Maxwell Foxman
Datos Biográficos
| ID | 196895 |
|---|---|
| NOMBRE | Maxwell Foxman |
| NOMBRES | Maxwell |
| APELLIDO | Foxman |
| FIRMA | FOXMAN M |
| AFILIACIONES | University of Oregon |
| ORCID | 0000-0001-6499-4372 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 22 |
| TOTAL DE CITAS | 32 |
| TOTAL COMO AUTOR | 22 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2014 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2026 |
| ÍNDICE H | 4 |
Conceptualizing Fidelity
Openness to the Metaverse Workplace
The metaverse—a network of three‐dimensional virtual worlds in which people can engage in everyday activities—could augment future workplaces given the widespread acceptance of remote work. While it is not fully conceptualized, many have experienced, observed, or learned about metaverse‐related technologies (e.g., online gaming and virtual reality), which will likely influence their openness to using the metaverse for professional purposes. In or…
Balancing fun and professionalism in game development
Introduction The COVID-19 pandemic accelerated remote work adoption in the game development industry, an already precarious field characterized by “crunch” culture and ludopolitics. Against this backdrop, this study examines the dual nature of “play” in virtual meetings (VMs) among game industry professionals ( N = 38). Methods Through semi-structured interviews, we identify three primary manifestations of play: self-presentation through avatars …
Epistemologies of Digital News Production
Understanding journalists’ methods to acquire and validate their knowledge has been a key focus in journalism studies. From a sociological viewpoint, journalists are crucial knowledge creators, as their main tasks involve gathering, assembling, and disseminating news. However, technological disruptions in the twenty first century have posed significant challenges to journalistic ways of knowing. This Special Issue aims to rethink digital news pro…
Focusing on Virtual Groups
The art of Internet Research is always developing, while also firmly rooted in the theoretical frameworks of the past. As technologies have evolved over time, new ways of interacting have become pervasive, and with them, a need for a different means of analyzing such interactions. Through all of this change, internet researchers have discussed and developed effective methodologies to suit the needs of research. Significant work has been done on d…
An Avatar's worth in the metaverse workplace
Virtual economies with 3D assets have been studied for decades, often in the context of entertainment, but the concept of the metaverse as a workplace platform has only recently begun to take hold. This research addresses a gap in our understanding of how the enhanced ability for impression management in the metaverse workplace may relate to worker well-being and equity. We explore how demographics and previous virtual meeting (VM) experiences re…
Esports buffs
Introduction Collegiate esports—organized competitive gaming—has expanded rapidly in the United States, drawing in student players, broadcasters, and support staff, as well as university employees. Universities have invested financially in esports, hoping to capitalize on gaming fandom to attract prospective students and enhance campus community integration. Little research, however, addresses collegiate esports fandom in depth. Methods Drawing o…
Recasting Twitch
Despite Twitch's dominant position in Western livestreaming markets, institutional journalists rarely produce content on the platform. This paper investigates how journalistic practices, cultures, business models, and institutions approach Twitch through three empirical sites: The Washington Post's experimentation with the app, left-leaning political influencer Hasan Piker, and the pro-QAnon 24/7 "news" channel, Patriots' Soapbox. The cases demon…
In/visible hurdles
Gaming and esports communities possess cultural barriers that exclude potential participants, limiting their access to social, cultural, and economic opportunities. In the United States, for instance, varsity esports players are increasingly supported by scholarships and tournament prizes, but persistent challenges make these benefits accessible to only a limited portion of the student body. Using a grounded theory analysis of 31 in-depth intervi…
Technology and Literature
Whereas previous books have explored how literature depicts or discusses scientific concepts, this book argues that literature is a technology. It shows how literature has been shaped by technological revolutions, and reveals the essential work that literature has done in helping to uncover the consequences of new technologies. Individual chapters focus on how specific literary technologies – the development of writing, the printing press, typewr…
Mainstreaming and Game Journalism
Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility. Mainstreaming and Game Journalism addresses both the history and current practice of game journalism, along with the roles writers and industry play in conveying that the medium is a “mainstream” form of entertainment. Through interviews with reporters, David B. Nieborg and Maxwell Foxman retrace how the game industry and journalists started …
Don't Make Me Ratio You Again
Ratioing describes when a reply earns more likes than an original post on social media. They also offer influencers opportunities to convert audience attention into political actions capable of temporarily shaping online discourse. Ratios are then one of many influencer-driven strategies that leverage platform features and affordances to direct audiences to specific actions that amplify the influencer's content in the crowded social media enterta…
Making the Virtual a Reality
The Covid Season
During the COVID-19 pandemic, universities were among the first institutions to shift to an online model. As they did so, nascent collegiate esports program lost access to campus spaces and in-person connections, potentially destabilizing this rising industry. Conversely, universities also worked to provide students remote access to resources, and many components of esports already occur online. Therefore, collegiate esports may have adjusted to …
Recasting Collegiate Esports
Few online communities exhibit the tensions between independence and interdependence better than collegiate esports. Twitch, the primary platform for live streaming esports, is central in such strife. The platform is a vital tool for colleges and athletes to forward brand, community, and entrepreneurship, while simultaneously its unbridled use indicates the need for administration and institutional interventions by universities. As such the propo…
From public sphere to magic circle
This paper reassesses comparisons of online Chinese networks to the Habermasian public sphere through a dialogue between sinology and ludology. Play has long been considered an integral component of public activity and of the Chinese internet. Researchers emphasised the importance of playful behavior and creative self-expressions for various purposes, including the formation of community ties and identities. However, studies tend to scrutinise th…
Defining empathy
While a consumer revolution in virtual reality (VR) has piqued the interest of many fields, industries, and professions, it is unclear when, how, and to what degree the technology can elicit empathy. To better understand how the relationship between VR and empathy is communicated and defined, we performed qualitative and quantitative thematic analyses on popular ( N = 640) and academic articles ( N = 53) that included both terms. Findings reveale…
Playful approaches to news engagement
From crossword puzzles and quizzes to more complex gamification strategies and serious newsgames, legacy media has long explored ways to deploy playful approaches to deliver their content and engage with the audience. We examine how news and games fit together when news organizations, game creators and news audiences welcome gameful forms of communication and participation. Moreover, we reflect on the theoretical and empirical significance of mer…
United We Stand
The skirmish between game engines Unity and Unreal presents a new front in the platformization of cultural production. This article argues that such programs are 'platform tools.' They enable amateurs and professionals to not only build content for platforms but also 'lock-in' industry ideologies in the ideation, production, implementation, and distribution of digital creative work, resulting in a homogeneity of developers, practices, and product…
Mainstreaming Misogyny
The playful newsroom
The crisis in the journalism industry, intensified with the popularization of the World Wide Web, warrants radical rethinking of the professional identity of journalists and their role in society. This paper first suggests replacing the Habermasian public sphere with Dutch historian Johan Huizinga’s magic circle of play to describe the relationship between the press and its audience. Within this new model, the writer configures the rules and boun…
Electing to Play
In 2012, MTV explored a new approach to voter engagement through "Fantasy Election." The game had players draft candidates in the congressional and presidential elections onto personal teams in order to compete for points and prizes, which were distributed based not only on the candidates' actions but also when players themselves took action to become better informed and involved during the campaign. In the end, Fantasy Election drew over 10,000 …
United We Stand
The skirmish between game engines Unity and Unreal presents a new front in the platformization of cultural production. This article argues that such programs are 'platform tools.' They enable amateurs and professionals to not only build content for platforms but also 'lock-in' industry ideologies in the ideation, production, implementation, and distribution of digital creative work, resulting in a homogeneity of developers, practices, and product…
Recasting Twitch
Despite Twitch's dominant position in Western livestreaming markets, institutional journalists rarely produce content on the platform. This paper investigates how journalistic practices, cultures, business models, and institutions approach Twitch through three empirical sites: The Washington Post's experimentation with the app, left-leaning political influencer Hasan Piker, and the pro-QAnon 24/7 "news" channel, Patriots' Soapbox. The cases demon…
In/visible hurdles
Gaming and esports communities possess cultural barriers that exclude potential participants, limiting their access to social, cultural, and economic opportunities. In the United States, for instance, varsity esports players are increasingly supported by scholarships and tournament prizes, but persistent challenges make these benefits accessible to only a limited portion of the student body. Using a grounded theory analysis of 31 in-depth intervi…
Don't Make Me Ratio You Again
Ratioing describes when a reply earns more likes than an original post on social media. They also offer influencers opportunities to convert audience attention into political actions capable of temporarily shaping online discourse. Ratios are then one of many influencer-driven strategies that leverage platform features and affordances to direct audiences to specific actions that amplify the influencer's content in the crowded social media enterta…
Defining empathy
While a consumer revolution in virtual reality (VR) has piqued the interest of many fields, industries, and professions, it is unclear when, how, and to what degree the technology can elicit empathy. To better understand how the relationship between VR and empathy is communicated and defined, we performed qualitative and quantitative thematic analyses on popular ( N = 640) and academic articles ( N = 53) that included both terms. Findings reveale…
From public sphere to magic circle
This paper reassesses comparisons of online Chinese networks to the Habermasian public sphere through a dialogue between sinology and ludology. Play has long been considered an integral component of public activity and of the Chinese internet. Researchers emphasised the importance of playful behavior and creative self-expressions for various purposes, including the formation of community ties and identities. However, studies tend to scrutinise th…
The Covid Season
During the COVID-19 pandemic, universities were among the first institutions to shift to an online model. As they did so, nascent collegiate esports program lost access to campus spaces and in-person connections, potentially destabilizing this rising industry. Conversely, universities also worked to provide students remote access to resources, and many components of esports already occur online. Therefore, collegiate esports may have adjusted to …
Electing to Play
In 2012, MTV explored a new approach to voter engagement through "Fantasy Election." The game had players draft candidates in the congressional and presidential elections onto personal teams in order to compete for points and prizes, which were distributed based not only on the candidates' actions but also when players themselves took action to become better informed and involved during the campaign. In the end, Fantasy Election drew over 10,000 …
Electing to Play
In 2012, MTV explored a new approach to voter engagement through "Fantasy Election." The game had players draft candidates in the congressional and presidential elections onto personal teams in order to compete for points and prizes, which were distributed based not only on the candidates' actions but also when players themselves took action to become better informed and involved during the campaign. In the end, Fantasy Election drew over 10,000 …
The playful newsroom
The crisis in the journalism industry, intensified with the popularization of the World Wide Web, warrants radical rethinking of the professional identity of journalists and their role in society. This paper first suggests replacing the Habermasian public sphere with Dutch historian Johan Huizinga’s magic circle of play to describe the relationship between the press and its audience. Within this new model, the writer configures the rules and boun…
Mainstreaming Misogyny
United We Stand
The skirmish between game engines Unity and Unreal presents a new front in the platformization of cultural production. This article argues that such programs are 'platform tools.' They enable amateurs and professionals to not only build content for platforms but also 'lock-in' industry ideologies in the ideation, production, implementation, and distribution of digital creative work, resulting in a homogeneity of developers, practices, and product…
Playful approaches to news engagement
From crossword puzzles and quizzes to more complex gamification strategies and serious newsgames, legacy media has long explored ways to deploy playful approaches to deliver their content and engage with the audience. We examine how news and games fit together when news organizations, game creators and news audiences welcome gameful forms of communication and participation. Moreover, we reflect on the theoretical and empirical significance of mer…
Recasting Collegiate Esports
Few online communities exhibit the tensions between independence and interdependence better than collegiate esports. Twitch, the primary platform for live streaming esports, is central in such strife. The platform is a vital tool for colleges and athletes to forward brand, community, and entrepreneurship, while simultaneously its unbridled use indicates the need for administration and institutional interventions by universities. As such the propo…
From public sphere to magic circle
This paper reassesses comparisons of online Chinese networks to the Habermasian public sphere through a dialogue between sinology and ludology. Play has long been considered an integral component of public activity and of the Chinese internet. Researchers emphasised the importance of playful behavior and creative self-expressions for various purposes, including the formation of community ties and identities. However, studies tend to scrutinise th…
Defining empathy
While a consumer revolution in virtual reality (VR) has piqued the interest of many fields, industries, and professions, it is unclear when, how, and to what degree the technology can elicit empathy. To better understand how the relationship between VR and empathy is communicated and defined, we performed qualitative and quantitative thematic analyses on popular ( N = 640) and academic articles ( N = 53) that included both terms. Findings reveale…
Making the Virtual a Reality
The Covid Season
During the COVID-19 pandemic, universities were among the first institutions to shift to an online model. As they did so, nascent collegiate esports program lost access to campus spaces and in-person connections, potentially destabilizing this rising industry. Conversely, universities also worked to provide students remote access to resources, and many components of esports already occur online. Therefore, collegiate esports may have adjusted to …
Technology and Literature
Whereas previous books have explored how literature depicts or discusses scientific concepts, this book argues that literature is a technology. It shows how literature has been shaped by technological revolutions, and reveals the essential work that literature has done in helping to uncover the consequences of new technologies. Individual chapters focus on how specific literary technologies – the development of writing, the printing press, typewr…
Mainstreaming and Game Journalism
Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility. Mainstreaming and Game Journalism addresses both the history and current practice of game journalism, along with the roles writers and industry play in conveying that the medium is a “mainstream” form of entertainment. Through interviews with reporters, David B. Nieborg and Maxwell Foxman retrace how the game industry and journalists started …
Don't Make Me Ratio You Again
Ratioing describes when a reply earns more likes than an original post on social media. They also offer influencers opportunities to convert audience attention into political actions capable of temporarily shaping online discourse. Ratios are then one of many influencer-driven strategies that leverage platform features and affordances to direct audiences to specific actions that amplify the influencer's content in the crowded social media enterta…
An Avatar's worth in the metaverse workplace
Virtual economies with 3D assets have been studied for decades, often in the context of entertainment, but the concept of the metaverse as a workplace platform has only recently begun to take hold. This research addresses a gap in our understanding of how the enhanced ability for impression management in the metaverse workplace may relate to worker well-being and equity. We explore how demographics and previous virtual meeting (VM) experiences re…
Esports buffs
Introduction Collegiate esports—organized competitive gaming—has expanded rapidly in the United States, drawing in student players, broadcasters, and support staff, as well as university employees. Universities have invested financially in esports, hoping to capitalize on gaming fandom to attract prospective students and enhance campus community integration. Little research, however, addresses collegiate esports fandom in depth. Methods Drawing o…
Recasting Twitch
Despite Twitch's dominant position in Western livestreaming markets, institutional journalists rarely produce content on the platform. This paper investigates how journalistic practices, cultures, business models, and institutions approach Twitch through three empirical sites: The Washington Post's experimentation with the app, left-leaning political influencer Hasan Piker, and the pro-QAnon 24/7 "news" channel, Patriots' Soapbox. The cases demon…
In/visible hurdles
Gaming and esports communities possess cultural barriers that exclude potential participants, limiting their access to social, cultural, and economic opportunities. In the United States, for instance, varsity esports players are increasingly supported by scholarships and tournament prizes, but persistent challenges make these benefits accessible to only a limited portion of the student body. Using a grounded theory analysis of 31 in-depth intervi…
Openness to the Metaverse Workplace
The metaverse—a network of three‐dimensional virtual worlds in which people can engage in everyday activities—could augment future workplaces given the widespread acceptance of remote work. While it is not fully conceptualized, many have experienced, observed, or learned about metaverse‐related technologies (e.g., online gaming and virtual reality), which will likely influence their openness to using the metaverse for professional purposes. In or…
Balancing fun and professionalism in game development
Introduction The COVID-19 pandemic accelerated remote work adoption in the game development industry, an already precarious field characterized by “crunch” culture and ludopolitics. Against this backdrop, this study examines the dual nature of “play” in virtual meetings (VMs) among game industry professionals ( N = 38). Methods Through semi-structured interviews, we identify three primary manifestations of play: self-presentation through avatars …
Epistemologies of Digital News Production
Understanding journalists’ methods to acquire and validate their knowledge has been a key focus in journalism studies. From a sociological viewpoint, journalists are crucial knowledge creators, as their main tasks involve gathering, assembling, and disseminating news. However, technological disruptions in the twenty first century have posed significant challenges to journalistic ways of knowing. This Special Issue aims to rethink digital news pro…
Focusing on Virtual Groups
The art of Internet Research is always developing, while also firmly rooted in the theoretical frameworks of the past. As technologies have evolved over time, new ways of interacting have become pervasive, and with them, a need for a different means of analyzing such interactions. Through all of this change, internet researchers have discussed and developed effective methodologies to suit the needs of research. Significant work has been done on d…
Conceptualizing Fidelity
Sociology (15 obras) · Computer Science (13 obras) · Political science (13 obras) · Public relations (11 obras) · Digital Games and Media (9 obras) · Psychology (9 obras) · Business (8 obras) · Impact of Technology on Adolescents (8 obras) · Media studies (7 obras) · Law (6 obras)