articles, chapters, and whitepapers

2016. “Barriers to inclusion and retention: The role of community management and moderation” whitepaper for [PDF]

2015. “IEM San Jose” whitepaper for [PDF]

2015. “Women in Esports” whitepaper for [PDF]

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. [Website]

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.

Works in Progress

“Play as Transformative Work” (under submission)

“Ethnography as Play” (under submission)