Rebecca Rouse, PhDContact Rebecca at Rebecca (dot) Rouse (at) his (dot) se
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Welcome!
Rebecca Rouse is an Associate Professor (Biträdande Professor) in Media Arts, Aesthetics, and Narration in the Division of Game Development at the University of Skövde, Sweden.
Rouse holds a PhD in Digital Media from the Georgia Institute of Technology (Atlanta, GA), an MA in Communication & Culture from the joint program at York University and Ryerson University (Toronto, Canada), and a BA in Theatre Studies and German Studies from Brown University (Providence, RI). Rouse's research focuses on investigating new forms of storytelling with new technologies such as immersive and responsive systems for theatrical performance, interactive installation, movable books, and games. This design work dovetails with Rouse's research in critical pedagogies and design methods, and queer feminist media theory and history of technology. |
Selected Recent Publications
Rouse, R., Malazita, J. (2023) “Critical Disciplinary Thinking and Curricular Design in Games.” Design Issues 39 (1), 88-104. https://doi.org/10.1162/desi_a_00708
Rouse, R. (2022) “Design Power: Four Myths about Technology, the Role of the Designer, Power, and Oppression.” In: Rouse, R., Berg Marklund, B., Taylor, A. A., Eds. (2022) What Happens When We Play: A Critical Approach to Game User Experience Design and Education. Carnegie Mellon ETC Press. 41-66. press.etc.cmu.edu/books/what-happens-when-we-play
Rouse, R. (2022) “Understanding a Complex Inheritance: Measurement, Game Culture, Military Technology & Computer Science Legacies in GUX.” In: Rouse, R., Berg Marklund, B., Taylor, A. A., Eds. (2022) What Happens When We Play: A Critical Approach to Game User Experience Design and Education. Carnegie Mellon ETC Press. 83-118. press.etc.cmu.edu/books/what-happens-when-we-play
Hollengreen, L., Rouse, R. (2022) “Design at the Border: Liminality, the Virtual, and Interior Transformation from Antiquity to Mixed Reality.” In: Turner-Rahman, G. T., Vahdat, V., Gottwald, D. Virtual Interiorities, Book One: When Worlds Collide. Carnegie Mellon ETC Press. 137-172. https://press.etc.cmu.edu/books/virtual-interiorities/1
Rouse, R., Youmans A. C., “When Everyone Wins: Dialogue, Play, and Black History for Critical Games Education.” (2022) Media and Communication 10 (4). 1-12. www.cogitatiopress.com/mediaandcommunication/article/view/5680
Holloway-Attaway, L., Rouse, R. (2022) “When You Hear the Chime: Movable Books and the Dramaturgical Functions of Sound in Mixed Reality Narrative Design.” Interactive Storytelling LCNS 13792, Springer. 427-440. https://doi.org/10.1007/978-3-031-22298-6_27
Corron, A., Rouse, R. (2022) “Game Over: The Perils of Framing Feminist Game Design Pedagogy as Repair versus Transformation.” Catalyst: Feminism, Theory, Technoscience 8 (2), 1-26. https://doi.org/10.28968/cftt.v8i2.37709
Parvin, N., Rouse, R., Alvarez, D., Haghani, S., Clark, S., Gaskins, N. R., Sullivan, A., Mergil, E., Pelizari, J., Anupam, A., Casula, P., Gupta, S. (2022) “Mess and Making Matters in Feminist Teaching.” Catalyst: Feminism, Theory, Technoscience Journal 8 (2): 1-45. https://catalystjournal.org/index.php/catalyst/article/view/37713/29221
Rouse, R., Holloway-Attaway, L. (2022) “Playing at the Page: Designing to Support Creative Readership Practices.” JIB: Journal of Interactive Books, 1(1) April 2022: 147-166. DOI: https://doi.org10.57579/2022JIB013RR
Rouse, R., Holloway-Attaway, L. (2022) “Behind the Page: Historical Connections and the Making of Simmer, a Mixed Reality Movable Book.” Movable Stationery, Vol. 30, No. 1, pp. 20-25. https://movablebooksociety.org/newsletter/movable-stationery-volume-30-number-1/
Rouse, R., Corron, A. (2022) “Why Video Games Education Needs Harriet Tubman.” Ms. Magazine, February 22, 2022: https://msmagazine.com/2022/02/22/video-games-sexism-racism-harriet-tubman-feminist/
Rouse, R., Holloway-Attaway, L. (2022) “Troubling Games: Materials, Histories, and Speculative Future Worlds for Games Pedagogies.” Convergence, February 2022. DOI: 10.1177/13548565211063080
Rouse, R. (2022) “Design Power: Four Myths about Technology, the Role of the Designer, Power, and Oppression.” In: Rouse, R., Berg Marklund, B., Taylor, A. A., Eds. (2022) What Happens When We Play: A Critical Approach to Game User Experience Design and Education. Carnegie Mellon ETC Press. 41-66. press.etc.cmu.edu/books/what-happens-when-we-play
Rouse, R. (2022) “Understanding a Complex Inheritance: Measurement, Game Culture, Military Technology & Computer Science Legacies in GUX.” In: Rouse, R., Berg Marklund, B., Taylor, A. A., Eds. (2022) What Happens When We Play: A Critical Approach to Game User Experience Design and Education. Carnegie Mellon ETC Press. 83-118. press.etc.cmu.edu/books/what-happens-when-we-play
Hollengreen, L., Rouse, R. (2022) “Design at the Border: Liminality, the Virtual, and Interior Transformation from Antiquity to Mixed Reality.” In: Turner-Rahman, G. T., Vahdat, V., Gottwald, D. Virtual Interiorities, Book One: When Worlds Collide. Carnegie Mellon ETC Press. 137-172. https://press.etc.cmu.edu/books/virtual-interiorities/1
Rouse, R., Youmans A. C., “When Everyone Wins: Dialogue, Play, and Black History for Critical Games Education.” (2022) Media and Communication 10 (4). 1-12. www.cogitatiopress.com/mediaandcommunication/article/view/5680
Holloway-Attaway, L., Rouse, R. (2022) “When You Hear the Chime: Movable Books and the Dramaturgical Functions of Sound in Mixed Reality Narrative Design.” Interactive Storytelling LCNS 13792, Springer. 427-440. https://doi.org/10.1007/978-3-031-22298-6_27
Corron, A., Rouse, R. (2022) “Game Over: The Perils of Framing Feminist Game Design Pedagogy as Repair versus Transformation.” Catalyst: Feminism, Theory, Technoscience 8 (2), 1-26. https://doi.org/10.28968/cftt.v8i2.37709
Parvin, N., Rouse, R., Alvarez, D., Haghani, S., Clark, S., Gaskins, N. R., Sullivan, A., Mergil, E., Pelizari, J., Anupam, A., Casula, P., Gupta, S. (2022) “Mess and Making Matters in Feminist Teaching.” Catalyst: Feminism, Theory, Technoscience Journal 8 (2): 1-45. https://catalystjournal.org/index.php/catalyst/article/view/37713/29221
Rouse, R., Holloway-Attaway, L. (2022) “Playing at the Page: Designing to Support Creative Readership Practices.” JIB: Journal of Interactive Books, 1(1) April 2022: 147-166. DOI: https://doi.org10.57579/2022JIB013RR
Rouse, R., Holloway-Attaway, L. (2022) “Behind the Page: Historical Connections and the Making of Simmer, a Mixed Reality Movable Book.” Movable Stationery, Vol. 30, No. 1, pp. 20-25. https://movablebooksociety.org/newsletter/movable-stationery-volume-30-number-1/
Rouse, R., Corron, A. (2022) “Why Video Games Education Needs Harriet Tubman.” Ms. Magazine, February 22, 2022: https://msmagazine.com/2022/02/22/video-games-sexism-racism-harriet-tubman-feminist/
Rouse, R., Holloway-Attaway, L. (2022) “Troubling Games: Materials, Histories, and Speculative Future Worlds for Games Pedagogies.” Convergence, February 2022. DOI: 10.1177/13548565211063080
Rouse, R. (2021) “Against the Instrumentalization of Empathy: Immersive Technologies and Social Change.” In: Fisher, J. A., Ed. Augmented and Mixed Reality for Communities. Taylor & Francis CRC Press. pp. 3-19.

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Holloway-Attaway, L., Rouse, R. (2020) “Augmenting Affect: Interaction, Materiality, and Mimetic Communication in Augmented Reality Movable Books.” In: Bown, R., Salisbury, B., Eds. The Art Exhibit at ICIDS 2019 Art Book: The Expression of Emotions in Humans and Technology. Carnegie Mellon ETC Press: Pittsburgh, PA. pp. 69-78.
https://press.etc.cmu.edu/index.php/product/the-art-exhibit-at-icids-2019-art-book/
Marklund, B. B., Rouse, R., Holloway-Attaway, L. (2020) “Contextualizing Game Literacy: a Transhistorical Approach to Understanding Game-Based Learning Environments.” International Conference on the Foundations of Digital Games 2020 Proceedings, ACM.
https://dl.acm.org/doi/10.1145/3402942.3409610
Rouse, R., Holloway-Attaway, L. (2020) “A Prehistory of the Interactive Reader and Design Principles for Storytelling in Postdigital Culture.” Yates, S. G., Ivanescu, A. (Eds.) Book 2.0 Journal: special issue on the book and digital technology, vol. 9, Issue 2.
https://www.ingentaconnect.com/content/intellect/btwo/2020/00000010/00000001/art00002;jsessionid=2lftlf639cqlt.x-ic-live-03
Rouse, R., Corron, A. (2020) “Leveling Up: A Critical Feminist Pedagogy for Game Design.” Bradbury-Rance, C. (Ed.) MAI: Feminism and Visual Culture Journal, Focus Issue: Feminist Pedagogies. Issue 5, Winter 2020.
https://maifeminism.com/leveling-up-a-critical-feminist-pedagogy-for-game-design/
https://press.etc.cmu.edu/index.php/product/the-art-exhibit-at-icids-2019-art-book/
Marklund, B. B., Rouse, R., Holloway-Attaway, L. (2020) “Contextualizing Game Literacy: a Transhistorical Approach to Understanding Game-Based Learning Environments.” International Conference on the Foundations of Digital Games 2020 Proceedings, ACM.
https://dl.acm.org/doi/10.1145/3402942.3409610
Rouse, R., Holloway-Attaway, L. (2020) “A Prehistory of the Interactive Reader and Design Principles for Storytelling in Postdigital Culture.” Yates, S. G., Ivanescu, A. (Eds.) Book 2.0 Journal: special issue on the book and digital technology, vol. 9, Issue 2.
https://www.ingentaconnect.com/content/intellect/btwo/2020/00000010/00000001/art00002;jsessionid=2lftlf639cqlt.x-ic-live-03
Rouse, R., Corron, A. (2020) “Leveling Up: A Critical Feminist Pedagogy for Game Design.” Bradbury-Rance, C. (Ed.) MAI: Feminism and Visual Culture Journal, Focus Issue: Feminist Pedagogies. Issue 5, Winter 2020.
https://maifeminism.com/leveling-up-a-critical-feminist-pedagogy-for-game-design/