PhD Dissertation
- Egenfeldt-Nielsen, Simon (2005). Beyond Edutainment: Exploring the Educational Potential of Computer Games. IT-University Copenhagen.
Buy physical version | Buy digital version
Journal papers
- Egenfeldt-Nielsen, Simon (2012). EUROPA UNIVERSALIS II: Conquest, trading, diplomacy from the Middle Ages to Napoleon. Well Played – a journal on video games, value and meaning. ETC Press. V1, No1.
- Egenfeldt-Nielsen, Simon (2012). We should be heroes… A case study of community building as a dominant strategy. Well Played – a journal on video games, value and meaning. ETC Press. V1, No3.
- Egenfeldt-Nielsen, Simon (2011).What Makes a Good Learning Game? Going beyond edutainment. eLearn Magazine. ACM
- Egenfeldt-Nielsen, Simon (2010).The challenges to diffusion of educational computer games. 4th ECGBL Conference Proceedings. Copenhagen.October 2010.
- Egenfeldt-Nielsen, Simon (2010). Computerspils uforløste potentiale. Stafetten. UVM.
- Egenfeldt-Nielsen, Simon (2010). Hvordan underviser man med computerspil? DesignVærkstedet EMU.
Læringsspils uforløste potentiale
- Egenfeldt-Nielsen, Simon (2009). Los videojuegos como herramientas de aprendizaje, In: Aranda, Daniel; Sánchez-Navarro, Jordi (eds.) “Aprovecha el tiempo y juega. Algunas claves para entender los videojuegos“. Barcelona: Editorial UOC.
- Egenfeldt_Nielsen, Simon (2009). Hvordan underviser man med computerspil? Designværkstedet. Uni-C. København.
- Mader, Vibeke, Bruun, Jesper, Egenfeldt-Nielsen, Simon, Frederiksen, Peter, Kølle, Valdemar og Jeppe Herlev Nielsen (2009). Spil om universet. Digitale og tværfaglige spil i museumsundervisning. I: Nationalmuseets Arbejdsmark. Nationalmuseet. København.’
- Egenfeldt-Nielsen, Simon (2009). Computerspil ej blot til lyst. I: Løssing, Anne Sophie Warberg (red.). Digital Museumsformidling – i Brugerperspektiv. Kulturarvstyrelsen. København.
- Egenfeldt-Nielsen, Simon (2009). What Makes a Good learning Game. Online Educa, Berlin.
- Egenfeldt-Nielsen, S. (2007). Third Generation Educational Use of Computer Games. Journal of Educational Multimedia and Hypermedia. v16,3.
- Egenfeldt-Nielsen, S. (2007). Att skapa ljuv musik: Det pedagogiska anvandandet av datorspel. In: Linderoth, Jonas (Ed). Datorspelandets Dynamik. Studentlitteratur. (English Version)
- Buch, T. & Egenfeldt-Nielsen, S. (2007). The Learning Effects of Global Conflicts. Media@Terra, Conference Proceedings, Athens.
- Egenfeldt-Nielsen, S. (2007). Educational use of computer games. Education & Health, 25:2
- Egenfeldt-Nielsen, S. (2006). Case study of Global Conflicts. Games@IULM Conference Proceedings, Milan.
- Egenfeldt-Nielsen, S. (2006). Overview of research on the educational use of video games. Digital Kompetanse.1 (3), 184-213
- Egenfeldt-Nielsen, S. (2005). Can Education and Psychology Join Forces. The Clash of Benign and Malign Learning from Computer Games. Nordicom Review 2/2005.
- Egenfeldt-Nielsen, S. (2005). Seriøse spil: Computerspil ej blot til lyst. EMU, Designværkstedet.
- Egenfeldt-Nielsen, S. (2004). The End Of The World As We Know It?. International Game Geveloper Association. Ivory Tower Column.
- Egenfeldt-Nielsen, S. (2004). A starting point for studying computer games: misconceptions flourishing among students approaching computer game studies. Digra.
- Egenfeldt-Nielsen, S. (2004). Understanding the educational potential of commercial computer games through activity and narratives. Game-Research.
- Egenfeldt-Nielsen, S. (2004). Practical barriers in using educational computer games [.doc].On Horizon special issue. Hear as podcast.
- Egenfeldt-Nielsen, S. (2004). De voldelige computerspil – Hvor engle ej tør træde [.doc]. I: Spillets verden. DPU Press.
- Egenfeldt-Nielsen, S. (2004). Online-spil – Start the game already [.doc]. Not published – publisher closed.
- Egenfeldt-Nielsen, S. (2003). Exploration in computer games – a new starting point. Digra – Level up conference 2003 Electronic Proceedings.
- Egenfeldt-Nielsen, S. (2003). Keep the Monkey rolling: Eye-hand Coordination in Super Monkey Ball [.doc]. Digra – Level up conference 2003 Electronic Proceedings
- Egenfeldt-Nielsen, S. (2003). Thoughts on learning in games and designing educational computer games. Game Research.
- Egenfeldt-Nielsen, S. (2003). Computerspils undervisningspotentiale – historie på en anden måde i gymnasiet. Designværkstedet.
- Egenfeldt-Nielsen, Simon (2002). Informationsteknologi i en skole under forandringer Psykologisk set, nr. 46, 2002.
- Egenfeldt-Nielsen, Simon (2000). De digitale medier og barndom: Nyt paradigme eller genoplivning af gamle? Psykologisk Pædagogisk Rådgivning. nr. 5-6, november, 2000.
- Egenfeldt-Nielsen, Simon & Smith, Jonas Heide (1999).Danske computerspillere Autofire.
- Egenfeldt-Nielsen, Simon (1999).Computerspil – ven eller fjende? Psykologisk set.nr. 34, 1999.
Other publications [popular scientific]
- Egenfeldt-Nielsen, S. (2008). Hvad skal vi med computerspil i den danske skole?. IT & og Undervisning. IT-Vejlederens Forening nr. 2, 200
- Egenfeldt-Nielsen, Simon (2008). Computerspil i historieundervisningen?Historie og Samfundsfag, nr. 1. feb. 2008. Foreningen af lærere i historie og samfundsfag.
- Egenfeldt-Nielsen, Simon (2003). Thoughts on learning in games and designing educational computer games. Game-research.com.
- Egenfeldt-Nielsen, Simon (2003). The two competing research communities in games and computer games. Game-Research.com
- Egenfeldt-Nielsen, Simon (2003).Computerspil på skoleskemaet. Berlingske Tidende 24. september.
- Egenfeldt-Nielsen, S. (2003). Mapping online gaming: Genres, characteristics and revenue models. Game-Research.
- Egenfeldt-Nielsen, S. (2003). Kritisk spilanalyse [password required]. Incircle Undervisningsportal.
- Egenfeldt-Nielsen, S. (2003). Bagom computerspil. Game-Research.com.
- Egenfeldt-Nielsen, Simon (2002). The Game on conference and the current state of research into learning. Game-research.com.
- Egenfeldt-Nielsen, Simon (2002). The EU commission starts the game. Game-research.com.
- Egenfeldt-Nielsen, S. (2002). Online gaming habits. Game-Research.
- Egenfeldt-Nielsen, Simon (2002). The future is now. Game-research.com.
- Egenfeldt-Nielsen, Simon (2002). Computerspilsforskning. Orbitalen.
- Egenfeldt-Nielsen, Simon (2002). Art, science, and business of computer games – Why, how and when? Game-Research.com
- Egenfeldt-Nielsen, Simon (2001). Brave new Entertainment World. Game-Research.com
- Egenfeldt-Nielsen, Simon (2001). På tærsklen til en ny markedsføringsæra. Kommunikationsforum.
- Egenfeldt-Nielsen, Simon (2000). Et uddannelsessystem i det digitale individs tegn – den glemte sen-modernitet og tankeløs IT-brug. Speciale. Københavns Universitet.
- Egenfeldt-Nielsen, Simon & Smith, H. Jonas (1998). Legetøj for en senmoderne kultur. Bachelorprojekt . Københavns Universitet.
Reports [In relation to consulting]
- Egenfeldt-Nielsen, S. (2005). Det nordiske marked for seriøse computerspil – Erfaringer med oplysning om udviklingslandes problemstillinger. Danida.
- Egenfeldt-Nielsen, S. & Smith, J. H. (2004). Playing With Fire – How do Computer Games influence the Player? NORDICOM.
- Egenfeldt-Nielsen, S. & Smith, J. H. (2003). Forskningsnotat om computerspil og skadelighed. Medierådet for børn og unge.
- Egenfeldt-Nielsen, Simon (2003). Notat om Risici i online-spil: Internettets mest populære applikation. Red Barnet.
- Egenfeldt-Nielsen, Simon & Smith, Jonas H. (2002). Online Gaming Habits. Game-Research.com.
- Egenfeldt-Nielsen, Simon, Pedersen, Jeppe Bo & Smith, Jonas H. (2002). Pro Gamers . Game-Research.com.
0 Responses
Stay in touch with the conversation, subscribe to the RSS feed for comments on this post.