peer-reviewed articles


"Wandering in the City: Time, Memory, and Experience in Digital Game Space," M/C Journal Vol. 22, No. 4 (2019): http://journal.media-culture.org.au/index.php/mcjournal/article/view/1549 (Note: you can make the font bigger with a button in the left panel)

 

"Policing the Fluff: The Social Construction of Scientistic Selves in Otherkin Facebook Groups," Engaging Science, Technology, and Society, 4 (2018), pp. 485-514:  https://estsjournal.org/index.php/ests/article/view/252 

 

“Bytes of Passage: Video Game Inhabitation as Ritual,” 2012, Acta Iassyensia Comparationis Vol. 10, pp. 176-185http://literaturacomparata.ro/aic/?page_id=524&lang=fr (near the bottom of the page)

 

"The Social Production of Internet Space: Affordance, Programming, and Virtuality," is forthcoming at Communication Theory

book chapter


“Cybernetic Animism: Non-Human Personhood and the Internet,” 2018, in Digital Existence:  Ontology, Ethics and Transcendence in Digital Culture, ed. Amanda Lagerkvist. London: Routledge, pp. 227-241.

The book is available for purchase here.

A digital pre-print version of the chapter is available here

book reviews


 

Haraway, Donna. 2016, Staying With the Trouble: Making Kin in the Chthulucene, Durham: Duke University Press. Anthropological Quarterly, 90(3), 2017, pp. 877-882. Available at: https://muse-jhu-edu.proxygw.wrlc.org/article/670948

 

Kirkpatrick, Graeme. 2013, Computer Games and the Social Imaginary. Cambridge, UK: Polity Press. Anthropological Quarterly,  87(4), 2015, pp. 199-204. Available at: https://muse-jhu-edu.proxygw.wrlc.org/article/576052