2019. “Diversity and Inclusion in Collegiate Esports: Challenges, Opportunities, and Interventions” whitepaper for AnyKey.
2018. “Twitch and the Work of Play,” Journal of Play, 11 (1): 65-84.
2018. “Live Streaming Moderation Best Practices for Event Moderators” whitepaper for AnyKey.
2017. “Gender & Esports Tournaments: Best Practices Recommendations” whitepaper for AnyKey.
2016. “Diversity and Inclusion in Collegiate Esports” whitepaper for AnyKey.
2016. “Barriers to Inclusion and Retention: The Role of Community Management and Moderation” whitepaper for AnyKey.
2015. “Esports Event Participation: IEM San Jose” whitepaper for AnyKey.
2015. “Women in Esports” whitepaper for AnyKey.
2013. Boellstorff, Nardi, Pearce, and Taylor (2013). “Words with Friends: Writing Collaboratively Online,” Interactions, Sept/Oct: 58-61. [PDF]
2013. “The Rise of Game Spectatorship,” In Media Res, 2 July.
2011. “Internet & Games” in M. Consalvo, C. Ess, R. Burnett (eds.)The Blackwell Handbook of Internet Studies, West Sussex: Wiley-Blackwell, pp. 369-383. [PDF]
2011. “Gaming Lifeworlds: Social Play in Persistent Environments” [edited selections from Play Between Worlds] in S. Giddings and M. Lister (eds.) The New Media and Technocultures Reader, New York: Routledge, pp. 369-393.
2010. “This is How We Play It: What a Mega-LAN Can Teach Us About Games,” co-authored with Emma Witkowski, Foundations of Digital Games Conference Proceedings, Monterey, CA. [PDF]
2009. “The Assemblage of Play,” Games and Culture, 4 (4): 331-339. [PDF]
2008. “Becoming a Player: Networks, Structures, and Imagined Futures” in Y. Kafai, C. Heeter, J. Denner, and J. Sun (eds.) Beyond Barbie and Mortal Kombat: New Perspectives on Gender, Games, and Computing, Cambridge, MA: The MIT Press, pp. 50-65. [PDF]
2007. “Pushing the Borders: Player Participation and Game Culture” in J. Karaganis (ed.), Network_Netplay: Structures of Participation in Digital Culture, New York: Social Science Research Council, pp. 112-130. [PDF]
2006. “Beyond Management: Considering Participatory Design and Governance in Player Culture,” First Monday, Special issue #7 (October).
2006. “Does WoW Change Everything?: How a PvP Server, Multinational Playerbase, and Surveillance Mod Scene Caused Me Pause,” Games and Culture, 1 (4): 1-20; reprinted in J. Walker and H. Corneliussen (eds.) Digital Culture, Play, and Identity: A World of Warcraft Reader, Cambridge, MA: The MIT Press, pp. 187-201. [PDF]
2005. Review of Pleasures of the Player: Flow and Control in Online Games (2003) in Norsk Medietidsskrift, 12(4).
2004. “The Social Design of Virtual Worlds: Constructing the User and Community Through Code” in M. Consalvo et. al. (eds.), Internet Research Annual Volume 1: Selected Papers from the Association of Internet Researchers Conferences 2000-2002. New York: Peter Lang, pp. 260-268. [PDF]
2004. “Unruly Play, History Lessons, and a Call for Non-Dichotomous Models,” State of Play II Conference, New York Law School, New York.
2004. Review of Gender Inclusive Game Design: Expanding the Market (Hingham: Charles River Media, 2004) at Game Research website.
2003. “Boundary Spaces: Majestic and the Uncertain Status of Knowledge, Community, and Self in a Digital Age” with Beth Kolko, Information, Communication & Society, 6 (4): 497-522. [PDF]
2003. “The Sopranos Meets EverQuest: Socialization Processes in Massively Multiuser Games” with Mikael Jakobsson, FineArt Forum, 17 (8). [PDF]
2003. “Multiple Pleasures: Women and Online Gaming,” Convergence, 9 (1): 21-46. [See chapter in Play Between Worlds.]
2003. “Power Gamers Just Want To Have Fun?: Instrumental Play In A MMOG,” in M. Copier and J. Raessens (eds.), Level Up Games Conference Proceedings. Utrecht: Universiteit Utrecht; reprinted [revised Danish translation] in I. Engholm & L. Klastrup (eds.), Digitale Verdener, Copenhagen: Gyldendal, pp. 255-272 (2004). [See chapter in Play Between Worlds.]
2003. “Intentional Bodies: Virtual Environments and the Designers Who Shape Them,” International Journal of Engineering Education, 19 (1): 25-34. [PDF]
2003. Review of Self-Games and Body-Play: Personhood in Online Chat and Cybersex (New York: Peter Lang, 2003) in Contemporary Sociology, 33 (6): 680-681.
2003-2005. Regular invited contributor to TerraNova blog.
2002. “Living Digitally: Embodiment in Virtual Worlds” in R. Schroeder (ed.), The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments. London: Springer-Verlag, pp. 40-62. [PDF]
2002. “‘Whose Game Is This Anyway?’”: Negotiating Corporate Ownership in a Virtual World” in F. Mäyrä (ed.), Computer Games and Digital Cultures Conference Proceedings. Tampere: Tampere University Press. [See chapter in Play Between Worlds.]
2002. Everyday Experiences of Avatar Environments with Nina Wakeford. Commissioned by the University of Southern California’s Integrated Media Systems Center.
2002. Review of Cyberpower: The Culture and Politics of Cyberspace and the Internet (London: Routledge, 1999) in Contemporary Sociology, 31 (3): 290-291.
1999. “Life in Virtual Worlds: Plural Existence, Multi-modalities, and Other Online Research Challenges,” American Behavioral Scientist, 43 (3): 435-449; reprinted in Virtual Research Methods, Christine Hine (ed.). Thousand Oaks: SAGE Publications, (in press). [PDF]
1996. Virtual Environments for Education: Platform Review. Report for the National Science Foundation education and virtual environments grant project at the University of Minnesota at Minneapolis, Department of Sociology.