Jeroen Bourgonjon
Ghent University
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Publication
Featured researches published by Jeroen Bourgonjon.
Computers in Human Behavior | 2012
Frederik De Grove; Jeroen Bourgonjon; Jan Van Looy
Interest in using digital games for formal education has steadily increased in the past decades. When it comes to actual use, however, the uptake of games in the classroom remains limited. Using a contextual approach, the possible influence of factors on a school (N=60) and teacher (N=409) level are analyzed. Findings indicate that there is no effect of factors on the school level whereas on a teacher level, a model is tested, explaining 68% of the variance in behavioral intention, in which curriculum-relatedness and previous experience function as crucial determinants of the adoption intention. These findings add to previous research on adoption determinants related to digital games in formal education. Furthermore, they provide insight into the relations between different adoption determinants and their association with behavioral intention.
New Media & Society | 2016
Jeroen Bourgonjon; Geert Vandermeersche; Bram De Wever; Ronald Soetaert; Martin Valcke
On game forums, players often discuss the positive impact of video games on their lives. We collected 964 messages from top ranked game forums (viaAlexa.com) and analyzed them using a coding scheme based on an existing taxonomy about the impact of the arts. This directed qualitative content analysis resulted in an exploration of how players’ talk about the impact of video games reflects broader cultural rhetorics. By analyzing players’ positive experiences using a theory-based coding scheme that is attentive to the wide array of effects that have been ascribed to the arts, this study offers a broad perspective on the attributed impact of video games.
Digital Creativity | 2011
Jeroen Bourgonjon; Kris Rutten; Ronald Soetaert; Martin Valcke
As video games increasingly become an important frame of reference and as they are more and more taken seriously in education and research, there is a growing need for a methodological tool for video game analysis. In this paper, rhetorical theory in general and pentadic analysis in particular are introduced as useful means to stimulate a critical approach to video games. A case study is presented in which a popular video game (Bioshock) is analysed using this rhetorical approach. It is argued that pentadic analysis can overcome a number of binary discussions within the contemporary field of video game criticism, thus offering interesting perspectives for research and education (e.g. as a reflection tool).
Computers in Education | 2010
Jeroen Bourgonjon; Martin Valcke; Ronald Soetaert; Tammy Schellens
Computers in Education | 2013
Jeroen Bourgonjon; Frederik De Grove; Cindy De Smet; Jan Van Looy; Ronald Soetaert; Martin Valcke
Computers in Education | 2012
Cindy De Smet; Jeroen Bourgonjon; Bram De Wever; Tammy Schellens; Martin Valcke
international conference on computers in education | 2009
Jeroen Bourgonjon; Martin Valcke; Ronald Soetaert; Tammy Schellens
Proceedings of the 5th European conference on games-based learning | 2011
Jeroen Bourgonjon; Thorkild Hanghøj
Jongeren & Gaming. Over de effecten van games, nieuwe sociale netwerken en educatieve kansen | 2008
Jeroen Bourgonjon; Kris Rutten; Steven Vanhooren; Ronald Soetaert
Proceedings of the 5th European conference on games-based learning | 2011
Joachim Vlieghe; Jeroen Bourgonjon; Kris Rutten; Ronald Soetaert