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Cody Mejeur

Biographic Data

ID939670
NAMECody Mejeur
GIVEN NAMESCody
FAMILY NAMEMejeur
SIGNATUREMEJEUR C
AFFILIATIONSUniversity at Buffalo, State University of New York
ORCID0000-0003-1629-1722
VERIFIEDYes
TOTAL WORKS6
TOTAL CITATIONS3
WORKS AS AUTHOR6
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2017
LATEST PUBLICATION YEAR2022
H-INDEX1
  • Who Gets to Be in The Guild

    Open Access•Cody Mejeur, Amanda C Cote et al.•ARTICLE•Loading•2022

    While media studies have frequently assessed the importance of representation, research in this area has often been siloed by institutional and methodological norms that define academics as “gender”, “race”, or “class” scholars, rather than inclusive scholars of all these and more. This paper thus responds to recent calls for more intersectional work by simultaneously addressing the overlapping representations of race, gender, and gamer identity,…

  • Feminist and Furious

    Open Access•Cody Mejeur, Mahli-Ann R Butt et al.•ARTICLE•Games and Culture•2021

    This article builds on Games of Empire by centering the experiences of diversity workers in Game Studies of Empire. Our data were gathered through qualitative mixed methods of in-depth surveys and semi-structured interviews. Participants self-identified to be included in the study, all thinking critically through the definitions of “diversity,” “diversity work(er),” and “game studies.” Thus, this study reports on a tapestry of knowledge and exper…

  • Playing with Playthroughs

    Open Access•Cody Mejeur•ARTICLE•Digital humanities quarterly•2020

    Studies of video game narrative have long acknowledged that narrative in games is defined by interactivity — the player’s ability to make different choices and produce various story endings. Recent ludonarrative scholarship on games and interactive storytelling has started to account for what this interactivity means for narrative form, yet it remains difficult to assess how variable narrative is in different games, or how different players’ expe…

  • Creating Spaces for Interdisciplinary Research across Literature, Neuroscience, and DH

    Open Access•Natalie Philips, Alexander Babbitt et al.•ARTICLE•Digital humanities quarterly•2020

    The Digital Humanities and Literary Cognition (DHLC) lab at Michigan State University was founded in 2012 with the mission of bringing together scholars from disciplines including literature, neuroscience, education, computer science, and digital humanities to investigate the cognitive processes involved in reading texts of all kinds. The real story is much more complicated: emerging through a combination of institutional risk-taking and serendip…

  • Gamers, gender, and cruel optimism

    Amanda C Cote, Cody Mejeur•ARTICLE•Feminist Media Studies•2017•References: 7

    Video game culture has a long, ongoing history of problems with representation and inclusivity, as a wide variety of forces have constructed video games and gaming as masculine. Against this background, the popular gamer-oriented web series The Guild (2007–2013) appears to offer a unique counterperspective, presenting a gender-diverse cast and focusing primarily on female protagonist Cyd “Codex” Sherman. As such, the show could potentially divers…

  • Star Wars and the History of Transmedia Storytelling

    Open Access•Sean Guyne, Sean Guynes et al.•BOOK•Star Wars and the History of…•2017•Cited by: 3•References: 8

    Star Wars has reached more than three generations of casual and hardcore fans alike, and as a result many of the producers of franchised Star Wars texts (films, television, comics, novels, games, and more) over the past four decades have been fans-turned-creators. Yet despite its dominant cultural and industrial positions, Star Wars has rarely been the topic of sustained critical work. Star Wars and the History of Transmedia Storytelling offers a…

  • Star Wars and the History of Transmedia Storytelling

    Open Access•Sean Guyne, Sean Guynes et al.•BOOK•Star Wars and the History of…•2017•Cited by: 3•References: 8

    Star Wars has reached more than three generations of casual and hardcore fans alike, and as a result many of the producers of franchised Star Wars texts (films, television, comics, novels, games, and more) over the past four decades have been fans-turned-creators. Yet despite its dominant cultural and industrial positions, Star Wars has rarely been the topic of sustained critical work. Star Wars and the History of Transmedia Storytelling offers a…

  • Gamers, gender, and cruel optimism

    Amanda C Cote, Cody Mejeur•ARTICLE•Feminist Media Studies•2017•References: 7

    Video game culture has a long, ongoing history of problems with representation and inclusivity, as a wide variety of forces have constructed video games and gaming as masculine. Against this background, the popular gamer-oriented web series The Guild (2007–2013) appears to offer a unique counterperspective, presenting a gender-diverse cast and focusing primarily on female protagonist Cyd “Codex” Sherman. As such, the show could potentially divers…

  • Star Wars and the History of Transmedia Storytelling

    Open Access•Sean Guyne, Sean Guynes et al.•BOOK•Star Wars and the History of…•2017•Cited by: 3•References: 8

    Star Wars has reached more than three generations of casual and hardcore fans alike, and as a result many of the producers of franchised Star Wars texts (films, television, comics, novels, games, and more) over the past four decades have been fans-turned-creators. Yet despite its dominant cultural and industrial positions, Star Wars has rarely been the topic of sustained critical work. Star Wars and the History of Transmedia Storytelling offers a…

  • Playing with Playthroughs

    Open Access•Cody Mejeur•ARTICLE•Digital humanities quarterly•2020

    Studies of video game narrative have long acknowledged that narrative in games is defined by interactivity — the player’s ability to make different choices and produce various story endings. Recent ludonarrative scholarship on games and interactive storytelling has started to account for what this interactivity means for narrative form, yet it remains difficult to assess how variable narrative is in different games, or how different players’ expe…

  • Creating Spaces for Interdisciplinary Research across Literature, Neuroscience, and DH

    Open Access•Natalie Philips, Alexander Babbitt et al.•ARTICLE•Digital humanities quarterly•2020

    The Digital Humanities and Literary Cognition (DHLC) lab at Michigan State University was founded in 2012 with the mission of bringing together scholars from disciplines including literature, neuroscience, education, computer science, and digital humanities to investigate the cognitive processes involved in reading texts of all kinds. The real story is much more complicated: emerging through a combination of institutional risk-taking and serendip…

  • Feminist and Furious

    Open Access•Cody Mejeur, Mahli-Ann R Butt et al.•ARTICLE•Games and Culture•2021

    This article builds on Games of Empire by centering the experiences of diversity workers in Game Studies of Empire. Our data were gathered through qualitative mixed methods of in-depth surveys and semi-structured interviews. Participants self-identified to be included in the study, all thinking critically through the definitions of “diversity,” “diversity work(er),” and “game studies.” Thus, this study reports on a tapestry of knowledge and exper…

  • Who Gets to Be in The Guild

    Open Access•Cody Mejeur, Amanda C Cote et al.•ARTICLE•Loading•2022

    While media studies have frequently assessed the importance of representation, research in this area has often been siloed by institutional and methodological norms that define academics as “gender”, “race”, or “class” scholars, rather than inclusive scholars of all these and more. This paper thus responds to recent calls for more intersectional work by simultaneously addressing the overlapping representations of race, gender, and gamer identity,…

Art (5 works) · Digital Games and Media (5 works) · Sociology (4 works) · Law (3 works) · Media, Gender, and Advertising (3 works) · Political science (3 works) · Psychology (3 works) · Aesthetics (2 works) · Educational Games and Gamification (2 works) · Gender, Feminism, and Media (2 works)

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