Book Review: Graner Ray

Review of Sheri Graner Ray’s Gender Inclusive Game Design: Expanding the Market (Hingham: Charles River Media, 2004). Game Research, October 2004. [link to online site]

Boundary Spaces: Majestic and the Uncertain Status of Knowledge, Community, and Self in the Digital Age

“Boundary Spaces: Majestic and the Uncertain Status of Knowledge, Community, and Self in a Digital Age” with Beth Kolko, Information, Communication & Society, vol.6, no.4, pp.497-522, 2003. [PDF] Abstract While shows like The X-Files and 24 have merged conspiracy theories with popular science (fictions), some video games have been pushing the narrative even further. Electronic…

The Sopranos Meets EverQuest: Socialization Processes in Massively Multiplayer Games

“The Sopranos Meets EverQuest: Socialization Processes in Massively Multiuser Games” with Mikael Jakobsson, FineArt Forum, Vol. 17, Issue 8, August 2003. [PDF] Note: Parts of the argument in this article can be found updated and revised in my book Play Between Worlds. Abstract This article explores the ways social interaction plays an integral role in…

Multiple Pleasures: Women and Online Gaming

“Multiple Pleasures: Women and Online Gaming,” Convergence, Vol. 9, No.1, 21-46, Spring 2003. Copy unavailable. Please refer to my book Play Between Worlds for the most up to date version of the argument.

Intentional Bodies: Virtual Environments and the Designers Who Shape Them

“Intentional Bodies: Virtual Environments and the Designers Who Shape Them,” International Journal of Engineering Education, Vol.19, No.1, 25-34, 2003. [PDF] Abstract This article examines the ways virtual environment software is explicitly designed with particular visions of identity, communication, and community in mind. This social context of software is considered with a particular focus on the…