
PUBLICATIONS • PRESENTATIONS • WORKS
IN PROGRESS OR UNDER REVIEW
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My research focuses on the social and economic impacts of new media. In particular, I study the effects of various kinds of Internet and video games. My current projects include a study of networked game players and whether or not their social settings and contexts moderate the effects. |
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Williams, D., N. Yee & S. Caplan (2008, in press). Who Plays, How Much, and Why? A Behavioral Player Census of Virtual World. Journal of Computer Mediated Communication. |
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Williams, D. & L. Xiong (2008, in press). Herding Cats Online: Challenges in Deriving a Sample from Online Communities. In Hargittai, E. (Ed.). Research Methods from the Trenches: The Nitty-Gritty of Empirical Social Science Research. Ann Arbor, Michigan: University of Michigan Press. |
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Williams, D., S. Caplan & L. Xiong (2007). Can You Hear Me Now? The Impact of Voice in an Online Gaming Community. Human Communication Research. 33, p. 427-449. |
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Williams, D. (2007). The Impact of Time Online: Social Capital and Cyberbalkanization. CyberPsychology & Behavior. 8, p. 580–584. |
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Williams, D. (2007). Afterword: The Return of the Player. In Selfe, C. & Hawisher, G. (Eds.) Gaming Lives in the 21st Century: Literate Connections. New York: Palgrave Macmillian. |
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Williams, D. (2006). Groups and Goblins: The Social and Civic Impact of Online Gaming. Journal of Broadcasting and Electronic Media. 50(4), p. 651-670. |
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Williams, D., N. Ducheneaut, L. Xiong, Y. Zhang, N. Yee & E. Nickell (2006). From tree house to barracks: The social life of guilds in World of Warcraft. Games & Culture, 1(4), p. 338-361. |
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Steinkuehler, C. & D. Williams (2006). Where Everybody Knows Your (Screen) Name: Online Games as 'Third Places.' Journal of Computer-Mediated Communication. 11(4). |
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Williams, D. (2006) A (Brief) Social History of Video Games. In Vorderer, P & Bryant, J. (Eds.) Playing Computer Games: Motives, Responses, and Consequences. |
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Williams, D. (2006). On and off the 'net: Scales for social capital in an online era. Journal of Computer-Mediated Communication, 11(2), article 11. |
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Williams, D. (2006). Virtual Cultivation: Online Worlds, Offline Perceptions. Journal of Communication. 56(1), p. 69-87. |
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| Williams, D. (2006). Why Game Studies Now? Gamers Don't Bowl Alone. Games & Culture.1(1), p. 13-16. |
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| Williams, D. (2005). Bridging the Methodological Divide in Game Research. Simulation & Gaming. 36(4), p. 447-463. |
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Williams, D. & Skoric, M. (2005). Internet Fantasy Violence: A Test of Aggression in an Online Game. Communication Monographs, 22(2), p. 217-233. |
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Valentino, N., Hutchings, V., & Williams, D. (2004). Advertising and the Architecture of Political Judgment: Consequences for Knowledge, Information Seeking, and Candidate Preference. Journal of Communication. 54(2), p. 337-354. |
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Williams, D. (2003). The Video Game Lightning Rod: Constructions of a New Media Technology, 1970-2000. Information, Communication and Society, 6 (4), p. 523-550. |
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Williams, D. (2002). Synergy Bias: Conglomerates and Promotion in the News. Journal of Broadcasting and Electronic Media, 46(3), p.453-472. |
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Williams, D. (2002). A Structural Analysis of Market Competition in the |
Book reviews
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Williams, D. (2003). The Medium of the Video Game by Mark J.P. Wolf. Popular Communication. 1(4), p. 251-253. |
Dissertation
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Dissertation:
“Trouble in Awards •
• NCA Miller Dissertation Award |
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Wotal, B., Green, H., Williams, D. & Contractor, N. (2006, April 25-30). “WoW!: The Dynamics of Knowledge Networks in Massively Multiplayer Online Role Playing Games (MMORPG).” Sunbelt XXVI International Sunbelt Social Network Conference. Vancouver, British Columbia. |
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Williams, D. (2005, June 24). “The Social Impact of Online Games.” Games, Learning and Society Conference. |
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Steinkuehler, C. & Williams,
D. (2005, June 19). “Where Everybody Knows Your (Screen) Name: The |
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Williams,
D. (2005, June 17). “A Brief Social History of Video Games.” DiGRA
Conference. |
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Williams, D. (2005, May
27). “Virtual Cultivation: Online Worlds, Offline Perceptions.”
International Communication Association Conference. |
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Williams, D. (2005, March
8). “What Academic Can and Can’t Tell You About Your Games.”
Game Developers Conference. |
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Williams, D. (2003,
November 22). “The Social Impact of an Online Game.” National
Communications Association Conference, |
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Williams,
D. (2003, October 18). “Bridging, Bonding and Slaying the Evil Foo: Social Capital in an Online Game.” Association
of Internet Researchers Annual Conference 4.0, |
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Williams,
D. & Skoric, M. (2003, July 30).
“Massively Mulitplayer Mayhem: Aggression in
an Online Game.” Association for Education in Journalism and Mass
Communication Conference. |
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Knobloch, S., Keplinger, C. &
Williams, D. (2003, July 30). “Thrilling News: Factors Generating
Suspense During News Exposure.” Association for Education in Journalism
and Mass Communication Conference. |
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Williams,
D. (2003, May 27). “Gains and Losses Online and Off: Bridging and
Bonding Social Capital in Weak- and Strong-tie Networks.” International
Communication Association Conference. |
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Williams,
D. (2002, July 17). “Structure and Competition in the |
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Valentino,
N. Hutchings, V. & Williams, D. (2002, April 26). “Advertising and
the Architecture of Political Judgment: Consequences for Knowledge,
Information Seeking, and Candidate Preference.” Presented at the |
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Williams,
D. (2002, April 4). “Media Constructions of Video Games,
1970-2000.” Presented at the ESRC Playing With the Future Conference. |
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Valentino,
N., Hutchings, V., Philpot, T., & Williams, D. (2001, August 30).
“When Enough is Enough, and When It Isn’t: Political Advertising,
Partisan Threat, and Selective Information Seeking on the Internet.”
Presented at the American Political Science Association. |
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Williams,
D. (2001, May 27). “Bots and e-commerce: Fluid Markets and the Death of
Retail?” Presented at the International Communications Association
Conference. |
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Williams,
D. (1999, October). “Synergy Bias: A Content Analysis of Evening
Network News Examining Parent-Company Influence.” Presented at the |
WORKS IN PROGRESS OR UNDER REVIEW
MMO census, profile and economics project, in conjunction with Sony Online |
In progress |
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Game character census |
In progress |