I develop methods for a critical method wherein games are considered to be metaphors. I conclude with a discussion of this method’s implications for game design and future game research.
Double Play: Athletes’ Use of Sport Video Games to Enhance Athletic Performance
Why elite athletes are playing sport video games as their virtual selves. Draws on interviews and observations of elite athletes playing sport video games.
From Enclosure to Embrace: Punitive Isolation and Network Culture
Understanding correctional policy in an information society must proceed from a communicative, as well as punitive, framework.
“Fire, Lights, Everything!”: Exploring Symbolic Capital in the Tecnobrega Dance Scene
For media industries to benefit from their contributions it is first necessary to locate these audiences as active participants and producers of value.
Dis/Locating Audience: Transnational Media Flows and the Online Circulation of East Asian Television Drama
In examining the flourishing online fandom around the circulation of East Asian television drama, however, the established models of transnational media audiences prove insufficient.
Nostalgia Without Memory: Iranian-Americans, Cultural Programming, and Internet Television
This thesis explores the role of Internet Protocol Television (IPTV) in repairing the fractured post-revolution Iranian culture.
Dwarf Fortress Gathers at the Statue and Attends a Party
How Bay 12 Games gave players the tools to craft their own kinds of tellable moments in the game Dwarf Fortress.









