Books
Rouse, R., Series Editor: Interactive Storytelling Art book series (2018 - ongoing); Carnegie Mellon ETC Press.
Rouse, R., Berg Marklund, B., Taylor, A. A. (2022) What Happens When We Play: A Critical Approach to Game User Experience Design and Education. Carnegie Mellon ETC Press.
Rouse, R., Koenitz, H. (2018) “Preface: Authoring Our Own Disciplinary Identity as the Interactive Digital Narrative Field Matures.” Rouse, R., Koenitz, H., Haahr, M., Eds. Interactive Storytelling: Lecture Notes In Computer Science. Proceedings of ICIDS 11th Interactional Conference on Interactive Digital Storytelling, Dublin Ireland, December 5-8, 2018, Springer Verlag.
Hollengreen, L., Pearce, C., Rouse, R., Schweizer, B., Ed. (2014) Meet Me at the Fair: A World’s Fair Reader. Carnegie Mellon ETC Press.
- Clark, L., Kelomees, R., Ed. (2022) (re/dis) connection: Interactive Storytelling Art, vol. 5. Carnegie Mellon ETC Press.
- Reyes, M. C., Pope, J., Ed. (2021) Texts of Discomfort: Interactive Storytelling Art, vol. 4. Carnegie Mellon ETC Press.
- Bown, R., Salisbury, B., Ed. (2020) The Expression of Emotion in Humans and Technology: Interactive Storytelling Art, vol. 3. Carnegie Mellon ETC Press.
- Rouse, R., Dionisio, M., Ed. (2018) Looking Forward, Looking Back: Interactive Digital Storytelling and Hybrid Art-Scholarship Approaches. Interactive Storytelling Art, vol. 1. Carnegie Mellon ETC Press.
Rouse, R., Berg Marklund, B., Taylor, A. A. (2022) What Happens When We Play: A Critical Approach to Game User Experience Design and Education. Carnegie Mellon ETC Press.
Rouse, R., Koenitz, H. (2018) “Preface: Authoring Our Own Disciplinary Identity as the Interactive Digital Narrative Field Matures.” Rouse, R., Koenitz, H., Haahr, M., Eds. Interactive Storytelling: Lecture Notes In Computer Science. Proceedings of ICIDS 11th Interactional Conference on Interactive Digital Storytelling, Dublin Ireland, December 5-8, 2018, Springer Verlag.
Hollengreen, L., Pearce, C., Rouse, R., Schweizer, B., Ed. (2014) Meet Me at the Fair: A World’s Fair Reader. Carnegie Mellon ETC Press.
Book Chapters
Rouse, R. (2024) “Foreword.” In: Rouse, W. B. The Power of Games: Business Impacts and Innovation Opportunities. Routledge.
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.
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.
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.
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.
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.
Rouse, R. (2019) “VR and Media of Attraction: Design Lessons from History.” Ed. W. Sherman. VR Developer Gems. Taylor & Francis CRC Press. Pp. 21-39.
Holloway-Attaway, L., Rouse, R. (2018) “Designing Postdigital Curators: Establishing an Interdisciplinary Games and Mixed Reality Cultural Heritage Network.” Eds. Ioannides, Roko, Martins, J., Lim, V. Advances in Digital Cultural Heritage. Lecture Notes in Computer Science: Springer Verlag.
Rouse, R. (2014) “Negotiating Immersion and Critical Distance in Panoramic Forms from the 18th Century to Augmented Reality.” Eds: M. Mroz-Grygierowska, T. Ekstrand, A. Wolozdko, I. Lonnborn. ArtLine: A Baltic Collaboration, Blekinge Museum: Karlskrona, Sweden. pp. 166-171.
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.
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.
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.
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.
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.
Rouse, R. (2019) “VR and Media of Attraction: Design Lessons from History.” Ed. W. Sherman. VR Developer Gems. Taylor & Francis CRC Press. Pp. 21-39.
Holloway-Attaway, L., Rouse, R. (2018) “Designing Postdigital Curators: Establishing an Interdisciplinary Games and Mixed Reality Cultural Heritage Network.” Eds. Ioannides, Roko, Martins, J., Lim, V. Advances in Digital Cultural Heritage. Lecture Notes in Computer Science: Springer Verlag.
Rouse, R. (2014) “Negotiating Immersion and Critical Distance in Panoramic Forms from the 18th Century to Augmented Reality.” Eds: M. Mroz-Grygierowska, T. Ekstrand, A. Wolozdko, I. Lonnborn. ArtLine: A Baltic Collaboration, Blekinge Museum: Karlskrona, Sweden. pp. 166-171.
Articles + Proceedings
Persson, L., Rouse, R., (2024) “The Game Weavers: A Feminist Approach to Game Writing.” ToDiGRA: Nordic DiGRA Special Issue Part 2, vol. 7 no. 1, 1-19.
Malazita, J., Rouse, R., Sullivan, G. (2024) “Disciplining Games.” Game Studies 24(1).
Parvin, N., Rouse, R. (2024) “Feminist Philosophical Toys: Playful Companions and Live Theorisation.” Hypatia: a Journal of Feminist Philosophy 38 (1), 1-27.
Reid-Walsh, J., Rouse, R. (2023) “Understanding the design values of baby books: materiality, co-presence, and remediation.” Children’s Literature in Education 54, 354-375.
Rouse, R. (2023) “Understanding complexity in doctoral lifeworlds and impacts of advising ancestries.” Journal of Praxis in Higher Education 5 (2), 53 - 90.
Rouse, R., Malazita, J. (2023) “Critical Disciplinary Thinking and Curricular Design in Games.” Design Issues 39 (1), 88-104.
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.
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.
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.
Citational Justice Collective (2022) “Citational Justice and the Politics of Knowledge Production.” ACM Interactions, September-October. 79-82.
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.
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.
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
Lamb, M., Rouse, R. (2021) “Traveling Through the Dark: Using an interdisciplinary theatre and cognitive science approach to identify design strategies for human-machine shared experience in a self-driving car.” In: Billing, E., Kalckert, A., Eds. Proceedings of the 16th SweCog Conference, p. 32-34.
Rouse, R. (2021) Book Review of Jungnickle, K, Ed. (2020) Transmissions: Critical Tactics for Making and Communicating Research. Cambridge, MA: MIT Press. Catalyst: Feminism, Theory, Technoscience Journal, 7 (2), Pp. 1-4.
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.
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, pp. 7-42.
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.
Persson, L., Rouse, R. (2020) “The Game Narrative Renaissance: A Call for a Dedicated Game Writing Pedagogy.” Proceedings of DiGRA International conference of the Digital Games Research Association.
Rouse, R. (2019) “Someone Else’s Story: an Ethical Approach to Interactive Narrative Design for Cultural Heritage.” Interactive Storytelling: Lecture Notes in Computer Science 11869, pp. 47-60.
Rouse, R. (2019) “Media Archaeology and Intermedial Performance: Deep Time of the Theatre.” IJPADM: International Journal of Performance Arts and Digital Media. November 2019, pp. 1-2. (Book Review.)
Rouse, R. (2018) “Partners: Human and Nonhuman Performers and Interactive Narrative in Postdigital Theater.” Interactive Storytelling: Lecture Notes in Computer Science 11318, Springer Press International. pp. 369-382.
Rouse, R., Holloway-Attaway, L. (2018) “Re-Engineering Computational Curricula with Postdigital Heritage, Critical Humanities, and Community Engagement.”
IEEE DigitalHERITAGE 2018: 3rd International Congress + Expo. San Francisco, October 2018.
Rouse, R., Barba, E. (2017) “Design for Emerging Media: How MR Designers Think About Storytelling, Process, and Defining the Field.” Eds. N. Nunes, V. Nisi, I. Oakley. Interactive Storytelling: Lecture Notes in Computer Science 10690, Springer Press International. pp. 245-258.
Rouse, R., Malazita, J. (2017) “What’s ‘Critical’ About Critical Game Design?” 12th International Conference on the Foundations of Digital Games, Extended Abstract and Panel Discussion.
Rouse, R., Chang, B., Ruzanka, S. (2017) “Diving into the Multiplicity: Liberating Your Design Process from a Convention-Centered Approach.” Proceedings of the Virtual Reality (VR) 2017 IEEE Conference. pp. 429-430.
Rouse. R. (2016) “Media of Attraction: a Media Archeology Approach to Panoramas, Kinematography, Mixed Reality and Beyond.” Eds. F. Nack and A.S. Gordon. Interactive Storytelling: Lecture Notes in Computer Science 10045, Springer Press International. pp. 97-107.
Guest Eds. Rouse, R., Engberg, M., JafariNaimi, N., Bolter, J. (2015) “Special Section: Understanding Mixed Reality.” Digital Creativity, Volume 26, Issue 3/4. December 2015. pp. 175-227.
Rouse, R., Engberg, M., JafariNaimi, N., Bolter, J. (2015) “MRx: An Interdisciplinary Framework for Mixed Reality Experience Design and Criticism.” Digital Creativity, Volume 26, Issue 3/4. December 2015.
Rouse, R. (2015) “MRx as Performative and Theatrical Stage: The Performance Studies Lens.” Digital Creativity, Volume 26, Issue 3/4. December 2015.
Rouse, R., Engberg, M., JafariNaimi, N., Bolter, J. (2015) “MRx Design and Criticism: The Confluence of Media Studies, Performance, and Social Interaction.” Digital Creativity, Volume 26, Issue 3/4. December 2015.
Barba, E., Rouse, R. , Bolter, J.D., MacIntrye, B. (2010) “Thinking Inside the Box: Meaning-Making in Handheld AR Experiences.” Proceedings of the Ninth IEEE International Symposium on Mixed and Augmented Reality.
Barba, E., Rouse, R. (2009) “(In)box With Malcom.” Proceedings of the ACM International Conference on Creativity and Cognition 2009.
Rouse, R. (2007) “Dear Miss Millicent Jones.” Public (34) p. 48-51.
Rouse, W. B., Rouse, R. (2004) “Teamwork in the Performing Arts.” Proceedings of the IEEE, 92 (4) p. 606-615.
Rouse, W. B., Rouse, R. K. (2004) “Understanding and Supporting Teams in the Performing Arts.” Proceedings of the International Workshop on Human Supervision and Control in Engineering and Music. Kassel, Germany. September 2001. p. 233-237.
Malazita, J., Rouse, R., Sullivan, G. (2024) “Disciplining Games.” Game Studies 24(1).
Parvin, N., Rouse, R. (2024) “Feminist Philosophical Toys: Playful Companions and Live Theorisation.” Hypatia: a Journal of Feminist Philosophy 38 (1), 1-27.
Reid-Walsh, J., Rouse, R. (2023) “Understanding the design values of baby books: materiality, co-presence, and remediation.” Children’s Literature in Education 54, 354-375.
Rouse, R. (2023) “Understanding complexity in doctoral lifeworlds and impacts of advising ancestries.” Journal of Praxis in Higher Education 5 (2), 53 - 90.
Rouse, R., Malazita, J. (2023) “Critical Disciplinary Thinking and Curricular Design in Games.” Design Issues 39 (1), 88-104.
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.
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.
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.
Citational Justice Collective (2022) “Citational Justice and the Politics of Knowledge Production.” ACM Interactions, September-October. 79-82.
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.
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.
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
Lamb, M., Rouse, R. (2021) “Traveling Through the Dark: Using an interdisciplinary theatre and cognitive science approach to identify design strategies for human-machine shared experience in a self-driving car.” In: Billing, E., Kalckert, A., Eds. Proceedings of the 16th SweCog Conference, p. 32-34.
Rouse, R. (2021) Book Review of Jungnickle, K, Ed. (2020) Transmissions: Critical Tactics for Making and Communicating Research. Cambridge, MA: MIT Press. Catalyst: Feminism, Theory, Technoscience Journal, 7 (2), Pp. 1-4.
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.
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, pp. 7-42.
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.
Persson, L., Rouse, R. (2020) “The Game Narrative Renaissance: A Call for a Dedicated Game Writing Pedagogy.” Proceedings of DiGRA International conference of the Digital Games Research Association.
Rouse, R. (2019) “Someone Else’s Story: an Ethical Approach to Interactive Narrative Design for Cultural Heritage.” Interactive Storytelling: Lecture Notes in Computer Science 11869, pp. 47-60.
Rouse, R. (2019) “Media Archaeology and Intermedial Performance: Deep Time of the Theatre.” IJPADM: International Journal of Performance Arts and Digital Media. November 2019, pp. 1-2. (Book Review.)
Rouse, R. (2018) “Partners: Human and Nonhuman Performers and Interactive Narrative in Postdigital Theater.” Interactive Storytelling: Lecture Notes in Computer Science 11318, Springer Press International. pp. 369-382.
Rouse, R., Holloway-Attaway, L. (2018) “Re-Engineering Computational Curricula with Postdigital Heritage, Critical Humanities, and Community Engagement.”
IEEE DigitalHERITAGE 2018: 3rd International Congress + Expo. San Francisco, October 2018.
Rouse, R., Barba, E. (2017) “Design for Emerging Media: How MR Designers Think About Storytelling, Process, and Defining the Field.” Eds. N. Nunes, V. Nisi, I. Oakley. Interactive Storytelling: Lecture Notes in Computer Science 10690, Springer Press International. pp. 245-258.
Rouse, R., Malazita, J. (2017) “What’s ‘Critical’ About Critical Game Design?” 12th International Conference on the Foundations of Digital Games, Extended Abstract and Panel Discussion.
Rouse, R., Chang, B., Ruzanka, S. (2017) “Diving into the Multiplicity: Liberating Your Design Process from a Convention-Centered Approach.” Proceedings of the Virtual Reality (VR) 2017 IEEE Conference. pp. 429-430.
Rouse. R. (2016) “Media of Attraction: a Media Archeology Approach to Panoramas, Kinematography, Mixed Reality and Beyond.” Eds. F. Nack and A.S. Gordon. Interactive Storytelling: Lecture Notes in Computer Science 10045, Springer Press International. pp. 97-107.
Guest Eds. Rouse, R., Engberg, M., JafariNaimi, N., Bolter, J. (2015) “Special Section: Understanding Mixed Reality.” Digital Creativity, Volume 26, Issue 3/4. December 2015. pp. 175-227.
Rouse, R., Engberg, M., JafariNaimi, N., Bolter, J. (2015) “MRx: An Interdisciplinary Framework for Mixed Reality Experience Design and Criticism.” Digital Creativity, Volume 26, Issue 3/4. December 2015.
Rouse, R. (2015) “MRx as Performative and Theatrical Stage: The Performance Studies Lens.” Digital Creativity, Volume 26, Issue 3/4. December 2015.
Rouse, R., Engberg, M., JafariNaimi, N., Bolter, J. (2015) “MRx Design and Criticism: The Confluence of Media Studies, Performance, and Social Interaction.” Digital Creativity, Volume 26, Issue 3/4. December 2015.
Barba, E., Rouse, R. , Bolter, J.D., MacIntrye, B. (2010) “Thinking Inside the Box: Meaning-Making in Handheld AR Experiences.” Proceedings of the Ninth IEEE International Symposium on Mixed and Augmented Reality.
Barba, E., Rouse, R. (2009) “(In)box With Malcom.” Proceedings of the ACM International Conference on Creativity and Cognition 2009.
Rouse, R. (2007) “Dear Miss Millicent Jones.” Public (34) p. 48-51.
Rouse, W. B., Rouse, R. (2004) “Teamwork in the Performing Arts.” Proceedings of the IEEE, 92 (4) p. 606-615.
Rouse, W. B., Rouse, R. K. (2004) “Understanding and Supporting Teams in the Performing Arts.” Proceedings of the International Workshop on Human Supervision and Control in Engineering and Music. Kassel, Germany. September 2001. p. 233-237.