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Megan Condis

Biographic Data

ID905463
NAMEMegan Condis
GIVEN NAMESMegan
FAMILY NAMECondis
SIGNATURECONDIS M
AFFILIATIONSTexas Tech University
ORCID0000-0001-6094-6103
VERIFIEDYes
TOTAL WORKS17
TOTAL CITATIONS26
AUTHOR COUNT17
EDITOR COUNT0
FIRST PUBLICATION YEAR2012
LATEST PUBLICATION YEAR2024
H-INDEX2
  • “Makes me feel like I was born in the wrong era”: Gamer self-efficacy and appreciation, rather than controller type, correlate with historical nostalgia when playing a retrogame

    Nicholas David Bowman, Koji Yoshimura et al.•ARTICLE•Psychology of Popular Media•2024

    Emerging research has suggested that retrogames can serve as vehicles for historical nostalgia among younger gamers without firsthand experience using older games and equipment—providing an opportunity to engage in a “bygone era” of video gaming. The current study focused on the historic nostalgia potential of playing a retrogame using original or modern-style controllers, expecting that older controllers would be perceived as more natural for re…

  • Attraction adaptations of ride aesthetics in Disney Theme Park board games

    Open Access•Bobby Schweizer, Megan Condis•ARTICLE•The Journal of American Culture•2024•References: 7

    The Walt Disney Company has used board games as a part of its marketing initiatives since nearly its inception. Within the first decade of the company's existence, and within a few years of the creation of Mickey Mouse, Walt and Roy Disney recognized the profitability of licensing their burgeoning animated star for consumer goods. By 1934, Mickey Mouse appeared on everything from clothing and umbrellas to candy, toys, and watches (Gabler, 2007, p…

  • Trans-spatial narratives of Disney Imagineering in the society of explorers and adventurers

    Megan Condis, Bobby Schweizer•ARTICLE•Popular Communication•2024•References: 4

  • Making fandom great again: Silencing discussions of racism in reactionary and transformative fandoms

    Lorna Rouse, Megan Condis et al.•ARTICLE•Popular Communication•2024•Cited by: 1•References: 3

    This article examines comments about race, racism, and fandom from the far-right comics fan subreddit r/WerthamInAction and on stories tagged "Don't Like, Don't Read" on progressive fanfiction sharing site, Archive of Our Own. We find significant convergences between the two groups despite their ostensible difference in ideology. In particular, both groups deployed racist stereotypes and resisted re-casting characters portrayed as white in media …

  • Vicarious Nostalgia? Playing Retrogames Fosters an Appreciation for Gaming History

    Open Access•Nicholas David Bowman, Megan Condis et al.•ARTICLE•AoIR Selected Papers of Internet…•2023

    In recent research, video games have been implicated as vehicles for feelings of nostalgia. Retrogames present a unique context in which to explore the elicitation of nostalgia, especially historical nostalgia among younger gamers who may lack first-hand experience with older games and gaming technologies. As part of a larger study investigating nostalgia and retrogames, n = 102 younger individuals wrote briefly about their thoughts and feelings …

  • Desert Bus: Abusive Game Design, The Martyrdom Effect, and Fan Activism on Twitch.tv

    Open Access•Megan Condis•ARTICLE•Games and Culture•2023•Cited by: 1•References: 10

    Desert Bus began as vaporware. A decade after it was initially shelved, it was rediscovered and became a way for gamers to show off their insider knowledge of rare and hard-to-find bits of gaming history. A few years later, its reputation for being one of the least fun video games ever made it the centerpiece of a long-running charity event. In this essay, I will conduct a textual analysis of Desert Bus and argue that the uniquely painful gaming …

  • Dudes, boobs, and GameCubes: Video game advertising enters adolescence

    Open Access•Megan Condis, Jess Morrissette•ARTICLE•Media Culture & Society•2023•Cited by: 1•References: 16

    When a product is marketed according to gender, it is often positioned as a way for consumers to enact that gender. In the following pages, we trace how video game advertising “grew up,” transitioning from a broader focus on family entertainment into a more specific focus on selling toys to young boys and finally evolving into what we call “lad ads,” or advertisements designed to appeal specifically to straight male adolescents by playing on expe…

  • Debating with Wertham's ghost: Comic books, culture wars, and populist moral panics

    Megan Condis, Mel Stanfill•ARTICLE•Cultural Studies•2022

    Seduction of the Innocent, by Fredric Wertham, contended that comic books could harm youth; it is popularly understood as the impetus for the creation of the Comics Code Authority that limited what could appear in comics. Wertham subsequently became a ‘bogey man’ within the comics community, leveraged to do various kinds of political work. In this paper, we examine social media posts from reactionary fan movement Comicsgate to explore how Wertham…

  • Chapter 9 Hateful Games: Why White Supremacist Recruiters Target Gamers and How to Stop Them

    Megan Condis•BOOK•Chapter 9 Hateful Games•2019

    Digital Ethics delves into the shifting legal and ethical landscape in digital spaces and explores productive approaches for theorizing, understanding, and navigating through difficult ethical issues online. Contributions from leading scholars address how changing technologies and media over the last decade have both created new ethical quandaries and reinforced old ones in rhetoric and writing studies. Through discussions of rhetorical theory, c…

  • Gaming Masculinity: Trolls, Fake Geeks, and the Gendered Battle for Online Culture

    Megan Condis•BOOK•Gaming Masculinity: Trolls, Fake…•2018

  • Gaming Masculinity: Trolls, Fake Geeks, and the Gendered Battle for Online Culture

    Open Access•Megan Condis•BOOK•Gaming Masculinity•2018

  • Fantasizing about the Apocalypse: A Review of Fallout 4

    Megan Condis, Megan Condis Megan Condis•ARTICLE•Resilience A Journal of the…•2017

    Fantasizing about the ApocalypseA Review of Fallout 4 Megan Condis (bio) War . . . War never changes . . . These are the words that open every installment in the postapocalyptic video game franchise Fallout. Set in the aftermath of a nuclear war between the United States and China, the games pit players against rival factions of survivors as well as the poisonous landscape and the super-mutants and irradiated ghouls that it spawned.1 The most rec…

  • CFP: “Imagining Alternatives.”

    Megan Condis•ARTICLE•Science Fiction Studies•2017

  • Building Languages, Building Worlds: An Interview with Jessica Sams

    Megan Condis•ARTICLE•Resilience A Journal of the…•2016

    Building Languages, Building Worlds:An Interview with Jessica Sams Condis Megan (bio) When the designers of the video game Final Fantasy X introduced players to the isolationist desert culture of the Al Bhed, they wanted to ensure that they seemed alien and strange and wild in comparison to the rest of the world. One of the ways they distinguished these people from everyone else was to create for them their own unique language. Or should I say "l…

  • Live in Your World, Play in Ours: Video Games, Critical Play, and the Environmental Humanities

    Megan Condis•ARTICLE•Resilience A Journal of the…•2015•Cited by: 2

  • Fandom and/as labor

    Open Access•Mel Stanfill, Megan Condis•ARTICLE•Transformative Works and Cultures•2014•Cited by: 21

    Editorial providing an overview of the topic of fan studies and labor; and outlining the special issue's contents

  • Failure to Launch: Not‐So‐Superheroes in Gravity's Rainbow and Superfolks

    Open Access•Megan Condis•ARTICLE•The Journal of Popular Culture•2012•References: 1

  • Fandom and/as labor

    Open Access•Mel Stanfill, Megan Condis•ARTICLE•Transformative Works and Cultures•2014•Cited by: 21

    Editorial providing an overview of the topic of fan studies and labor; and outlining the special issue's contents

  • Live in Your World, Play in Ours: Video Games, Critical Play, and the Environmental Humanities

    Megan Condis•ARTICLE•Resilience A Journal of the…•2015•Cited by: 2

  • Making fandom great again: Silencing discussions of racism in reactionary and transformative fandoms

    Lorna Rouse, Megan Condis et al.•ARTICLE•Popular Communication•2024•Cited by: 1•References: 3

    This article examines comments about race, racism, and fandom from the far-right comics fan subreddit r/WerthamInAction and on stories tagged "Don't Like, Don't Read" on progressive fanfiction sharing site, Archive of Our Own. We find significant convergences between the two groups despite their ostensible difference in ideology. In particular, both groups deployed racist stereotypes and resisted re-casting characters portrayed as white in media …

  • Desert Bus: Abusive Game Design, The Martyrdom Effect, and Fan Activism on Twitch.tv

    Open Access•Megan Condis•ARTICLE•Games and Culture•2023•Cited by: 1•References: 10

    Desert Bus began as vaporware. A decade after it was initially shelved, it was rediscovered and became a way for gamers to show off their insider knowledge of rare and hard-to-find bits of gaming history. A few years later, its reputation for being one of the least fun video games ever made it the centerpiece of a long-running charity event. In this essay, I will conduct a textual analysis of Desert Bus and argue that the uniquely painful gaming …

  • Dudes, boobs, and GameCubes: Video game advertising enters adolescence

    Open Access•Megan Condis, Jess Morrissette•ARTICLE•Media Culture & Society•2023•Cited by: 1•References: 16

    When a product is marketed according to gender, it is often positioned as a way for consumers to enact that gender. In the following pages, we trace how video game advertising “grew up,” transitioning from a broader focus on family entertainment into a more specific focus on selling toys to young boys and finally evolving into what we call “lad ads,” or advertisements designed to appeal specifically to straight male adolescents by playing on expe…

  • Failure to Launch: Not‐So‐Superheroes in Gravity's Rainbow and Superfolks

    Open Access•Megan Condis•ARTICLE•The Journal of Popular Culture•2012•References: 1

  • Fandom and/as labor

    Open Access•Mel Stanfill, Megan Condis•ARTICLE•Transformative Works and Cultures•2014•Cited by: 21

    Editorial providing an overview of the topic of fan studies and labor; and outlining the special issue's contents

  • Live in Your World, Play in Ours: Video Games, Critical Play, and the Environmental Humanities

    Megan Condis•ARTICLE•Resilience A Journal of the…•2015•Cited by: 2

  • Building Languages, Building Worlds: An Interview with Jessica Sams

    Megan Condis•ARTICLE•Resilience A Journal of the…•2016

    Building Languages, Building Worlds:An Interview with Jessica Sams Condis Megan (bio) When the designers of the video game Final Fantasy X introduced players to the isolationist desert culture of the Al Bhed, they wanted to ensure that they seemed alien and strange and wild in comparison to the rest of the world. One of the ways they distinguished these people from everyone else was to create for them their own unique language. Or should I say "l…

  • Fantasizing about the Apocalypse: A Review of Fallout 4

    Megan Condis, Megan Condis Megan Condis•ARTICLE•Resilience A Journal of the…•2017

    Fantasizing about the ApocalypseA Review of Fallout 4 Megan Condis (bio) War . . . War never changes . . . These are the words that open every installment in the postapocalyptic video game franchise Fallout. Set in the aftermath of a nuclear war between the United States and China, the games pit players against rival factions of survivors as well as the poisonous landscape and the super-mutants and irradiated ghouls that it spawned.1 The most rec…

  • CFP: “Imagining Alternatives.”

    Megan Condis•ARTICLE•Science Fiction Studies•2017

  • Gaming Masculinity: Trolls, Fake Geeks, and the Gendered Battle for Online Culture

    Megan Condis•BOOK•Gaming Masculinity: Trolls, Fake…•2018

  • Gaming Masculinity: Trolls, Fake Geeks, and the Gendered Battle for Online Culture

    Open Access•Megan Condis•BOOK•Gaming Masculinity•2018

  • Chapter 9 Hateful Games: Why White Supremacist Recruiters Target Gamers and How to Stop Them

    Megan Condis•BOOK•Chapter 9 Hateful Games•2019

    Digital Ethics delves into the shifting legal and ethical landscape in digital spaces and explores productive approaches for theorizing, understanding, and navigating through difficult ethical issues online. Contributions from leading scholars address how changing technologies and media over the last decade have both created new ethical quandaries and reinforced old ones in rhetoric and writing studies. Through discussions of rhetorical theory, c…

  • Debating with Wertham's ghost: Comic books, culture wars, and populist moral panics

    Megan Condis, Mel Stanfill•ARTICLE•Cultural Studies•2022

    Seduction of the Innocent, by Fredric Wertham, contended that comic books could harm youth; it is popularly understood as the impetus for the creation of the Comics Code Authority that limited what could appear in comics. Wertham subsequently became a ‘bogey man’ within the comics community, leveraged to do various kinds of political work. In this paper, we examine social media posts from reactionary fan movement Comicsgate to explore how Wertham…

  • Vicarious Nostalgia? Playing Retrogames Fosters an Appreciation for Gaming History

    Open Access•Nicholas David Bowman, Megan Condis et al.•ARTICLE•AoIR Selected Papers of Internet…•2023

    In recent research, video games have been implicated as vehicles for feelings of nostalgia. Retrogames present a unique context in which to explore the elicitation of nostalgia, especially historical nostalgia among younger gamers who may lack first-hand experience with older games and gaming technologies. As part of a larger study investigating nostalgia and retrogames, n = 102 younger individuals wrote briefly about their thoughts and feelings …

  • Desert Bus: Abusive Game Design, The Martyrdom Effect, and Fan Activism on Twitch.tv

    Open Access•Megan Condis•ARTICLE•Games and Culture•2023•Cited by: 1•References: 10

    Desert Bus began as vaporware. A decade after it was initially shelved, it was rediscovered and became a way for gamers to show off their insider knowledge of rare and hard-to-find bits of gaming history. A few years later, its reputation for being one of the least fun video games ever made it the centerpiece of a long-running charity event. In this essay, I will conduct a textual analysis of Desert Bus and argue that the uniquely painful gaming …

  • Dudes, boobs, and GameCubes: Video game advertising enters adolescence

    Open Access•Megan Condis, Jess Morrissette•ARTICLE•Media Culture & Society•2023•Cited by: 1•References: 16

    When a product is marketed according to gender, it is often positioned as a way for consumers to enact that gender. In the following pages, we trace how video game advertising “grew up,” transitioning from a broader focus on family entertainment into a more specific focus on selling toys to young boys and finally evolving into what we call “lad ads,” or advertisements designed to appeal specifically to straight male adolescents by playing on expe…

  • “Makes me feel like I was born in the wrong era”: Gamer self-efficacy and appreciation, rather than controller type, correlate with historical nostalgia when playing a retrogame

    Nicholas David Bowman, Koji Yoshimura et al.•ARTICLE•Psychology of Popular Media•2024

    Emerging research has suggested that retrogames can serve as vehicles for historical nostalgia among younger gamers without firsthand experience using older games and equipment—providing an opportunity to engage in a “bygone era” of video gaming. The current study focused on the historic nostalgia potential of playing a retrogame using original or modern-style controllers, expecting that older controllers would be perceived as more natural for re…

  • Attraction adaptations of ride aesthetics in Disney Theme Park board games

    Open Access•Bobby Schweizer, Megan Condis•ARTICLE•The Journal of American Culture•2024•References: 7

    The Walt Disney Company has used board games as a part of its marketing initiatives since nearly its inception. Within the first decade of the company's existence, and within a few years of the creation of Mickey Mouse, Walt and Roy Disney recognized the profitability of licensing their burgeoning animated star for consumer goods. By 1934, Mickey Mouse appeared on everything from clothing and umbrellas to candy, toys, and watches (Gabler, 2007, p…

  • Trans-spatial narratives of Disney Imagineering in the society of explorers and adventurers

    Megan Condis, Bobby Schweizer•ARTICLE•Popular Communication•2024•References: 4

  • Making fandom great again: Silencing discussions of racism in reactionary and transformative fandoms

    Lorna Rouse, Megan Condis et al.•ARTICLE•Popular Communication•2024•Cited by: 1•References: 3

    This article examines comments about race, racism, and fandom from the far-right comics fan subreddit r/WerthamInAction and on stories tagged "Don't Like, Don't Read" on progressive fanfiction sharing site, Archive of Our Own. We find significant convergences between the two groups despite their ostensible difference in ideology. In particular, both groups deployed racist stereotypes and resisted re-casting characters portrayed as white in media …

Digital Games and Media (13 works) · Art (11 works) · Sociology (11 works) · Computer Science (7 works) · Media studies (7 works) · Political science (7 works) · Aesthetics (5 works) · Gender Studies (5 works) · Law (5 works) · Masculinity (4 works)

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