Curriculum Vitae Jesper Juul
Born in 1970 in Århus, Denmark.
Current occupation
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Associate Professor at The Royal Danish Academy.
Education
- PhD in video game studies, IT University of Copenhagen. January 2004.
- M.A. in Danish literature, University of Copenhagen, February 1999.
- BA in Nordic Language and literature, University of Aarhus, June 1995.
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-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-August 2013: Visiting Assistant Arts Professor, New York University Game Center.
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September 2012-August 2018: Visiting Associate Professor at Comparative Media Studies/Writing, MIT.
- September 2013-: Associate Professor at The Royal Danish Academy of Fine Arts - The School of Design.
Honors
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August 2016: Selected as Distinguished Scholar for the Digital Games Research Association (DiGRA).
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February 2017: Selected as fellow for the Higher Education Video Game Alliance.
Books
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Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, MA: MIT Press 2005.
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A Casual Revolution: Reinventing Video Games and Their Players. Cambridge, MA: MIT Press 2010.
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캐주얼 게임- 비디오게임과 플레이어의 재창조. Korean translation of A Casual Revolution, 2012.
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The Art of Failure: An Essay on the Pain of Playing Video Games. Cambridge, MA: MIT Press 2013.
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Die Kunst des Scheiterns: Warum wir Videospiele lieben, obwohl wir immer verlieren. German translation of The Art of Failure. Wiesbaden, Germany: Luxbooks 2014.
- ハーフリアル ― 虚実のあいだのビデオゲーム. Japanese translation of Half-Real. Tokyo: New Games Order 2016.
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しかめっ面にさせるゲームは成功する 悔しさをモチベーション. Japanese transation of The Art of Failure. Tokyo: Born Digital 2016.
- Sztuka przegrywania. Esej o bólu, jaki wywołują gry wideo. Polish translation of The Art of Failure. Kraków: Korporacja Ha!art 2016.
- Handmade Pixels: Independent Video Games and the Quest for Authenticity. Cambridge, MA: MIT Press 2019.
- Half-Real: Videogames entre regras reais e mundos ficcionais. Brazilian Portuguese translation of Half-Real, translated by Alan Richard da Luz . Blucher 2019.
- Too Much Fun: The Five Lives of the Commodore 64 Computer. Cambridge, MA: MIT Press 2024.
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.
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“Gameplay.” entry in Marie-Laure Ryan, Lori Emerson, and Benjamin J. Robertson (eds.) The Johns Hopkins Guide to Digital Media. Baltimore, MD: Johns Hopkins University Press 2014.
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“On Absent Carrot Sticks: The Level of Abstraction in Video Games”. In Ryan, Marie-Laure, and Jan-Noël Thon (eds): Storyworlds across Media: Toward a Media-Conscious Narratology. University of Nebraska Press, 2014.
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"Avatar", with Rune Klevjer in Jensen, Klaus Bruhn (eds.): The International Encyclopedia of Communication Theory and Philosophy. Hoboken, NJ: John Wiley & Sons 2016.
- "Playing". In Lowood, Henry and Raiford Guins (eds.): Debugging Game History: A Critical Lexicon Cambridge, MA: MIT Press 2016.
- “The Arts of Failure: Jack Halberstam in Conversation with Jesper Juul” in Ruberg, Bonnie, and Adrienne Shaw, eds.: Queer Game Studies. Minneapolis, MN: University of Minnesota Press 2017.
- “Braid: Indies”. In Nina Huntemann and Matthew Thomas Payne: How to Play Video Games. New York: NYU Press 2019.
- "Imagining a New World". In Koven, Bernard De. The Infinite Playground: A Player’s Guide to Imagination. Edited by Celia Pearce and Eric Zimmerman. Cambridge, MA, USA: MIT Press, 2020.
- “Narrative.” In Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, edited by Mark J. P. Wolf, 2nd edition, 683–86. Santa Barbara, California: Greenwood. 2021.
- “Failure.” In Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, edited by Mark J. P. Wolf, 2nd edition, 320–21. Santa Barbara, California: Greenwood. 2021.
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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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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Jesper Juul, Albert Dang & Kan Yang Li: "The Suicide Game". Poster at the DiGRA conference, Tokyo Japan, September 2007.
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August 2016: Poster, with Jason Begy, "Good Feedback for bad Players? A preliminary Study of ‘juicy’ Interface feedback". 1st International Joint Conference of DiGRA and FDG, Dundee 2016.
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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.
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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.
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June 2012: Panelist, You Put Your Right Foot In... with Erica Halverson, Thomas Malaby, Crystle Martin, David Simkins, Eric Zimmerman and Moses Wolfenstein. Games+Learning+Society Conference 8.0, Madison, Wisconsin.
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April 2013: Presentation, No Fun: Failure as the true Subject of all Games at the Extending Play conference, Rutgers University.
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June 2013: Workshop, Designing for Productive Failure with Cathy Tran, Blair Lehman and David Dockterman. Games+Learning+Society Conference 9.0, Madison, WI.
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August 2013: Presentation, The Philosophical Problem of the Sore Loser: Video games as a Paradox of Failure. DiGRA conference, Atlanta, GA.
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"High-tech Low-tech Authenticity: The Creation of Independent Style at the Independent Games Festival". In Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014.
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April 2015: Speaker, "The Return of the Big Pixel: The changing Meaning of Graphics in Independent Video Games". What is an Image? conference, University of Copenhagen.
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May 2015: "The Counterfactual Nostalgia of Indie Games". Presentation at the Nonlinear histories of independent games panel, DiGRA 2015 conference, Lüneburg.
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May 2015: "A Mobile Army of Ontologies". Presentation at the Ludo-ontologies panel, DiGRA 2015 conference, Lüneburg.
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January 2016: "The Hopelessly Compromised: Independent Games as a Movement against Mainstream AAA Video Games". Presentation at the Concerns about Video Games and the Video Games of Concern conference, IT University of Copenhagen.
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August 2016: "Anti-inspiration in Independent Games". 1st International Joint Conference of DiGRA and FDG, Dundee 2016.
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August 2016: Poster, with Jason Begy, "Good Feedback for bad Players? A preliminary Study of ‘juicy’ Interface feedback". 1st International Joint Conference of DiGRA and FDG, Dundee 2016.
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August 2016: Panelist,“Speaking intelligently?” What do we understand about narratives in video games (and what not)? panel, 1st International Joint Conference of DiGRA and FDG, Dundee 2016.
- August 2016: Sailing the Endless River of Games: The case for Historical Design Patterns. 1st International Joint Conference of DiGRA and FDG, Dundee 2016.
- "The Aesthetics of the Aesthetics of the Aesthetics of Video Games: Walking Simulators as Response to the problem of Optimization”. 12th International Conference on the Philosophy of Computer Games Conference, Copenhagen, 2018.
- "Doing Good and/or Making Money:
A Short History of Independent Game Festival Rhetoric".
History of Games Conference, Copenhagen, 2018. With Dooley Murphy.
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"Virtual Reality: Fictional all the Way Down (and that’s OK)". Disputatio journal, 2019.
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July 2019: Staffan Björk & Jesper Juul: "Jogos zero-jogador ou: do que falamos quando falamos de jogadores". Portuguese translation of "Zero-Player Games", Intexto journal.
- September 2020: "The Independent Mode: A Functionalist Account of Independent Games and Game History". FDG '20: International Conference on the Foundations of Digital Games.
- Piil, Karin, Helle Holm Gyldenvang, Jeppe Kilberg Møller, Tine Kjoelsen, Jesper Juul, and Helle Pappot. 2021. “Electronic Games for Facilitating Social Interaction Between Parents With Cancer and Their Children During Hospitalization: Interdisciplinary Game Development.” JMIR Serious Games 9 (1): e16029.
- “Erzählen Spiele Geschichten? Eine kurze Anmerkung zu Spielen und Erzählungen.”, German translation of “Games Telling Stories”. Spiel|Formen 1 (1): 156–77. 2021.
- October 2021: “The Game of Video Game Objects: A Minimal Theory of When We See Pixels as Objects Rather than Pictures.” In Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play. CHI PLAY ’21.
- Johannes Pfau, Michael Debus, Jesper Juul, Emil Lundedal Hammar, Alessandro Canossa & Magy Seif El-Nasr: “Predicting Success Factors of Video Game Titles and Companies”. In Entertainment Computing – ICEC 2022, ed. Barbara Göbl et al.. Cham, Switzerland: Springer International Publishing, 2022, 269–82, https://doi.org/10.1007/978-3-031-20212-4_22.
- Juul, Jesper and Carney, Laurel: "Would you like Games with that Computer? Revisiting early Game History & Culture with the Commodore 64". Proceedings of the DiGRA 2023 conference, Seville, Spain. https://www.jesperjuul.net/text/gameswithc64/
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? -
November 2008: Invited talk at Quinnipiac University. Talk title: Fun in Theory
On the Importance of Studying Video Games. -
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. -
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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October 2012: 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.
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Feburary 2013: Speaker at Indiecade East, You don't seem happy! Video Games and the Philosophical Problem of being a sore Loser.
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September 2013: Keynote speaker, Future and Reality of Gaming conference, Vienna.
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October 2013: Panel, "The Arts of Failure", with Judith Halberstam. Queer games Conference, University of California, Berkeley.
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March 2014: Speaker, Game Studies on the Edge conference, Ritsumeikan University, Kyoto, Japan.
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October 2015: Invited keynote speaker, Gamez & Rules conference, Zurich University of the Arts, Zürich. Talk title: "The Art of Failure in Games".
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October 2015: Invited speaker at Northeastern University, Boston. Talk title: "New Sincerity with Old Visuals: The Search for Authenticity in Independent Video Games".
- October 2016: Invited keynote speaker, Extending Play Conference, Rutgers University. Talk: "The Future of Play (Studies).
- October 2018: Keynote speaker at the Central and Eastern European Game Studies conference, Prague. Talk title: "The Plague of Optimization: Art and the Problem of the Rational Video Game Player".
- November 2018: Keynote speaker at Clash of Realities, Cologne.
- September 2020: Speaker at SUBOTRON, Vienna.
- October 2020: Speaker at IndieCade, Los Angeles.
- May 2020: Invited speaker at the DEVGAMM game industry conference, Moscow.
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 2009-2013: Developed and taught the courses Introduction to Video Games, Game Studies and Advanced Game Studies at the New York University Game Center, NYU.
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Fall 2010-2013: Co-developed and co-taught the video game history course Games 101 at the New York University Game Center, NYU.
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Fall 2013- : Developing and teaching BA in Game Design, Royal Danish Academy of Fine Arts - School of Design, Copenhagen.
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 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.
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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.
- August-December 2006: Parsons New School of Design, New York City.
- Summer 2018: Visiting scholar, Ritsumeikan University, Kyoto.
- January-June 2022: The Trope Tank at Comparative Media Studies/Writing, MIT, Boston.
Obtained Funding
- 2010: Research project "The Meaning of Failure in Video Games" funded by Danish Center for Design Research. 6-month project August 2010-January 2011. Results published in Art of Failure book, MIT Press.
- 2018-2020: Collaborator, Imaging the Impossible project, Independent Research Fund Denmark.
- 2019-2021: Advisory panel member, National Endowment of the Humanities grant, Digital Worlds: The History and Cultural Impact of Video Games. The Strong Museum of Play, Rochester, New York.
- 2021-2022: PI, Game Hub Denmark public tender for study of the Danish Game Industry.
Editing, Reviewing, and Judging
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2010-: Co-editor with Geoffrey Long, William Uricchio, and Mia Consalvo of thePlayful Thinking book series, MIT Press.
Editorial board member, Games & Culture Journal 2007-
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Webby Awards judge 2004-
- IndieCade
- Independent Games Festival
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Editorial board member, Game Studies journal 2001-2022.
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Values at Play advisory board member 2008-2012.
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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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Journal of Design History
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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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American Journal of Play
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Poetics Today
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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.
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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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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.
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2015: Edge Magazine names Half-Real and The Art of Failure as two of the must-read books on video games.
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2017: "Video Games, Studies, Design, and Culture: An Interview with Jesper Juul", by Alejandro Lozano. Computers in Entertainment.
Art & media 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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September-November 1996: Develops the computer part of Lars von Trier's exhibition "Verdensuret" ["World clock"], Kunstforeningen, Copenhagen.
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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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June 2013: Erasure-based poetry generator, The Deletionist, with Nick Montfort and Amaranth Borsuk.
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July 2016: 4:32 game exhibited at the Electronic Literature Conference, Porto, Portugal.
- December 2018-Jan 2019: The Deletionist exhibited at the Under Erasure exhibition, Pierogi gallery, Brooklyn.
- March 2020. Petscii Jetski, game and visual poem for the Commodore 64 co-developed with Nick Montfort for the Basic 10 liner contest 2020.
- May 2021. Lyapunovia '21. Fractal program rendering Lyapunov Space fractal in real time using WebGL.
Selected Student Projects Supervised
- Marie Vardal: Bikss. Selection, Indiecade Paris 2016.
- Angelos Efstathopoulos and Andrés Cabrero: BORE DOME. Winner, Best Student Game, Independent Games Festival 2020.
- Shalev Moran: Archipelago. Honorable Mention, A MAZE. 2021. Nominee, CHI Play 2020 Student Game Design Competition.