Scholarship and Writing
Edited Journal Issues
- Comics & Media. A Special Issue of Critical Inquiry. Edited and introduced (pp. 1–10) with Hillary Chute (Chicago: The University of Chicago Press, 2014).
- New Media and American Literature. American Literature Special Issue. Edited and introduced (pp. 615–628) with Wendy Chun and Tara McPherson. Volume 85, Number 4, December 2013.
Peer-Reviewed Essays and Book Chapters (Published)
- “Critique and Critical Making.” PMLA. March 2017. pp. 356-363.
- "Videogame Criticism and Games in the Twenty-First Century." American Literary History. January 10, 2017, pp. 1–14.
- “From Alternate to Alternative Reality: Nurturing Political Participation and Resistance in SEED.” Co-authored with Melissa Gilliam, Peter McDonald, and Ashlyn Sparrow. Book chapter for Alternate Reality Games and the Cusp of Digital Gameplay. Ed. Antero Garcia and Greg Niemeyer. (Bloomsbury Academic, 2017), pp. 31-55.
- “Alternate Reality Games as an Informal Learning Tool for Generating STEM Engagement among Underrepresented Youth: A Qualitative Evaluation of The Source.” Co-authored with Melissa Gilliam, Camille Fabiyi, Phoebe Lyman, Claire Wilson, Brandon Hill, and Alida Bouris. Journal of Science Education and Technology 26 (3), 2017. pp. 295-308.
- “Networks in Literature and Media.” Oxford Research Encyclopedia of Literature. Ed. Priscilla Wald and Prof. Paula Rabinowitz. February 2017. p. 1-31.
- “Reinvigorating Adolescent Sexuality Education through Alternate Reality Games: The Case of The Source.” Sex Education. Co-authored with Alida Bouris, Jenny Mancino, Brandon Hill, and Melissa Gilliam. Vol. 16, Issue 4, July 2016, pp. 353-367.
- “‘Because If We Don’t Talk About It, How Are We Going to Prevent It?’: Lucidity, a Narrative-Based Digital Game About Sexual Violence.” Sex Education. Co-authored with Melissa Gilliam, Erin Jaworksi, Luciana Hebert, Phoebe Lyman, and M. Claire Wilson. Vol. 16, Issue 4, July 2016, pp. 391-404.
- “The Source: An Alternate Reality Game to Spark STEM Interest and Learning among Underrepresented Youth.” Journal of STEM Education. Co-authored with Melissa Gilliam, Alida Bouris, and Brandon Hill. Vol 17, No 2, April-June 2016, pp. 14-20.
- “LifeChanger: A Pilot Study of a Game-Based Curriculum for Sexuality Education.” Journal of Pediatric and Adolescent Gynecology. Co-authored with Melissa Gilliam, Stephen Heathcock, Sarah Orzalli, Carolyn Saper, Jessyca Dudley, and Claire Wilson Vol. 29, Issue 2 (April 2016), pp. 148-153.
- “The Commons as Network.” ASAP/Journal. Contribution to Editor’s Forum. Moderator Amy J. Elias. Volume 1, Number 1 (January 2016), pp. 47-9.
- "Worlding through Play: Alternate Reality Games, Large-Scale Learning, and The Source." American Journal of Play. Co-authored with Melissa Gilliam, Peter McDonald, and Chris Russell. Volume 8, Number 1 (Fall 2015), pp. 74-100.
- "Network Ambivalence.” Contemporaneity. Vol. 4 (2015), pp. 108-118.
- “Digital Games and Science Fiction.” The Cambridge Companion to American Science Fiction. Ed. Gerry Canavan and Eric Link (Cambridge UP, 2015), pp. 139–152.
- “InFection Four: Development and Evaluation of a Youth-Informed Sexual Health Card Game.” American Journal of Sexuality Education. Co-authored with with Melissa Gilliam, Ainsley Sutherland, and Stephen Heathcock. Volume 9:4 (December 2014), pp. 485-498
- “Game Changer: Collaborative Alternate Reality Game Design, Transmedia Storytelling, and Health Education.” International Journal of Learning and Media. Co-authored with Melissa Gilliam, Ainsley Sutherland, and Stephen Heathcock (Forthcoming), 33 MS pages.
- “Gaming the Humanities.” differences: A Journal of Feminist Cultural Studies 25.1 (2014), pp. 189–215.
- "Speculation: Financial Games and Derivative Worlding in a Transmedia Era.” Critical Inquiry. Co-authored with N. Katherine Hayles and Patrick LeMieux. (2014), pp. 220–236.
- “Hollywood and the Novel.” The American Novel 1870–1940: Volume 6 of the Oxford History of the Novel in English. Ed. Priscilla Wald and Michael A. Elliott (Oxford: Oxford UP, 2014), pp. 501–516.
- “Fabulously Procedural: Braid, Historical Processing, and the Videogame Sensorium.” American Literature. 85:4 (December 2013), pp. 745–779.
- “Gamification and Other Forms of Play.” boundary 2 vol. 40, no. 2. Summer 2013, pp. 113–144.
- “Speculative Security.” Cyberspace and National Security: Threats, Opportunities, and Power in a Virtual World. Ed. Derek S. Reveron (Washington D.C.: Georgetown UP, 2012), pp. 21–36.
- "From Intervention to Invitation: Reshaping Adolescent Sexual Health through Storytelling & Games.” African Journal of Reproductive Health. Co-authored with Melissa Gilliam, S. Orzalli, S. Heathcock, E. Sutherland, A. Menendez, and O. Ojengbede. Volume 16 Number 2 (June 2012), pp. 189–196.
- “Wired.” Critical Inquiry 38 (Autumn 2011), pp. 189–199.
- “Terror Networks and the Aesthetics of Interconnection.” Social Text 105 (2010): pp. 65–90.
- “Clacking Control Societies: Steampunk, History, and the Difference Engine of Escape.” Neo-Victorian Studies 3:1 (2010), pp. 46–71.
- “The Terror Complex: Don DeLillo’s Cosmopolis.” Exit 9: The Rutgers Journal of Comparative Literature, Vol. IX (2008), Special Issue on “Terror and Textuality,” pp. 93–116.
Peer-Reviewed Multimedia Publications
- “The Portal | The Sandbox: An Alternate Reality Game Archive as Electronic Literary Narrative.” hyperrhiz: new media cultures. Issue 11, Spring 2015. Co-authored with Peter McDonald, Philip Ehrenberg, Ellen Kladky, Bea Malsky, Kalil Smith-Nuevelle, and Ashlyn Sparrow.
- “Nexus X: An Alternate Archive.” Critical Inquiry, “Comics and Media” Special Issue, 2014 (with Patrick LeMieux), digital artwork and alternate reality game archive.
- “Lucidity: Connected Learning and Transmedia Games.” Audiovisual Thinking: The Journal of Academic Videos, Issue 5, 2013. Co-authored with Melissa Gilliam, Seed Lynn, and Ainsley Sutherland), video essay.