The Games Research Network co-ordinators are Sam Illingworth and Paul Wake. To find out more about the network please feel free to email Paul or Sam at any time.
Tom is a sociologist and ex-‘Professional’ counter-strike player. He spent his teenage years playing competitively during the emergence of the e-Sports circuit, attending some of the earliest “insomnia” or iSeries tournaments in the UK. Tom is interested in the social psychology of play and its relationship to politics and economics. Recently, he has been writing about professional gaming and the darker side of play; whether in terms of its tendencies towards match-fixing or the value that players derive from failure and griefing. Tom teaches a short course at MMU on video games and society, and is currently working on a project (with his research assistant Emma Fraser) that explores whether video games are transforming young people’s perceptions of craftsmanship.
Matthew is a Senior Lecturer in Film, Television and Cultural Studies at Manchester Metropolitan University. His main research focus is on American frontier mythology and he is the author of Myth and the Western: New Perspectives on Hollywood’s Frontier Narrative and co-editor of ReFocus: The Films of Delmer Daves. While an avid gamer in his youth, he can now only be described as a novice who is looking to incorporate gaming into his research on the increasingly intermedial character of contemporary film and television.
Matthew is a Lecturer in Web Technologies at Manchester Metropolitan University, where he also has the role of course leader for the Games Design and Development programme. He teaches across a range of games subjects, but particularly enjoys teaching about game balance and game engagement. His research is centred around nature-inspired algorithms, and naturally lends itself to the automated generation of games and game elements. Although primarily focused on video games, Matthew loves a good board game, and especially enjoys the exploration of what digital games can gain from incorporating board game concepts.
Rachel has been involved in designing and using simple board games and scenario-based role-plays to share data and to provoke discussion about challenging, or sometimes apparently boring, topics, such as quality enhancement, curriculum design, and cultural change. She believes that game play allows people to explore potentially problematic issues without taking on blame for the current situation, which makes them really useful in cultural change situations, and that it is a surprisingly good way to share research findings more widely than expecting people to read a report.
Sam is a Senior Lecturer in Science Communication at Manchester Metropolitan University, whose research involves looking at how science can be most effectively communicated to a variety of audiences. He is particularly interested in the relationship between science and poetry. Since a young age, Sam has been an avid fan of tabletop games. His fondest memories include winning the 1997 Necromunda Tournament at the Harrogate Games Workshop with his House Van Saar team, and the look on the face of the senior Games Workshop staff when he painted his Slaanesh Chaos Knights Tentacle Pink and Jade Green.
Chris is a Student Experience Coordinator for the Faculty of Arts and Humanities at Manchester Metropolitan University. He has been playing Magic the Gathering since 1994, and World of Warcraft since 2007. In addition to these long-term commitments, he will try almost any type of board, app, CCG, or video game. He is currently also painting some of Games Workshop’s Stormcast Eternals. Given that it has taken him about a year to paint eight models, it will be quite some time before he can field a full army! His recent research interests have been in children’s and young adult literature.
John is studying for a PhD in Education at Manchester Met, with a focus on the potential of games and play in informal adult learning. He previously worked as a Philosophy and Politics teacher in Salford and as a trainer for a national education charity. John has played games since he was given a SNES for Christmas in 1992. He now spends a lot of his spare money on Playstation indie games and a lot of his spare time being beaten at Netrunner by better players.
Esperanza is a Lecturer in Information and Communication at Manchester Metropolitan University. Through critical gender, race and sexuality theories, Esperanza’s research examines identity in relation to technology, digital media and popular culture. An avid video gamer since she could hold a controller as a toddler, her current interests include understanding how gaming through new digital technologies and platforms has changed the way we experience everyday life, social interaction and technological embodiment.
Gervase is Principal Lecturer in History at Manchester Metropolitan University. He is a long-standing gamer for his own amusement but he is now exploring the potential of importing mechanisms from gaming into the classroom, particularly via such activities as simulations and role-play. His objective is to develop historical empathy among his students and, more broadly, to foster their capacities for problem-solving, team-building and, in some instances, the ruthless determination to crush their enemies into the dust.
Martin is a Lecturer in Film and Media at Manchester Metropolitan University. His current research is primarily focused on the video games industry as a site of co-creation and the blurring of boundaries between creator and consumer, as well as between recreation and labour, that occur in this site. Since playing ‘Shoot em up construction kit’ on his older brother’s Commodore 64 as a child, Martin has had an interest in games- how they work, their potential functions, and the people who make them- and this continues to be reflected in his research. Martin is also researching and practicing collaborative scriptwriting methods and has a research interest in creative pedagogy and the use of technology in teaching and learning.
Paul is a Reader in the Department of English at Manchester Metropolitan University. His research explores the function of narrative, primarily in fiction, history and, more recently, in gaming (making the most of a long history of playing tabletop games). He has recently published on immersion in Fighting Fantasy gamebooks, and has a chapter on ‘unnatural’ narrative and adventure gamebooks forthcoming. He is currently working on a monograph on horror and tabletop gaming.
Nicola is Professor of Professional Learning at the Education and Social Research Institute. Her research focuses on play in adulthood, in particular games and learning in the context of Higher Education, and the potential of play in teaching, research, and academic practice. She is chair of the Association for Learning Technology Special Interest Group on Playful Learning, and co-chair of the Playful Learning conference.
We are currently working closely with the following academics, games designers, and organisations. If you would like to be involved in the work of the centre please send an email to email@example.com.
Paul Booth is a professor at DePaul University in Chicago. He is the author of Game Play (2015) as well as Playing Fans (2015), Crossing Fandoms (2016), Time on TV (2012) and Digital Fandom (2010, 2nd edition 2016). His research is focused on fandom, time travel, and board games.
Jerome de Groot works on the representation of history in popular media. He has written about history in games from Trivial Pursuit to Assassin’s Creed. His book Consuming History (Routledge, 2008/ 2016) has a chapter on ‘Playing History’ that looks at a range of ways that the ludic works in relation to the past.
Graham Foster is an Associate Research Fellow at the University of London’s School of Advanced Study, and the Research and Public Engagement Fellow at the International Anthony Burgess Foundation in Manchester. His research interests lie in twentieth-century and contemporary Anglo-American literature
Rolf is a researcher at Delft University of technology where if he isn’t fighting supercomputers to produce real-time flood warnings for the entire globe than he is building novel ways to measure the Earth’s environment using household electronics and tonnes of duct tape. For most of his teens, Rolf played with a Warhammer 40K space marine army noted for not doing anything in the movement phase. Rolf also ran a multiyear Pathfinder D&D campaign in the Eberron setting, which he dearly misses.
Sam is an artist and videosmith based in NW England, whose practice combines digital image making, projection design, community engagement, and machine knitting. He is interested in the overlap and interplay between analogue and digital media, and the possibilities of combining the two in production and performance. He is also a co-director of Re-Dock – a not-for-profit arts organisation, developing projects that explore ways in which communities relate to digital media, ideas and public space.
Brendan Riley is a professor at Columbia College Chicago, where he teaches popular culture and media studies courses. He is the author of the forthcoming Detective Fiction in the Digital Age, as well as essays on of topics such as copyright, comics, and zombies. He is also the co-founder of Rattlebox Games, a game design collective in Chicago, IL.
Chris is an environmental modeller interested in flood risk, geomorphology and uncertainty at the University of Hull. He founded SeriousGeoGames to explore the use of games, and gaming technology, for enhancing the teaching, research and communication of geosciences, and can be found at science festivals clutching an Oculus Rift showing off his games ‘TideBox’ and ‘Flash Flood!’. He is still smarting from Horus’ betrayal on Isstvan V, but with the reinforcements from the Adeptus Custodes he is sure his shattered Salamander Legion can give the traitors a bloodied nose (ie, he paints and plays 30k).
Mathew is a climate scientist at Uni Research Climate in Bergen Norway. He works in the realm of climate services, where communication and dialogue with users is particularly important. He is interested in how games can be used to convey climate science to different audiences, but also promote meaningful dialogue! He has worked extensively with local communities in Bangladesh, and plans to work more with indigenous communities in the Pacific and Arctic.