Jesper Juul
Publications
Gameography
Teaching & lecturing
Company
CV
Contact
The Ludologist
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Curriculum Vitae Jesper Juul
Born in 1970 in Århus,
Denmark.
Current occupation
Education
Academic Experience
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1999-2000: External Lecturer, IT University of Copenhagen
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2000-2003: Ph.D., IT University of Copenhagen.
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2004-2007: Assistant professor, IT University of Copenhagen.
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2008: Evaluated as qualified for associate level professor in computer game design, IT University of Copenhagen.
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2008-July 2009: Lecturer, Comparative Media Studies, MIT
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August 2009-July 2010: Visiting Assistant Arts Professor, New York University Game Center
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August 2010-March 2011: Researcher at the Danish Design School, Copenhagen on a grant from the Danish Centre for Design Research.
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September 2011-: Visiting Assistant Arts Professor, New York University Game Center.
Academic publications
Books
Book chapters
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"Introduction to Game Time / Time to play". In Noah Wardrip-Fruin and Pat Harrigan (eds.): First Person, Cambridge: MIT Press 2004.
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"Hvad spillet betyder" / "What the Game Means". In Ida Engholm and Lisbeth Klastrup (eds:): Digitale Verdener. Copenhagen: Gyldendal 2005.
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"Games telling stories?" In Joost Raessens and Jeffrey Goldstein (eds.): Handbook of Computer Game Studies. MIT Press 2005.
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"Tid til at Spille". In Carsten Jessen and Bo Kampmann Walther (eds.): Spillets Verden. Copenhagen: Danmarks Pædagogiske Universitets Forlag 2005.
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"Without a Goal: On Open and Expressive Games". In Videogame/Player/Text, edited by Tanya Krzywinska and Barry Atkins. Manchester: Manchester University Press 2007.
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"Variation over Time: The Transformation of Space in Single-Screen Action Games". In Friedrich von Borries, Steffen P. Walz, Ulrich Brinkmann, Matthias Böttger (eds): Space Time Play. Basel: Birkhäuser 2007.
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"The Game, the Player, the World: Looking for a Heart of Gameness". In Winfred Kaminski and Martin Lorber (eds.): Clash of Realities 2008: Spielen in digitalen Welten. Munich: Kopäd 2008.
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"Rules and Fiction". In Juan Antonia and Àlvarez Reyes: Try Again. Madrid: La Case Encendida 2008.
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"The Magic Circle and the Puzzle Piece". In Stephan Günzel, Michael Liebe and Dieter Mersch (eds.): Conference Proceedings of the Philosophy of Computer Games 2008. Potsdam: Potsdam University Press 2008.
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"Fear of Failing? The Many Meanings of Difficulty in Video Games". In Bernard Perron and Mark J. P. Wolf (eds.): The Video Game Theory Reader 2. New York, NY: Routledge 2009.
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Mia Consalvo, John Sharp, Ulrika Bennerstedt, Jesper Juul: "Tweeting GDC" in Dikkers, Steinkuehler, Squire & Zimmerman (eds): Real Time Research: Improvisational Game Scholarship. Pittsburg, PA: ETC Press 2010.
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Jesper Juul, Rasmus Keldorff: Depth in one Minute: A Conversation about Bejeweled Blitz. In Davidson, Drew (ed).: Well Played 2.0: Video Games, Value and Meaning. Pittsburg, PA: ETC Press 2010.
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"After Game Graphics". Catalogue text for the Press Play exhibition, Permanenten, Bergen, Norway, 2010.
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"Narrative" and "Defender" entries in Wolf, Mark J. P. (ed.) Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming. Westport, CT: Greenwood, 2012.
- "Gameplay" entry in Ryan, Marie-Laure, Lori Emerson & Benjamin Robertson (eds.): Johns Hopkins Encyclopedia of Digital Media and Textuality (in press).
Articles and peer-reviewed conference presentations
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November 1998: Article in
the literary magazine Kritik #135: "En kamp mellem spil og fortælling."
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November 1998: Paper presentation
at the Digital Arts and Culture conference in Bergen: "A clash between
game and narrative".
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May 1999: Article in the
magazine Det ny reception: "Nettet, der aldrig var." ["The net that never was"].
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August 2000: Paper presentation
at the Digital Arts and Culture conference
in Bergen: "What computer games can and
can't do"
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March 2001: Computer
Games & Digital Textualities conference at
the IT University of Copenhagen. Paper presentation, Play
time, Event time, Themability.
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April 2001: Paper presentation
at the Digital Arts and Culture conference
in Providence, Rhode Island: Game Time.
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June 30th 2001: Paper presentation
at the Game Cultures conference in Bristol: Gameplay: What are Games Really?
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July 1st 2001: Article, Games Telling
Stories? and review, The
Repeatedly lost Art of Studying Games in Game
Studies.
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April 6th 2002: Paper presentation at the Playing with the future conference,
Manchester: Protect your resource gathering units at all cost: Sketching
a theory of gameplay.
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June 8th 2002: Paper presentation at the Computer Games and Digital Cultures
conference, Tampere, Finland: The open
and the closed: Games of emergence and games of progression.
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April 9th 2003: Column for the IGDA [international game developers association]
website: Just
what is it that makes Computer Games so Different, so Appealing?
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May 30-31st 2003: Presentation at the Digital
genres Conference Chicago: Transmedial Gaming: Exploring the affinity
between computer and games.
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November 4th-6th 2003: Keynote speaker at the DiGRA
Level Up conference in Utrecht: The Game,
the Player, the World: Looking for a Heart of Gameness.
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February 2004: "Working with the Player's Repertoire". Imagina Conference, Monaco.
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June 2005: "Half-Real: The Interplay between Game Rules and Game Fiction". DiGRA conference, Vancouver, Canada.
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June 2005: "Playing Culture" presentation at Games, Learning, and Society conference, Madison, Wisconsin. (With Eric Zimmerman.)
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December 2005: Panelist, "Gameplay: The Great Debate", Digital Arts and Culture Conference, IT University of Copenhagen.
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"Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games". Artifact journal. Volume 2, 2007. London: Routledge.
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"A certain Level of Abstraction". Conference paper at the DiGRA conference, Tokyo Japan, September 2007.
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"What is the Casual in Casual Games?" Conference paper at the [player] conference, IT University of Copenhagen, August 2008.
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"The Value of Goals". Panelist at The [Player] Conference, IT University of Copenhagen, August 2008.
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"Beyond Balancing: Using Five Elements of Failure Design to Enhance Player Experiences". Game Developers Conference, San Francisco, March 2009.
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"Easy to Use and Incredibly Difficult: On the Mythical Border between Interface and Gameplay". Foundations of Digital Games, Florida, April 2009. With Marleigh Norton.
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"The Bad Games Panel". Panel with Jason Begy and Matthew Weise at the DiGRA 2009 conference, Brunel University, September 2009.
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June 2010: "In search of Lost Time: on Game Goals and Failure Costs". Conference paper at the Foundations of Digital Games conference, Monterey, CA.
- January 2012: Staffan Björk & Jesper Juul: "Zero-Player Games Or: What We Talk about When We Talk about Players". Conference paper presented at the The Philosophy of Computer Games Conference, Madrid.
Keynotes and selected invited talks
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November 26-28th 2001: Invited speaker at NIK2001 in Tromsø, the annual meeting of the Norwegian association of computer
science researchers. Talk title: Fun in theory.
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February 3rd 2002: Invited talk at Mediamatic's Interactive
Vertellers [interactive narrators] workshop in Amsterdam. Talk title: The
art of letting go.
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August 27th 2002: Panelist at the Game Developer's
Conference Europe academic day.
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August 28th 2002: Presentation at Game Developer's
Conference Europe, London: Making sense of gameplay and emergence.
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March 20th 2003: Panelist at the Fate of Creativity in the Videogame Industry colloquium, Comparative Media Studies, MIT. (With Ken Levine, Irrational Games
and Brian Sullivan, Iron Lore.)
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April 9th 2003: Presentation for the Scholar Technology Group a Brown University: About the game.
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April 23rd 2003: Invited talk at the Liquid Narrative Group, NCSU, Raleigh, North
Carolina.
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November 4th-6th 2003: Keynote speaker at the DiGRA
Level Up conference in Utrecht: The Game,
the Player, the World: Looking for a Heart of Gameness.
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February 2004: Converging Media, Oslo, Norway.
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October 2004: Speaker, Steirische Herbst, Graz, Austria.
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June 2005 : Games, Learning and Society conference, Wisconsin, Madison: "Playing Culture". With Eric Zimmerman.
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December 2005: Presentation "Without a goal" at Serious Games Summit, Lyon.
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March 2006: Keynote speaker at Serious Games Summit, Game Developer's Conference, San José.
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March 2006: "A Game in the Hands of a Player". From Gamers to Gaming, Göteborg, Sweden.
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October 2006: Invited talk at Georgia Tech.
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November 2006: Invited talk at Penn. "The problem with Goals: New ways of motivating players".
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November 2006: Invited talk at Comparative Media Studies, MIT, Boston.
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November 2006: Online panel arranged by Manifesto Games: "Games As Art" with Henry Jenkins, Santiago Siri, and Eric Zimmerman.
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January 2007: Invited talk at NYC Game Salon. New School, New York City: "Actually: What a game means".
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February 2007: Invited talk at ENJMIN, France.
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March 2007: Panelist at the MetaGame panel, Game Developers Conference, San Francisco.
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April 2007: Invited speaker at Theory of the Novel for the 21st Century workshop, Stanford University.
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March 2008: Keynote speaker, Clash of Realities conference, Cologne. Talk title: Video Games: The most Emotional of all Media.
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March 2008: Invited talk at Georgia Institute of Technology. Talk title: Hardcore Players of Casual Games.
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March 2008: Invited talk at Indiana University Bloomington. Talk title: Games for making friends and enemies: A small theory of games in social contexts.
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April 2008: Invited talk at Teacher's College, Columbia University. Talk title: What makes Casual Games so Appealing, so Attractive?
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May 2008: Keynote speaker, Philosophy of Computer Games Conference, Potsdam. Talk title: Who made the Magic Circle? Seeking the Solvable part of the Game-Player Problem.
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November 2008: Invited talk at University at Buffalo. Talk title: Why Study Video Games?
Why Play Video Games?
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November 2008: Invited talk at Quinnipiac University. Talk title: Fun in Theory
On the Importance of Studying Video Games.
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January 2009: Invited talk at Dartmouth College. Talk title: The Meaning of Video Games
-On Today's Debates in Video Game Studies.
- March 2009: Invited talk at Floating Points 6, Emerson College. Talk title:
The Rise of Small Games.
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November 2009: Invited talk at Johannes Gutenberg-Universität, Mainz
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February 2010: Speaker at the Art History of Games conference, Atlanta, Georgia.
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August 2010: Keynote speaker, Nordic DiGRA conference, Stockholm.
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May 2011: Speaker at the Unfortunate Game Events seminar, Danish Design School, Copenhagen. Talk title: Video Games, the Art of Failure.
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June 30-July 2nd 2011: Invited speaker, Storyworlds Across Media conference, Johannes Gutenberg-Universität, Mainz. Talk title: The Paradox of Interactive Tragedy: Can a Video Game have an Unhappy Ending?
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November 2011: Keynote speaker, SBGames 2011 conference, Salvador, Brazil. Talk title: No Fun: Failure as the True Subject of All Games.
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March 2012: Panelist at Game Developers Conference, San Francisco on Teaching Game History. Talk title: No Game Natives
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March 2012: Panelist at Game Developers Conference, San Francisco Game Educator's Rant. Talk title: Against the Tyranny of Pixelated Platformers.
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May 2012: Panelist at ROLFCon III, Cambridge, MA on WHY THE %&*# IS THIS SO %&#ING IMPOSSIBLE??. Talk title: Confessions of a Sore Loser
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June 2012: Panelist at the Games, Learning and Society conference, Madison, WI on the You Put Your Right Foot In... panel.
- October 2013: Invited speaker at the World Knowledge Forum, Seoul, Korea. Talk title: Video Games and the Art of Failure - On the Dangers of Game Design in Education, Business, and Policy.
Teaching
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Autumn 1995: A series of
workshops in the new children's house at the Louisiana Art Museum, Copenhagen.
(With Jonas Iversen, MouseHouse).
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1996: Teaches Java and JavaScript programming at NetJob, Aarhus, Denmark.
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Spring 1999: Develops and teaches the course Digital Aesthetics at the
IT University of Copenhagen..
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Fall 2001: Developed and taught the course Computer Games at the IT
University of Copenhagen. (Covering theory and practice.)
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Fall 2002: Developed and taught the course on Designing
an online computer game at the IT University of Copenhagen. (With Susana Tosca).
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2004-2006: Developed and taught the course Computer Game Design at the IT University of Copenhagen.
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April 2006: 3-day workshop on game design and theory, IO Interactive.
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Spring 2007: Co-taught the course Game Development at the IT University of Copenhagen.
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Spring 2008: Co-taught the course Game Design at Comparative Media Studies, MIT.
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Spring 2009: Developed and taught the course Casual Games and Casual Players at Comparative Media Studies, MIT.
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Fall 2009: Developed and taught the course Introduction to Video Games at the New York University Game Center, NYU.
Professional experience (non-academic)
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June 1995-: Company, Soup Games.
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1992-1993: Develops the
fractal program Lyapunovia for the Commodore Amiga. (http://soupgames.net/lyapunovia)
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April 1994-August 1995:
Work at the multimedia company MouseHouse.
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August 1996: Project manager,
concept developer and programmer on the children's game "Kampen om Kagen"
["The battle for the cake"] for MouseHouse and the Silkeborg public
library.
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January-March 1997: Programs
the Macintosh version of the triple CD-ROM game "Blackout" at Deadline Media.
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April 1997: Develops the
game "Puls in Space" for Netwave. (http://soupgames.net/pspace)
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June 1997 - August 1998:
Works with Brennan Young, Xavier Pianet, and Mads Rydahl under the name "The
Planet".
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July 1997: Develops the
game "Slimebusters" for Egmont Online.
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September 1997: Develops
the graphical chat system "Højhuset" for Netwave. (http://www.n.dk)
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Marts 1998: Develops the
game "Euro-Space" for JuniBevægelsen. (http://soupgames.net/eurospace)
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December 1998-January 1999:
Develops the game "PingPong" for TV2 Interactive.
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January 1999: Text chat
for the music site g.dk and Scandinavian
Online.
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July-September 1999: Develops
the game Flag
Rally for Tele
Danmark Internet. (With Rasmus Keldorff.)
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November-December 1999: Develops a small game engine for a series of promotional
games for Lego in collaboration with Cite.
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September 2000: Finished the graphical chat Højhuset
2 for Netstationen/Scandinavia Online.
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January 2001: Develops the game Detonator for TV2 Interactive (with Rasmus Keldorff.)
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2007: Develops the casual game High Seas for GameTrust.
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2007: Sheep! Audience prize, 2nd Nordic Game Jam.
- 2010: 4:32 "Most innovative game", Global Game at Jam New York University.
Visiting scholar appointments
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February-July 2003: Comparative Media Studies, MIT, Boston.
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August-December 2006: Parsons New School of Design, New York City.
Reviewing and Judging
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Editorial board member, Game Studies journal 2001-
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Editorial board member, Games & Culture Journal 2007-
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Webby Awards judge 2004-
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Values at Play advisory board member 2008-
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Digital Arts and Culture conference, Brown University, 2001.
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Computer Games and Digital Culture conference, Tampere University, 2002.
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Digital Arts and Culture conference, Melbourne, 2003.
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Imagina conference, Monaco, 2005.
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Digital Arts and Culture conference, Perth, 2007.
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Mobile Media conference. University of Sydney, 2007.
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Head of game design reviewing, DiGRA conference, Tokyo 2007.
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Head of game design reviewing, DiGRA conference, London 2009.
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MIT Press
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Morgan Kaufman
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Norsk Medietidsskrift
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Information Communication & Society
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Instructional Science
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IADIS Gaming 2008
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American Journal of Play
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ICEC 2009
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FaVE 2009
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International Journal of Learning and Media
Conference organisation
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Co-organizer, Computer Games and Digital Textualities conference, IT University of Copenhagen 2001.
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January 24th 2003: Organizer of the computer game seminar Spillere og Spillerpositioner [Players and player positions] at the IT University of Copenhagen.
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Co-organizer, first Nordic Game Jam, Copenhagen 2006.
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Advisory board member, DAC conference, Perth 2007.
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Advisory board member, DiGRA conference, Tokyo 2007.
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Co-organizer, Global Game Jam at New York University, January 2010.
- Organizer, Unfortunate Game Events seminar, Danish Design School, Copenhagen, May 2011.
Miscellaneous
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November 1996: Winner, Danish Java Cup programming competition (arranged by Sun Microsystems)
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February 4th 2004: Winner, young researcher award, Imagina 2004, Monaco.
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2004-2007: Co-editor, Game Studies journal.
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October 2006: Half-Real listed as one of "50 Books For Everyone In the Game Industry".
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December 2006: Half-Real finalist for book of the year in Game Developer Magazine's Frontline Awards.
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2003- video game research blog, The Ludologist.
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February 2007: Winner, audience award at the Nordic Game Jam 2007, Copenhagen, Denmark.
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February 2010: Winner, audience award for most innovative game at Global Game Jam, New York University.
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April 2010: A Casual Revolution named as "one of the Five Essential Books on Video Games" by the New Yorker Magazine.
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2010-: Co-editor with Geoffrey Long and William Uricchio, Playful Thinking book series, MIT Press.
Art projects
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Summer 1994: The installation "Gaston" for Electronic Café. (With Charlie Gaugler.)
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April 1995: The art installation "Receptionsmaskinen" for the Danish minister of culture's conference
on information technology, the international film school in Ebeltoft. (With
Mads Rydahl.)
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June 1995-May 1996: The
art installation "Men vi forstår jo hinanden" ["we
do understand each other"] as part of the TIEA at MouseHouse, Vestergade,
Copenhagen. (With Mads Rydahl.)
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April 1996: Creates the spoof web page "Your own virtual hamster".
(http://www.jesperjuul.net/hamster) (with Brennan Young).
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February 1997: Exhibits
the poetic art installation "Ord & Stol"
["Word and chair"] at gallery Eat Me, Sortedams Dossering, Copenhagen.
'
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April 1998: Exhibits the
graphical and musical installation "Loop in A Minor" at the
Art Crash conference, Århus.
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August 31st 1998: Exhibits "Loop in A Minor" at the opening of Malmö
Högskola.
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September-November 1996:
Develops the computer part of Lars von Trier's exhibition "Verdensuret"
["World clock"], Kunstforeningen, Copenhagen.
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