(selected) playlist

 

ARTICLES, CHAPTERS, REVIEWS AND PROCEEDINGS


van der Graaf, S. (in progress). Social Networking, Narco Culture and Media Literacy.

van der Graaf, S., and Vanobberghen, W. (in progress). At Home in Brussels: Professional mobility as a service.

van der Graaf, S. (u.r.). Modonomics: Participation and Competition in Contention. Journal of Gaming and Virtual Worlds.

van der Graaf, S. (u.r.). Managing Second Life: User participation on the firm-hosted platform. Journal of Computer-Mediated Communication.

van der Graaf, S. (u.r.). Get Organized At Work! A look inside the game design process of Valve and Linden Lab. Bulletin of Science, Technology & Society.

van der Graaf, S. (accepted). The Matrix! Fan Conflict and Gossip in Networked Celebrity Culture. Ashgate Research Companion to Fan Cultures.

van der Graaf, S. (forthcoming). Het Oog. Vrijetijdstudies. Breda: NRIT Media. vol. 4.

Ballon, P., Glidden, J., Kranas, P., Menychtas, A., Ruston, S., and van der Graaf, S. (2011). Is there a Need for a Cloud Platform for European Smart Cities? eChallenges 2011. [conference paper].

van der Graaf, S. (2011). Making Virtual Worlds: Linden Lab and Second Life by Thomas M. Malaby [book review]. International Journal of Cultural Studies, London: Sage. vol. 14, number 1. 115-116.

van der Graaf, S. (2008). Your Second Life: ComMODifying Inventory Toolkits. In: International Journal of Knowledge, Culture and Change Management. New York: CGP. vol. 7, number 12. 35-42. (see here).

van der Graaf, S., and Cobarr, G. (2008). The Second Life of Analogue Players in a Digital World. In: Knowledge Management: Research & Applications. Alex Koohang & Keith Harman (eds.). Santa Rosa, CA: Informing Science Press. 21-55. (see here).

Nieborg, D. B., and van der Graaf, S. (2008). The Mod Industries? The Industrial Logic of Non-market Game Production In: European Journal of Cultural Studies, London: Sage. vol. 11, number 2. 177-195.(download).

Livingstone, S., and van der Graaf, S. (2008/2010). Media Literacy. International Encyclopedia of Communication. Oxford: Blackwell. (download v 2008 or download updated v 2010).

Washida, Y., van der Graaf, S., and Keeris, E. (2008). Media Life Cycle and Consumer-Generated Innovation. In: Information Communication Technologies: Concepts, Methodologies, Tools, and Applications. Craig Van Slyke (ed.). Hershey: Information Science Reference . 638-655. (reprint).

Washida, Y., van der Graaf, S., and Keeris, E. (2006). Media Life Cycle and Consumer-Generated Innovation. In: Information Communication Technologies and Emerging Business Strategies. Shenja van der Graaf and Yuichi Washida (eds.) Pennsylvania: Idea Publishing. 280-305.    (download).

van der Graaf, S. (2006). Preface. In: Information Communication Technologies and Emerging Business Strategies. Shenja van der Graaf and Yuichi Washida (eds.) Pennsylvania: Idea Publishing. vi-xv.

van der Graaf, S. (2004). You’re So Money Baby - Blogging Business of the SuicideGirls. Tekka.net, vol 2, number 1. (download).

van der Graaf, S. (2004). Blogging Business: SuicideGirls.com. Media-Culture.org.au, special issue Porn, vol 7, issue 4.

van der Graaf, S. (2004). Viral Experiences: Do You Trust Your Friends? In: Contemporary Research in E-Marketing, University of Washington. ed. Sandeep Krishnamurthy. Pennsylvania: Idea Publishing. 166-185. (download).

van der Graaf, S., and Nieborg, D. B. (2003). Together We Brand: America's Army. [conference paper]. In: Digital Games Research Conference Proceedings. eds. Marinka Copier & Joost Raessens. Utrecht: Utrecht University. 324-338. (download).


BOOKS

van der Graaf, S. (in progress). Participation Inc. Palgrave.

van der Graaf, S. (in progress). Politics of Participation. Palgrave.

van der Graaf, S., and Washida, Y. (2006). Information Communication Technologies and Emerging Business Strategies. Pennsylvania: Idea Publishing Group. (more info) (buy).


INTERVIEWS

‘Twitter’. In: HP/De Tijd (23 February 2009).

‘Leeftijdscontrole voor Profielensites niet Haalbaar’. In: Emerce(28 November 2008). (see here).

‘Obama’s Fanclub NL’. In: HP/De Tijd (6 June 2008).

‘Get a (New) Life’. In: Marie Claire (UK) (September 2007).

‘The Risks of Online Social Networks for Teens. In: BBC Radio: The Asian Network (25 May 2007).


MA THESIS

van der Graaf, S. (1999). ‘My Face is Never was’. Exploring the Textual Construction of the Celebrity - Productive Intersections of the Actor, Institutions, and Audiences. Utrecht: Utrecht University (abstract) (see here for full draft).


PHD DISSERTATION

van der Graaf, S. (2009). Designing for Mod Development – User Creativity as Product Development Strategy on the Firm-Hosted 3D Software Platform. London: LSE (abstract) (acknowledgments) (toc) (chapter 1).(see here for full draft). *Awarded as part of LSE Historic Theses Project for its historical significance, and the contribution it has made to the development of thought across the School.


PODCAST

‘Viral Media: How’s and Why’s’ (2008). CMS Colloquium (moderator), MIT, Cambridge, USA.

‘Q&A user-driven innovation in software development’ by Zachary McCune (25

    July 2008).


POPULAR ARTICLES AND SHORT PIECES

van der Graaf, S. (2008). Valuable Games. MIT C3 Weekly Update.

Nieborg, D. B., and van der Graaf, S. (2007). Studio Profiel: Valve Corporation. GMR. Haarlem: HUB Uitgevers. (download).

van der Graaf, S. (2007). Digital Natives. MIT C3 Weekly Update.

van der Graaf, S. (2007). Bands and Brands. MIT C3 Weekly Update.

van der Graaf, S. (2006). Response to Jason Mittell. MIT C3 Weekly Update.

van der Graaf, S. (2006). The Changing Nature of Media Literacy. MIT C3 Weekly Update.

van der Graaf, S. (2006). On Developers, Publishers and Gamers: Knowledge Management in the Game Industry. MIT C3 Weekly Update.

van der Graaf, S. (2000). Okinawa Actor’s School. HILL. Tokyo: Nihon Ichiban.


PRESENTATIONS, PANELS AND KEYNOTES

‘Frameworks for Innovation’ [panel] (2011). ITU Telecom World, Geneva, Switzerland.

‘Market Dynamics and New Ecosystems’ (2011). VIth Regulatory International Workshop - Conditions of Access Regulation to Promote the ICT Sector, Comisión de Regulación de Comunicaciones, Cartagena, Colombia.

‘Future Internet, Living Labs and Open Innovation’ (2011). EMEA Government Industry Interconnect: Open Innovation and Interoperability in the Public Sector, IBM, Rüschlikon, Switzerland.

‘Designing for Spreadable Marketplaces’ (2010). Tallinn Summer School Workshop in Creative Industries, Tallinn University Baltic Film and Media School and Stockholm School of Economics, Tallinn, Estonia.

‘ComMODification @Play’ (2010). Tallinn Summer School Workshop in Creative Industries, Tallinn University Baltic Film and Media School and Stockholm School of Economics, Tallinn, Estonia. (download).

‘Business Design: Embracing the flow’ [Keynote] (2010). Workshop Knowledge Workers: The Consumer of the Future’, Philips Consumer Lab, University of Twente, Drachten, Netherlands.

‘X Factor: User Participation in a Commercial Context’ (2010). Workshop Educational Challenge: Innovation in Creative Industries, Tallinn University Baltic Film and Media School and Stockholm School of Economics, Tallinn, Estonia. (see here).

‘Jeugd 2.0: Mythes rondom Jongeren en Online Gebruikersparticipatie, Innovatie en Kennisverwerving Uitvergroot en Doorgeprikt’ (2008). ECP, Ministry of Economic Affairs, Den Haag, Netherlands.

‘Designing for Mod Development’ (2008). Luncheon Series at Berkman Center for Internet & Society, Cambridge, USA. (download)

‘The Dilemma of Games: Moral Choice in a Digital World’ (2008). Berkman@10, Cambridge, USA. With Gene Koo. (see here).

‘Just 1 m0re level…’ (2008). Berkman Center for Internet & Society, Cambridge, USA. (download).

‘On Engines and Interfaces: Liberating Business Models and Copyright’ (2008). MIT Critical Policy Studies of China, Cambridge, USA.

‘Participatory Web: Creativity, Confidence and Convergence’ (2007). Technology Foresight Forum, OECD and Industry of Canada, Ottawa, Canada. (see here).

‘Spill Over Practices of Virtual Markets in a Global Context’ (2007). Hakuhodo Foresight, Tokyo, Japan.

‘Cabalizing the Labour Processes in Game Software Development’ (2007). International Labour Process Conference, Amsterdam. With Keith Randle. (download).

‘Reality Check 2.0: Changing the Way YOU Think of US’ (2006). MIT, Cambridge, USA.

‘Media Industries in the Digital Age: Innovative Market Creation Strategies’ (2006). Hakuhodo / MIT C3 Conference, Tokyo. (download).

‘The Expansion Pack Economy’ (2006). Popular Culture Association National Conference, Atlanta, USA. With David B. Nieborg.

‘Management of Technology and Cultural Change in the Entertainment Industry’ (2005). Joint workshop of University of Westminster, Goldsmiths College, LSE, London, UK.

‘From Consumers to Users’ (2004). Harvard Extension School, Harvard University, Cambridge, USA. (download).

‘Ad Culture: A Cultural Practice of Brand Experiences’ (2003). Oxford Internet Institute, Oxford University, Oxford, UK.

‘Together We Brand: An Army of Gamers’ (2003). University of Amsterdam, Netherlands. With David B. Nieborg.

‘Together We Brand: America’s Army’ (2003). DIGRA, Level Up Conference, Utrecht, Netherlands. With David B. Nieborg.

‘Celebrity Culture: The Dialectics of Conflict and Consensus Relations in the Hollywood Industry’ (2000). University of the Sacred Heart, Tokyo, Japan.


PROSE

van der Graaf, S. (in progress). Transit. (working title).

van der Graaf, S. (1996). What Rain and I are Blowing.


REPORTS, RESEARCH MEMOS AND WHITE PAPERS

van der Graaf, S. and Clippinger, J. (in progress). Trusted Data-Privacy Infrastructures: A synthesis of global views.

van der Graaf, S., Ramirez Reyes, M., Long, G. (2010). Doctor Who. Confidential, USA.

van der Graaf, S. (2010). You and OurSpace. C3 Research Memo, MIT, USA. (download executive summary)(full).

van der Graaf, S. (2007). Spill Over Practices of Virtual Markets: The ComMODification of Inventory Toolkits in a Global Context. Hakuhodo Foresight. Tokyo. In Japanese.

Nieborg, D., van Brussel, S., and van der Graaf, S. (2007). Joystick Cinema - Een Marktonderzoek naar de Relatie tussen Culturele Indie Games en Arthouse Films. Submarine - A Cross-Media Production Studio. Amsterdam.