Activities

This is an incomplete list of activities with digital games and virtual worlds since 2000. Some of the papers and articles are also included in Academia.edu, ResearchGate.net and Google Scholar.

Articles, chapters, papers and reviews
Guides, infokits and reports
Presentations
Other academic work
Miscellaneous

Articles, chapters, papers and reviews
These are a mixture of pieces on digital games and virtual worlds, some being academic or peer-reviewed in nature, others being more mass media and populist.

Year Item
2000 Convergence of electronic information and entertainment systems.
Ariadne, issue 23.
www.ariadne.ac.uk/issue23/convergence
2000 The console market.
Journal of Virtual Reality, volume 5, issue 4, pages 236-244.
link.springer.com/article/10.1007%2FBF01408522
2000 The games console as a component of the electronic library?
The Electronic Library, volume 18, issue 6, pages 433-439.
www.emeraldinsight.com/journals.htm?articleid=861913
2001 Accessing electronic information sources through computer games consoles.
ASLIB Proceedings, volume 53, issue 1, pages 23-31.
www.emeraldinsight.com/journals.htm?articleid=863898
2002 Video Gaming, Education and Digital Learning Technologies: Relevance and Opportunities.
D-Lib Magazine, volume 8, number 2, February.
dlib.org/dlib/february02/kirriemuir/02kirriemuir.html
2002 Video Games Industry Research.
FreePint Newsletter, issue 112, March.
web.freepint.com/go/newsletter/112#tips
2003 Use of Computer and Video Games in the Classroom. (with Angela McFarlane)
Level Up: 2003 DiGRA conference.
www.digra.org/digital-library/publications/use-of-computer-and-video-games-in-the-classroom
2005 Advances in Computer Games: Many Games, Many Challenges.
Library Review, volume 54, issue 2, pages 139-140.
www.emeraldinsight.com/doi/abs/10.1108/00242530510583110
2005 Commercial games in the classroom.
Interact 31, Learning Technology Support Service, University of Bristol.
web.archive.org/web/20061003134504/www.ltss.bris.ac.uk/interact/31_content.html
2005 Parallel Worlds: Online Games and Digital Information Services.
D-Lib Magazine, volume 11, number 12, December.
dlib.org/dlib/december05/kirriemuir/12kirriemuir.html
2006 The Librarian as Video Game Player.
The New Review of Information Networking, volume 12, issue 1, pages 61-75.
www.tandfonline.com/doi/abs/10.1080/13614570701198262
2006 Chapter in “A history of digital games”.
Understanding Digital Games, pages 21-35.
Edited by Jason Rutter, Jo Bryce; SAGE Publications Ltd.
books.google.co.uk/books?id=ghYQ3NMIIEUC
2006 Chapter in “Digital games and education”. (with Tim Dumbleton)
Understanding Digital Games, pages 223-240.
Edited by Jason Rutter, Jo Bryce; SAGE Publications Ltd.
books.google.co.uk/books?id=ghYQ3NMIIEUC
2007 Groundhog Day for Games in Learning.
Digital Games Research Association (DiGRA).
www.digra.org/hc13-john-kirriemuir-groundhog-day-for-games-in-learning
2007 The Second Life of UK Academics.
Ariadne, issue 53.
www.ariadne.ac.uk/issue53/kirriemuir
2008 What games have to teach us.
Article for the Technology section of The Guardian, April 29th.
www.theguardian.com/technology/2008/apr/29/games.schools
2008 Chapter in “Teaching information literacy through digital games”.
Information Literacy Meets Library 2.0.
Edited by Peter Godwin, Jo Parker; Facet Publishing.
books.google.co.uk/books?id=SwkPAQAAMAAJ
2008 Second Life in higher education, medicine and health.
Health Information on the Internet, volume 64, issue 1, pages 6-8.
is.gd/SLhioti
2010 UK university and college technical support for Second Life developers and users, in Educational Research, Volume 52, 2010 – Issue 2: Virtual Worlds and Education.
2012 Games in libraries – because there’s more to libraries than just books.
CILIP Update, January, page 21.
www.silversprite.com/?page_id=287
2012 Video game events – making your library relevant to new patrons.
CILIP Update, March, page 21.
www.silversprite.com/?page_id=287
2012 Geocaching – using multi-billion dollar satellites to find hidden items.
CILIP Update, May, page 17.
www.silversprite.com/?page_id=287
2012 Platforms for gaming – what are the options?
CILIP Update, July, page 28.
www.silversprite.com/?page_id=287
2012 Gaming – digital games in the academic library.
CILIP Update, September, page 35.
www.silversprite.com/?page_id=287
2012 Games and libraries – the future.
CILIP Update, November, page 33.
www.silversprite.com/?page_id=287
2015 Understanding Gamification – a review.
Ariadne, issue 74.
www.ariadne.ac.uk/issue74/kirriemuir
2016 Fun and games with digital content and data.
Ariadne, issue 76.
www.ariadne.ac.uk/issue76/kirriemuir

Guides, infokits and reports
These are more substantial works, often the product of desk-based research or surveys.

Year Item
2002 Relevance of Video Games and Consoles to HE & FE Learning Experience.
Jisc Techwatch report.
is.gd/44ksuL
2002 A survey of the use of computer and video games in classrooms.
Internal report for the British Educational Communications and Technology Agency (BECTA).
tna.europarchive.org/20080509164701/partners.becta.org.uk/index.php?section=rh&rid=13595
2003 Literature Review in Games and Learning. (with Professor Angela McFarlane)
NESTA Futurelab series: report 8.
telearn.archives-ouvertes.fr/file/index/docid/190453/filename/kirriemuir-j-2004-r8.pdf
2006 Unlimited learning: computer and video games in the learning landscape.
(with Hilary Ellis, Professor Stephen Heppell, Aleks Krotoski and Professor Angela McFarlane)
Entertainment and Leisure Software Publishers Association (ELSPA).
www.org.id.tue.nl/ifip-tc14/documents/ELSPA-report-2006.pdf
2007 UK Higher and Further Education developments in Second Life.
Virtual worlds in academia activity report, commissioned by the Eduserv Foundation.
www.silversprite.com/?page_id=355
2007 An update of the July 2007 snapshot of UK HE and FE developments in Second Life.
Virtual worlds in academia activity report, commissioned by the Eduserv Foundation.
www.silversprite.com/?page_id=406
2008 Measuring the impact of Second Life for educational purposes.
Report on assessing virtual world use, commissioned by the Eduserv Foundation.
www.silversprite.com/?page_id=431
2008 A Spring 2008 “snapshot” of UK Higher and Further Education Developments in Second Life.
Virtual worlds in academia activity report, commissioned by the Eduserv Foundation.
www.silversprite.com/?page_id=420
2008 UK Higher and Further Education developments in Second Life.
Virtual worlds in academia activity report, compiled by the Virtual World Watch service.
www.silversprite.com/?page_id=425
2009 Virtual world use in HE/FE.
Virtual worlds in academia activity report, compiled by the Virtual World Watch service.
www.silversprite.com/?page_id=444
2009 Virtual world use in HE/FE.
Virtual worlds in academia activity report, compiled by the Virtual World Watch service.
www.silversprite.com/?page_id=450
2009 Choosing virtual worlds for teaching and learning in UK Higher Education.
Report on academic virtual world choices, compiled by the Virtual World Watch service.
www.silversprite.com/?page_id=501
2009 An academic year of expectation?
Virtual worlds in academia activity report, compiled by the Virtual World Watch service.
www.silversprite.com/?page_id=454
2010 Virtual teaching in uncertain times.
Virtual worlds in academia activity report, compiled by the Virtual World Watch service.
www.silversprite.com/?page_id=457
2010 Zen and the Art of Avatar Maintenance.
A report on academic virtual world trends, compiled by the Virtual World Watch service.
www.silversprite.com/?page_id=491
2010 What now?
Virtual worlds in academia activity report, compiled by the Virtual World Watch service.
www.silversprite.com/?page_id=461
2010 Games Research Report: The psychological impact of games.
Contribution to non-public report on interactive gaming, commissioned by UK government working group (DirectGov, Business Link, NHS Choices). Work co-ordinated by DESQ Limited.
www.desq.co.uk
2012 Zombies can’t fly: the enduring world of the virtual.
Virtual worlds in academia activity report, self-funded.
www.silversprite.com/?page_id=463
2014 Games: From Flappy Bird to furthering learning.
Infokit commissioned by Jisc Digital Media.
https://www.webarchive.org.uk/wayback/archive/20160101151402/http://www.jiscdigitalmedia.ac.uk/infokit/games/games-home
2015 Gamification.
Infokit commissioned by Jisc Digital Media.
https://www.webarchive.org.uk/wayback/archive/20160101151356/http://www.jiscdigitalmedia.ac.uk/infokit/Gamification/gamification-home


Presentations
Some of the presentations I have given, to predominantly academic and librarian audiences. Most of the slide decks can be found on my slideshare account.

Year Item
2003 The use of computer and video games in education.
Various events, including the Scotland Government education department and the Scottish
Centre for Research into On-Line Learning and Assessment (SCROLLA).
www.slideshare.net/silversprite/kirriemuir1
www.dice.education.ed.ac.uk/scrolla/resources/games/
2004 Playing to learn or learning to play – the potential of gaming in school.
Digital Generations: Children, Young People and New Media, London.
(with Professor Angela McFarlane)
www.ifacca.org/events/2004/07/26/digital-generations-children-young-people-and
2004 Online computer games in education.
Scottish Education and Teaching with Technology (SETT) 2004 conference.
(with Professor Angela McFarlane)
is.gd/sett2004
2005 A survey of COTS games used in education.
Serious Games Summit, San Francisco.
www.slideshare.net/silversprite/a-survey-of-cots-games-used-in-education
2006 Games in learning: the state of current research.
Workshop, eMapps project (European Framework 6), Prague.
cordis.europa.eu/project/rcn/80648_en.html
2006 How old is your brain…?
Ticer Summer School, Tilburg.
www.slideshare.net/silversprite/how-old-is-your-brain
2007 Surveying Video Game Use in the Periphery.
Gamers in Society, Tampere.
www.slideshare.net/silversprite/surveying-video-game-use-in-the-periphery
gamelab.uta.fi/socialgamer-seminar/cfp.htm
2007 Off the Beaten Track…
American Library Association Gaming Symposium, Chicago.
www.slideshare.net/silversprite/off-the-beaten-track
www.flickr.com/photos/alapublishing/sets/72157601109909944
2007 Digital Games in Libraries and Information Science.
School of Information Sciences, University of Tampere.
www.slideshare.net/silversprite/digital-games-in-libraries-and-information-science
fransmayra.fi/2007/11/29/john-kirriemuirs-visiting-lecture
2008 From snapshots to Virtual World Watch. (“Where we are at” overview)
Virtual World Watch.
www.slideshare.net/silversprite/from-snapshots-to-virtual-world-watch
2008 Digital Games in European Libraries.
Internet Librarian, Monterey.
www.slideshare.net/silversprite/digital-games-in-european-libraries-presentation
www.infotoday.com/il2008
2008 I love Nintendo …and so should you.
American Library Association TechSource Gaming, Learning, and Libraries Symposium, Chicago.
www.slideshare.net/silversprite/i-love-nintendo-and-so-should-you
gaming.techsource.ala.org
2009 The state of Second Life in UK Higher and Further Education.
CETIS / Eduserv Virtual Worlds 2009 meeting, Glasgow.
www.slideshare.net/silversprite/cetis-eduserv-foundation-workshop
wiki.cetis.ac.uk/CETIS-Eduserv-VW2009
2009 Surveying Virtual World use in UK Higher and Further Education.
Jisc RSC West Midlands workshop, Virtual Worlds in Education Forum, Wolverhampton.
www.slideshare.net/silversprite/surveying-virtual-world-use-in-uk-higher-and-further-education
wiki.rscwmsystems.org.uk/index.php/Virtual_Worlds_in_Education_Forum,_17th_March_2009
2009 Virtual Worlds: their use in UK learning and teaching
Jisc RSC Eastern Regional conference, The Reality of Virtual Worlds, Cambridge.
www.slideshare.net/silversprite/virtual-worlds-their-use-in-uk-learning-and-teaching
is.gd/CambridgeVW
2009 Virtual World Watch: past, present and future.
Virtual World Watch.
www.slideshare.net/silversprite/virtual-world-watch-past-present-and-future-38885982
2009 Learning through falling: Second Life in UK academia. (Keynote)
Learning in virtual worlds conference, Jisc RSC Northern, Sunderland.
www.slideshare.net/silversprite/learning-through-falling-second-life-in-uk-academia
blogs.tees.ac.uk/teltees/2009/05/18/learning-in-virtual-worlds
2009 Choosing the best virtual world for your teaching needs.
Jisc e-Learning online conference.
www.slideshare.net/silversprite/choosing-the-best-virtual-world-for-your-teaching-needs-13879253
is.gd/Jisc09VW
2009 Surveying Virtual World use in UK universities and colleges.
National Workshop on Teaching in Immersive Worlds, Derry.
www.slideshare.net/silversprite/national-workshop-on-teaching-in-immersive-worlds
web.archive.org/web/20100213105136/http://learninginvirtualworlds.com/schedule
2010 Learning using Virtual Worlds.
Where next for virtual worlds in UK higher and further education?, London Knowledge Lab, London.
www.slideshare.net/silversprite/2010-london-what-next
www.eduserv.ac.uk/insight/events/2010/01/Where-next-for-virtual-worlds
2010 Virtual Worlds in Education … why?
Department of Information Studies, University of Sheffield
www.slideshare.net/silversprite/virtual-worlds-in-education-why
lists.secondlife.com/pipermail/educators/2010-April/039351.html
2010 Virtual Worlds and the (real) West Midlands.
Virtual Worlds in Education Forum, City College Birmingham, Tyseley.
www.slideshare.net/silversprite/virtual-worlds-and-the-real-west-midlands-13879117
info.rsc-wm.ac.uk/events/event_details.asp?eid=517
2010 Virtual Worlds. What is the point?
Learning Innovation Research Group, Coventry University.
www.slideshare.net/silversprite/virtual-worlds-what-is-the-point
2010 Don’t look back in anger…
Big Issues in Immersive Virtual Worlds, Learning Innovation Research Group, Coventry University.
www.slideshare.net/silversprite/dont-look-back-in-anger-38909814
cuba.coventry.ac.uk/lievents/big-issues-workshop-2010

Other academic work
Academic activities which do not fit into the previous categories.

Year Item
2002 Active member of the Games and Education Research Network, Graduate School of
Education, University of Bristol. (To 2006)
web.archive.org/web/20070609095328/www.bris.ac.uk/education/research/networks/gern/people
2003 Reviewer of funding proposals in digital games and virtual worlds for education and ICT
organisations including the British Council, the Eduserv Foundation, the Higher Education Academy
and Jisc. (To date).
2003 Course: Game Analysis Methodology (PhD student level).
IT University of Copenhagen, 3rd – 6th December. Co-ordinator: Dr. Espen J. Aarseth.
Awarded 7 ECTS (European Credit Transfer System).
is.gd/03gam
2007 Virtual World Watch project, funded by the Eduserv Foundation. (To 2011)
Research, reports, presentations, and social media dissemination including blog posts, Flickr
pictures, tweets and a weekly podcast, on virtual world use in UK academia.
www.silversprite.com/?page_id=353
2008 Virtual World Watch: Summary of Second Life Snapshots.
Synthesis of previous work for Eduserv Foundation, incorporated into slide deck.
www.slideshare.net/efsym/virtual-world-watch-summary-of-second-life-snapshots-presentation
2010 Editorial board member, Springer Series in Immersive Environments. (To 2011)
Book series edited by Anna Peachey (editor-in-chief) and Mark Childs.
www.springer.com/series/10095?detailsPage=press
2010 Virtual Worlds Education Roundtable.
Invited (in-world) speaker, answering questions on virtual world use in academia.
is.gd/vwerVWW
2011 Maintainer, GAME-SIG (Games And Multiverses in Education Special Interest Group) website.
Project co-ordinator: Institute of Education, University of London. (To 2012)
web.archive.org/web/20111213114540/www.game-sig.info/

Miscellaneous
Non-academic activities, writing and events that do not fit into the previous sections.

Year Item
2009 Adult Learners’ Week online discussion.
Event where I answered questions in Second Life from adult learners; commissioned by the Department for Innovation, Universities and Skills and the Open University.
dera.ioe.ac.uk/8884/1/getting_online_second_life
2010 What Are Games Really Teaching Us?
Invited speaker at public seminar; organised by The Science Museum, curated by Aleks Krotoski.
www.danacentre.org.uk/events/2010/03/25/570
2010 Sceptics start to see the other side of Second Life.
Article by Hannah Fearn in the Times Higher Education, based on a Virtual World Watch report.
is.gd/THEsceptics