Book Chapters

The Digital Flâneuse: Exploring Intersectional Identities and Spaces through Walking Simulators,” in Pamela Wojcik, Paula Massood, and Angel Matos (eds.) Media Crossroads: Intersections of Space and Identity in Screen Cultures (Duke University Press, 2020): 50-66. Co-authored with John Vanderhoef. <pdf>

Afterword: War/Game” in Phillip Hammond and Holger Potzsch (eds.) War Games: Memory, Militarism and the Subject of Play (Bloomsbury Press, 2019): 259-262. <pdf>

‘Now They’re Playing with Power!’: Nintendo’s Classics and Franchise Legacy Management,” in James Fleury, Bryan Hikari Hartzheim, and Stephen Mamber (eds.) The Franchise Era: Managing Media in the Digital Economy (Edinburgh University Press, 2019): 105-118. <pdf>

Introduction: A Game Genie for Game Studies,” in Matthew Thomas Payne and Nina B. Huntemann (eds.) How to Play Video Games (New York University Press, 2019): 1-12. Co-authored with Nina B. Huntemann. <pdf>

Borderlands: Capitalism,” in Matthew Thomas Payne and Nina B. Huntemann (eds.) How to Play Video Games (New York University Press, 2019): 165-173. Co-authored with Michael Fleisch. <pdf>

Big Daddies & Monstrous Mommies: BioShock’s Maternal Abjection, Absence, and Annihilation,” in Jessica Aldred and Felan Parker (eds.) Beyond the Sea: Critical Perspectives on BioShock (McGill-Queen’s University Press, 2018): 50-73. Co-authored with John Vanderhoef. <pdf>

Games / Gaming,” in Michael Kackman and Mary Celeste Kearney (eds.) The Craft of Criticism: Critical Media Studies in Practice (Routledge, 2018): 305-317. Co-authored with Nina B. Huntemann. <pdf>

Twitch.tv: Tele-visualizing the Arcade,” in Derek Johnson (ed.) From Networks to Netflix: A Guide to Changing Channels (Routledge, 2018): 287-296. <pdf>

Play,” in Jonathan Gray and Laurie Ouellette (eds.) Keywords in Media Studies (NYU Press, 2017): 138-140. <pdf>

Online Games and Militarism,” in James Ivory and Aphra Kerr (eds.) The International Encyclopedia of Digital Communication and Society, Volume III (Wiley-Blackwell,2015): 828-834. Co-authored with Nina B. Huntemann. <pdf>

Connected Viewing, Connected Capital: Fostering Gameplay Across Screens,” in Jennifer Holt and Kevin Sanson (eds.) Connected Viewing: Selling, Sharing, and Streaming Media in a Digital Era (Routledge, 2014): 183-201. <pdf>

Everything I Need to Know About Filmmaking I Learned from Playing Video Games: The Educational Promise of Machinima,” in Henry Lowood and Michael Nitsche (eds.) The Machinima Reader (MIT Press, 2011): 241-256. <pdf>

Introduction,” in Michael Kackman et al. (eds.) Flow TV: Television in the Age of Media Convergence. (Routledge, 2010), pp. 1-10. Co-authored with Michael Kackman, Marnie Binfield, Allison Perlman, and Bryan Sebok. <pdf>

Attack of the Livid Dead: Recalibrating Terror in the Post-9/11 Zombie Film,” in Andrew Schopp and Matthew B. Hill (eds.) The War on Terror and American Popular Culture: September 11 and Beyond. (Fairleigh Dickinson Press, 2009): 239-258. Co-authored w/ Nick Muntean. <pdf>

F*ck You, Noob Tube!: Learning the Art of Ludic LAN War,” in Nina B. Huntemann and Matthew Thomas Payne (eds.) Joystick Soldiers: The Politics of Play in Military Video Games (Routledge, 2009): 206-222. <pdf>

Introduction,” in Nina B. Huntemann and Matthew Thomas Payne (eds.) Joystick Soldiers: The Politics of Play in Military Video Games (Routledge, 2009): 1-18. Co-authored with Nina B. Huntemann. <pdf>

Manufacturing Militainment: Video Game Producers and Military Brand Games,” in Rikke Schubart, Fabian Virchow, Debra White-Stanley and Tanja Thomas (eds.) War Isn’t Hell, It’s Entertainment: Essays on Visual Media and Representation of Conflict (McFarland, 2009): 238-255. <pdf>

Interpreting Gameplay through Existential Ludology,” in Richard E. Ferdig (ed.) Handbook of Research on Effective Electronic Gaming in Education (Information Science Reference, 2009): 621-635. <pdf>

Playing the Deja-New: Plug it in and Play TV Games and the Cultural Politics of Classic Gaming,” in Zach Whalen and Laurie N. Taylor (eds.) Playing the Past: History and Nostalgia in Video Games (Vanderbilt University Press, 2008): 51-68. <pdf>