Highlighting hitherto neglected practices, this thesis deepens our understanding of the forces that proved critical to the Internet’s commercial success.
A Brief History of Re-Performance
This thesis explores the history of “re-performance,” an alternative mode of reproduction epitomized by the early twentieth-century player piano.
Laugh Out Loud in Real Life: Women’s Humor and Fan Identity
Self-identified fans are not the only group that ought to be examined under the heading of fan studies, where, too, humor is rarely discussed.
Designing Game Ethics: A Pervasive Game Adaptation of The Count of Monte Cristo
How does one design a game to make change? How can I design a game that engages players in ethical gameplay?
Not Just in It to Win It: Inclusive Game Play in an MIT Dorm
Focusing on a group of undergraduates in an MIT dorm who have created a community that plays digital and non-digital games together and includes women.
Audience Research for Fun and Profit: Rediscovering the Value of Television Audiences
The television industry should look to other digital business, experiment with models online, and explore emergent sites of audience value.
New Medium, New Practice: Civic Production in Live-Streaming Mobile Video
Mobile phone users are exploring personal broadcasting through live-streaming mobile video, but little is known about the type of content being produced.









