular cultural form it is important to ask what it means to spend time at play in games today. Videogames have a contested reputation with respect to time. There is the archetypal figure of the time- divorced gamer, who proceeds to play for hours on end, disregarding even basic human needs. There is the notion of games as a waste of time, closely linked to the ideas of games as a pleasant way to pass time, as in the trend of casual games or games played on mobile phones. In contrast, there is the idea of games as a way to accelerate learning or save time, as opposed to more traditional forms of education or training. And then there are the more formal design values of flow and replayability in videogames, which are leveraged by designers seeking to harness time in ways perhaps unique to the digital games medium. What do these relationships between humans, machines, and gameplay have to say about how we live today? This chapter illuminates historical threads of game- time, including the histories of the clock and the computer, to better under- stand how we experience time as we play, and how this experience of game- time informs our understanding of what it means to have fun in the world today.

Place, publisher, year, edition, pages
Intellect Ltd., 2025
Keywords
clocks, computer history, fun, time, videogames
National Category
Media and Communication Studies
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-26064 (URN)10.1386/9781835952054_7 (DOI)978-1-83595-207-8 (ISBN)978-1-83595-206-1 (ISBN)978-1-83595-205-4 (ISBN)
Note

Intellect Ltd

University of Chicago Press

Available from: 2025-12-13 Created: 2025-12-13 Last updated: 2025-12-15Bibliographically approved
Rouse, R. & Kristensen, L. (2025). Introduction: Utopian Longing, Ludic Aesthetics, and Exchange. In: Lars kristensen; Rebecca Rouse (Ed.), LudoKonst: (pp. 11-28). Skövde: Skövde Art Museum
Open this publication in new window or tab >>Introduction: Utopian Longing, Ludic Aesthetics, and Exchange
2025 (English)In: LudoKonst / [ed] Lars kristensen; Rebecca Rouse, Skövde: Skövde Art Museum , 2025, p. 11-28Chapter in book (Other academic)
Place, publisher, year, edition, pages
Skövde: Skövde Art Museum, 2025
National Category
Performing Arts Art History Cultural Studies
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-26053 (URN)978-91-985379-4-9 (ISBN)
Funder
Region Västra Götaland
Note

Editor: Konstmuseet i Skövde/Skövde Art Museum

Co-Editors: Lars Kristensen & Rebecca Rouse at University of Skövde

Authors: Thomas Oldrell, Rebecca Rouse, Lars Kristensen, Sharon Clark, Jack Hardiker, Hedvig Jalhed, Mattias Rylander, Kristoffer Åberg, David Hornwall, Katariina Poikela, WU Mingmin, Nea Landin, Gabriel Widing, Scott Cazan, Jamie Fawcus, Susanne Hansson, Anna Granath, Lisa Sjögren, Charlotta Grimfjord Cederblad, Erik Dahl & Claes Svensson

LudoKonst 2023 was carried out with support from Västra Götaland Region and it was a collaboration between the University of Skövde, Skövde Art Museum and Folkteatern Gothenburg.

Available from: 2025-12-11 Created: 2025-12-11 Last updated: 2025-12-15Bibliographically approved
Kristensen, L. & Rouse, R. (Eds.). (2025). Ludokonst. Skövde: Skövde Art Museum
Open this publication in new window or tab >>Ludokonst
2025 (English)Collection (editor) (Other academic)
Place, publisher, year, edition, pages
Skövde: Skövde Art Museum, 2025. p. 91
National Category
Performing Arts Art History Cultural Studies
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-26056 (URN)978-91-985379-4-9 (ISBN)
Funder
Region Västra Götaland
Note

Editor: Konstmuseet i Skövde/Skövde Art Museum

Co-Editors: Lars Kristensen & Rebecca Rouse at University of Skövde

Authors: Thomas Oldrell, Rebecca Rouse, Lars Kristensen, Sharon Clark, Jack Hardiker, Hedvig Jalhed, Mattias Rylander, Kristoffer Åberg, David Hornwall, Katariina Poikela, WU Mingmin, Nea Landin, Gabriel Widing, Scott Cazan, Jamie Fawcus, Susanne Hansson, Anna Granath, Lisa Sjögren, Charlotta Grimfjord Cederblad, Erik Dahl & Claes Svensson

LudoKonst 2023 was carried out with support from Västra Götaland Region and it was a collaboration between the University of Skövde, Skövde Art Museum and Folkteatern Gothenburg.

Available from: 2025-12-11 Created: 2025-12-11 Last updated: 2025-12-11Bibliographically approved
De Maeyer, J., Kaminska, A., Rouse, R. & Trettien, W. (2025). Paperology: an ephemeral portrait.
Open this publication in new window or tab >>Paperology: an ephemeral portrait
2025 (English)Artistic output (Refereed)
National Category
Design
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-25006 (URN)
Note

Paperology x Thresholds: a project by Juliette De Maeyer, Aleksandra Kaminska, Rebecca Rouse, Whitney Trettien

The Paperology x Thresholds project is a digital remediation of a handcrafted, multi-authored artisanal book. It began as an album made by Rebecca Rouse, a games researcher and creator at Skövde University in Sweden.

The editors would like to express their gratitude to John Herr, Andrew Janco, and Laith Weinberger for lending their technical expertise to this project. It would not exist without them.

Juliette De Mayer and Aleksandra Kaminska are Associate Professors in the Department of Communication at the Université de Montréal.

Rebecca Rouse is Associate Professor in Media Arts, Aesthetics and Narration and Co-Director of PlayLab in the Division of Game Development at University of Skövde, Sweden.

Whitney Trettien is Associate Professor of English and Faculty Director of the Price Lab for Digital Humanities at the University of Pennsylvania.

Available from: 2025-04-10 Created: 2025-04-10 Last updated: 2025-09-29Bibliographically approved
Rouse, R. (2024). Cards Past and Future: Playing with People and Machines in the Performative Frame. In: Olle Essvik; Lars Kristensen (Ed.), Dead & Alive: Reflections on Media / Art (pp. 72-78). Gothenburg, Sweden: Rojal
Open this publication in new window or tab >>Cards Past and Future: Playing with People and Machines in the Performative Frame
2024 (English)In: Dead & Alive: Reflections on Media / Art / [ed] Olle Essvik; Lars Kristensen, Gothenburg, Sweden: Rojal , 2024, p. 72-78Chapter in book (Refereed)
Place, publisher, year, edition, pages
Gothenburg, Sweden: Rojal, 2024
National Category
Media and Communication Studies Arts
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-24855 (URN)978-91-984927-3-6 (ISBN)
Available from: 2025-01-22 Created: 2025-01-22 Last updated: 2025-09-29Bibliographically approved
Malazita, J., Rouse, R. & Smith, G. (2024). Disciplining Games. Game Studies, 24(1)
Open this publication in new window or tab >>Disciplining Games
2024 (English)In: Game Studies, E-ISSN 1604-7982, Vol. 24, no 1Article in journal (Refereed) Published
Abstract [en]

How is game research constructed and enacted as a discipline, or anti-discipline, in contemporary culture and academia? In a field often heralded for and defined by interdisciplinarity, how is identity developed? Who gets to say what counts as games scholarship, and who can participate? In this article we offer a counter-reading of game research's oft-deployed concept of interdisciplinarity, highlighting how interdisciplinary commitments can serve to support neoliberal formations of the university and undermine political scholarship as much as they can serve as a liberatory framework. As the field of game research continues to institutionalize, with undergraduate programs and new graduate programs growing in size and number, and as new junior scholars enter the academic workforce, conversation is needed about the character of the field’s interdisciplinarity. How game research can structure itself to act as a supportive and protective force for junior, marginalized and precarious scholars is not just a question of university administration, but of the epistemic underpinnings of the field itself.

Place, publisher, year, edition, pages
Game Studies, 2024
Keywords
interdisciplinarity, knowledge construction, institutional critique
National Category
Humanities and the Arts Other Engineering and Technologies
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-23697 (URN)2-s2.0-85198842277 (Scopus ID)
Available from: 2024-04-08 Created: 2024-04-08 Last updated: 2025-09-29Bibliographically approved
Rouse, R., Westborg, J. & Corron Youmans, A. (Eds.). (2024). Feminist Pedagogies in Games. Gothenburg, Sweden: Göteborgs universitet
Open this publication in new window or tab >>Feminist Pedagogies in Games
2024 (English)Collection (editor) (Refereed)
Place, publisher, year, edition, pages
Gothenburg, Sweden: Göteborgs universitet, 2024
Series
Mai, E-ISSN 2003-167X ; Focus issue 14
National Category
Pedagogy
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-24708 (URN)
Available from: 2024-11-19 Created: 2024-11-19 Last updated: 2025-09-29Bibliographically approved
Parvin, N. & Rouse, R. (2024). Feminist Philosophical Toys: Playful Companions and Live Theorization. Hypatia, 39(3), 465-491
Open this publication in new window or tab >>Feminist Philosophical Toys: Playful Companions and Live Theorization
2024 (English)In: Hypatia, ISSN 0887-5367, E-ISSN 1527-2001, Vol. 39, no 3, p. 465-491Article in journal (Refereed) Published
Abstract [en]

What are the matters of philosophy? How do they shape how philosophy is practiced, what kinds of knowledge it produces, and who counts as a philosopher? The dominant matters of Western philosophy, or its epistemic companions, are books and journal articles even when dialogic and oral traditions are acknowledged or referenced. In this paper, we argue that alternatives would be necessary if philosophy were to be a more capacious and welcoming discipline. We introduce Feminist Philosophical Toys as one such alternative that challenges what counts as serious philosophy by being seriously playful. The toys foreground the oral and the dialogic while reflecting on and committing to engaging materiality, record-keeping, and record-making. In doing so, the toys challenge the dominant form of philosophy and its mechanics of knowledge-making as they offer an alternative way of doing philosophy that can be transformative for the next generation of feminist scholarship. The dialogic, embodied, and communal interaction with paper, with theory, and with others is meant as a practice of live theorization, opening philosophy to a new groundedness and accessibility, centered in the ethos of feminist epistemology, while at the same time pushing against fetishization of matter.

Place, publisher, year, edition, pages
Cambridge University Press, 2024
National Category
Philosophy Pedagogy
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-23809 (URN)10.1017/hyp.2023.123 (DOI)001209872600001 ()2-s2.0-85192435317 (Scopus ID)
Note

CC BY-NC-ND 4.0 DEED

Published online by Cambridge University Press: 30 April 2024

Corresponding author: Nassim Parvin; Email: nassimi@uw.edu

Available from: 2024-05-03 Created: 2024-05-03 Last updated: 2025-09-29Bibliographically approved
Rouse, R. (2024). Foreword (1ed.). In: The Power of Games: Business Impacts and Innovation Opportunities. Routledge
Open this publication in new window or tab >>Foreword
2024 (English)In: The Power of Games: Business Impacts and Innovation Opportunities, Routledge, 2024, 1Chapter in book (Refereed)
Place, publisher, year, edition, pages
Routledge, 2024 Edition: 1
National Category
Other Engineering and Technologies Human Computer Interaction Information Systems, Social aspects
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-24537 (URN)1032794291 (ISBN)9781032794297 (ISBN)9781032794280 (ISBN)1032794283 (ISBN)9781003491927 (ISBN)
Note

Book author: William B. Rouse

Available from: 2024-09-19 Created: 2024-09-19 Last updated: 2025-09-29Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-3509-8293

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