Scholarship and Writing
Edited Journal Issues
- American Game Studies. A Special Issue of American Literature. Edited and introduced with Jennifer Malkowski. Volume 94, Number 1, March 2022.
- Surplus Data: On the New Life of Quantity. A Special Issue of Critical Inquiry. Edited and introduced with Orit Halpern, Jeffrey Kirkwood, and Leif Weatherby. Volume 48, Number 2, Winter 2022.
- The Palgrave Handbook of Literature and Science Since 1900. Edited with Priscilla Wald, Neel Ahuja, Monique Allewaert, et. al. (Palgrave, 2020).
- 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)
- “Literature as, with, and for Artificial Intelligence: Speculative Designs and Provocations for Alien Readers” Co-authored article and AI images Sarah Edmands Martin. Countertext (Accepted and Forthcoming).
- “Teaching Systems Thinking Through Game Design Curricula: The Case Study of Hexacago Health Academy.” Co-authored with Madeleine Quasebarth, Ailea Stites, Jessie Henry, Vanya Manthena, Lee Hasselbacher, and Sophie Knifton. American Journal of Play (Accepted and Forthcoming).
- “Using Digital Games to Promote Equity in Career and Health Education: A Prototype of Caduceus Quest.” Co-authored with Ellen McCammon, Jessica Law, Crystal Tyler, Mason Arrington, and Melissa Gilliam. Urban Education Volume 59, Issue 5 (2024).
- “Divergent Pathways: How Pre-Orientation Programs Can Shape the Transition to College for First-Generation, Low-Income Students” Sociological Forum. Co-authored with Lauren Beard and Kristen Schilt, June 2023.
- “From Suspension of Disbelief to Production of Belief: The Case of Alternate Reality Games” in The Routledge Handbook of Fiction and Belief. Ed. Alison James, Françoise Lavocat, and Kubo Akihiro. December 2023.
- “Pessimistic Futurism: Black Worlding and Better Games.” In Imaginable Worlds: Art, Crises, and Global Futures. Co-authored with Ashlyn Sparrow. Forthcoming February 2023.
- “Alternate Reality Games: Transmedia Aesthetics and Other Virtualities.” Co-authored with Marc Downie. Théorème. Forthcoming 2023.
- “Technologies of Thought and Inventions of Freedoms in Open World Video Games.” Side Magazine. Issue 3: The Moped Rider. Magazine of the Bergen Assembly contemporary art triennial. p. 14-25 (2022).
- “Using Digital Games to Promote Equity in Career and Health Education: A Prototype of Caduceus Quest.” Co-authored with Ellen McCammon, Jessica Law, Crystal Tyler, Mason Arrington, and Melissa Gilliam. Urban Education (January 28, 2022).
- “Body Mapping and Story Circles in Sexual Health Research With Youth of Color: Methodological Insights and Study Findings From Adolescent X, an Art-Based Research Project.” Co-authored with Adriana Brodyn, Soo Young Lee, Elizabeth Futrell, Ireashia Bennett, Alida Bouris, and Melissa Gilliam. Health Promotion Practice (September 23, 2021).
- “Playing Through a Serious Crisis: On the Neoliberal Art of Video Games.” Post45. August 31, 2020, Special Cluster on “The 7 Neoliberal Arts,” Ed. Lee Konstantinou, online.
- “Increasing Anti-Tobacco Industry Attitudes Among Youth: A Pilot Study of a Multiplayer Educational Board Game.” Co-authored with Melissa Gilliam, Brandon J. Hill, Erin Jaworski, Ashlyn Sparrow, and Ian Jones. Games for Health Journal. Volume 8, Number 1 (2019), pp. 1-6.
- “On Difficulty in Video Games: Mechanics, Interpretation, Affect.” Critical Inquiry. Fall 2018, pp. 199-233.
- “Introduction: Conceptual Games, or the Language of Video Games.” Critical Inquiry. Fall 2018, pp. 130-6.
- “Digital Games and Narrative.” Cambridge Companion to Narrative Theory. Ed. Matthew Garrett (Cambridge UP, 2018), pp. 231-247.
- “Media Specificity, Comparison, Convergence: Legacies of the Chicago School of Literary Criticism.” Modern Philology. Special Issue edited by Frances Ferguson and Ellen MacKay. 115.4 (2018): pp. 500-511.
- “Embedded Game Design as a Method for Addressing Social Determinants of Health.” Co-authored with Melissa Gilliam, Ian Jones, Jennifer Rowley, and Brandon Hill. American Journal of Sexuality Education (2018), pp. 1-21.
- “Game-Based Health Education: The Case of Hexacago Health Academy.” Co-authored with Megan Macklin, Ian B. Jones, and Melissa Gilliam. Journal of STEM Outreach. Vol. 1, No. 2, April 2018. pp. 13-23.
- “Game Mechanics, Experience Design, and Affective Play.” Co-authored with Peter McDonald. Book chapter for Routledge Companion to Media Studies and Digital Humanities. Ed. Jentery Sayers (New York: Routledge, 2018), pp. 174-182.
- “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
- “Transmedia Collage.” Co-authored with Ireashia Bennett, Jennifer Brier, Marquez Rhyne, Gary Kafer, and Chelsea Ridley. Thresholds. Issue 3, June 2018. Multimedia essay.
- “S.E.E.D.: Creating and Implementing an Alternate Reality.” Kairos: A Journal of Rhetoric, Technology, and Pedagogy. Issue 22.2, Spring 2018. Documentary Film (30 minutes) and essay (online text). Co-authored with Philip Ehrenberg and Melissa Gilliam.
- “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.
Scholarly Interviews
- “Antiracism and Collaborative Worldmaking.” In Antiracist Futures: Games, Play, and Speculative Imagination, Ed. TreaAndrea M. Russworm and Soraya Murray. (Under review at Duke University Press). Interview with TreaAndrea M. Russworm.
- “Alternate World Design During the Pandemic and Beyond.” HowlRound (February 11, 2021). Interview with Heidi Coleman.
- “the parasite: An Alternate Reality Game for Orientation.” HowlRound (January 7, 2018). Interview with Heidi Coleman.
- “Playing at Orientation: Interview with the Designers of The Parasite at University of Chicago.” The Chronicle of Higher Education (November 27, 2017). Interview with Kristen Schilt and Anastasia Salter.
- “Insider Insight: Patrick Jagoda on the Value of Gamified Systems.” In Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing (Waltham, MA: Focal Press, Forthcoming 2015). Interview with Sari Gilbert.
- “An Interview with Dr. Patrick Jagoda about Lucidity.” Humanities, Arts, Science, and Technology Advanced Collaboratory Blog, Featured Post (May 2013), Interview with Alexandrina Agloro.
- “Between: An Interview with Jason Rohrer.” Critical Inquiry (Fall 2011).
Reviews and Short Essays
- “Artificial Intelligence in Video Games.” American Literature (2023) 95 (2), pp. 435–438.
- “Playing at SLSA: A Game Studies Stream Retrospective.” Collaborative essay with Edmond Y. Chang, Patrick Jagoda, Julianne Grasso, Peter D. McDonald, Ranjodh Singh Dhaliwal, Stephanie Boluk, Patrick LeMieux, Alenda Y. Chang, Doug Stark, Timothy J. Welsh, Jamal Russell, Ashlee Bird. Configurations. Volume 31, Number 4 (Fall 2023), pp. 351-365
- “Patrick Jagoda’s 2021 Games of the Year.” Gamers with Glasses, January 4, 2022, online.
- “Games of the Year.” Gamers with Glasses, December 27, 2020, online.
- “The Legend of Zelda: Breath of the Wild: Playing Together During the Pandemic.” Co-author with Kristen Schilt. Gamers with Glasses, September 11, 2020, online.
- “Clinic Quest: A Game and Curriculum to Teach Adolescents About the Prevention and Treatment of Sexually Transmitted Infections.” Co-author with Ellen McCammon, Amy Moore, Crystal P. Tyler, Mason Arrington, Ashlyn Sparrow, and Melissa Gilliam. Journal of Adolescent Health. Volume 66, Issue 2, Supplement, February 2020, S3-S4.
- “Hearsay: A Storytelling Card Game to Increase Knowledge and Awareness of Contraception and Pre-Exposure Prophylaxis (PrEP) among High School Students.” Co-author with Ellen McCammon, Amy Moore, Crystal P. Tyler, Mason Arrington, Ashlyn Sparrow, and Melissa Gilliam. Journal of Adolescent Health. Volume 66, Issue 2, Supplement, February 2020, pp. S114-S115.
- “Baby Town: A Role-Playing Board Game and Curriculum to Highlight the Challenges of Teenage Parenthood in a Destigmatizing Manner.” Co-author with Ellen McCammon, Amy Moore, Crystal P. Tyler, Mason Arrington, Ashlyn Sparrow, and Melissa Gilliam. Journal of Adolescent Health. Volume 66, Issue 2, Supplement, February 2020, pp. S114.
- “Imagining Futures (IF): A Survey.” Portable Gray. Co-authored with Thenmozhi Soundararajan. Volume 1, Number 1 (Fall 2018), pp. 27–28.
- “The Commons as Network.” Contribution to Editor’s Forum. ASAP/Journal. Moderator Amy J. Elias. Volume 1, Number 1 (January 2016), pp. 47-9.
- Avant-Garde Videogames: Playing with Technoculture (Brian Schrank). American Journal of Play Volume 7, Number 2 (Winter 2015), pp. 259-262.
- The Culture of Connectivity: A Critical History of Social Media (José van Dijck). Critical Inquiry (2014), pp. 458-9.
- “The Next Level: Alexander R. Galloway’s The Interface Effect.” Los Angeles Review of Books (January 25, 2013).
- The Transmedia Turn in Popular Culture: The Case of Comic-Con.” Post45 Contemporaries (2011).
- From the Civil War to the Apocalypse: Postmodern History and American Fiction (Timothy Parrish); Local Transcendence: Essays on Postmodern Historicism and the Database (Alan Liu); and Postmodern American Literature and Its Other (W. Lawrence Hogue). American Literature (September 2009), pp. 643–6.
- Reading Network Fiction (David Ciccoricco) and This Book Contains Graphic Language: Comics as Literature (Rocco Versaci). American Literature (December 2008), pp. 848–50.