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Maxwell Foxman

Dados Biográficos

ID196895
NOMEMaxwell Foxman
PRENOMESMaxwell
SOBRENOMEFoxman
ASSINATURAFOXMAN M
AFILIAÇÕESUniversity of Oregon
ORCID0000-0001-6499-4372
VERIFICADOSim
TOTAL DE OBRAS22
TOTAL DE CITAÇÕES32
TOTAL COMO AUTOR22
TOTAL COMO EDITOR0
PRIMEIRO ANO DE PUBLICAÇÃO2014
ANO MAIS RECENTE DE PUBLICAÇÃO2026
ÍNDICE H4
  • Conceptualizing Fidelity

    Open Access•Maxwell Foxman•ARTICLE•Digital Journalism•2026

  • Openness to the Metaverse Workplace

    Open Access•Chaeyun Lim, Rabindra Ratan et al.•ARTICLE•Human Behavior and Emerging…•2025

    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

    Open Access•Dalton Bouzek, Maxwell Foxman et al.•ARTICLE•Frontiers in Communication•2025

    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

    Gregory Perreault, Maxwell Foxman et al.•ARTICLE•Digital Journalism•2025

    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

    Open Access•Oskar Milik, Oskar Tadeusz Milik et al.•ARTICLE•AoIR Selected Papers of Internet…•2025

    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

    Open Access•Chaeyun Lim, Rabindra Ratan et al.•ARTICLE•Computers in Human Behavior•2024

    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

    Open Access•Amanda C Cote, Waseq Ur Rahman et al.•ARTICLE•Frontiers in Sports and Active…•2024•Referências: 11

    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

    Open Access•Maxwell Foxman, Brandon C Harris et al.•ARTICLE•Digital Journalism•2024•Citada por: 5•Referências: 21

    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

    Open Access•Andrew J Wilson, Amanda C Cote et al.•ARTICLE•New Media & Society•2024•Citada por: 5•Referências: 3

    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

    Open Access•I J MacRae, Bonnie Mak et al.•BOOK•Technology and Literature•2023

    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

    Open Access•D B Nieborg, Maxwell Foxman•BOOK•Mainstreaming and Game Journalism•2023

    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

    Open Access•Brandon C Harris, Maxwell Foxman et al.•ARTICLE•Social Media + Society•2023•Citada por: 4•Referências: 34

    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

    Maxwell Foxman•ARTICLE•Digital Culture & Society•2022

  • The Covid Season

    Open Access•Amanda C Cote, Onder Can et al.•ARTICLE•Games and Culture•2022•Citada por: 1•Referências: 17

    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

    Open Access•Maxwell Foxman, Amanda C Cote et al.•ARTICLE•AoIR Selected Papers of Internet…•2021

    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

    Emilie Xie, Maxwell Foxman et al.•ARTICLE•Internet Histories•2021•Citada por: 2•Referências: 16

    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

    Open Access•Maxwell Foxman, D M Markowitz et al.•ARTICLE•New Media & Society•2021•Citada por: 4•Referências: 6

    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

    Open Access•Raul Ferrer Conill, Maxwell Foxman et al.•ARTICLE•Convergence The International…•2020

    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

    Open Access•Maxwell Foxman•ARTICLE•Social Media + Society•2019•Citada por: 10•Referências: 15

    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

    Open Access•D B Nieborg, David Nieborg et al.•CHAPTER•Mediating Misogyny•2018

  • The playful newsroom

    Open Access•Maxwell Foxman•ARTICLE•First Monday•2016

    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

    Open Access•Maxwell Foxman, Michelle Forelle et al.•ARTICLE•Games and Culture•2014•Citada por: 1•Referências: 2

    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

    Open Access•Maxwell Foxman•ARTICLE•Social Media + Society•2019•Citada por: 10•Referências: 15

    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

    Open Access•Maxwell Foxman, Brandon C Harris et al.•ARTICLE•Digital Journalism•2024•Citada por: 5•Referências: 21

    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

    Open Access•Andrew J Wilson, Amanda C Cote et al.•ARTICLE•New Media & Society•2024•Citada por: 5•Referências: 3

    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

    Open Access•Brandon C Harris, Maxwell Foxman et al.•ARTICLE•Social Media + Society•2023•Citada por: 4•Referências: 34

    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

    Open Access•Maxwell Foxman, D M Markowitz et al.•ARTICLE•New Media & Society•2021•Citada por: 4•Referências: 6

    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

    Emilie Xie, Maxwell Foxman et al.•ARTICLE•Internet Histories•2021•Citada por: 2•Referências: 16

    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

    Open Access•Amanda C Cote, Onder Can et al.•ARTICLE•Games and Culture•2022•Citada por: 1•Referências: 17

    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

    Open Access•Maxwell Foxman, Michelle Forelle et al.•ARTICLE•Games and Culture•2014•Citada por: 1•Referências: 2

    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

    Open Access•Maxwell Foxman, Michelle Forelle et al.•ARTICLE•Games and Culture•2014•Citada por: 1•Referências: 2

    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

    Open Access•Maxwell Foxman•ARTICLE•First Monday•2016

    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

    Open Access•D B Nieborg, David Nieborg et al.•CHAPTER•Mediating Misogyny•2018

  • United We Stand

    Open Access•Maxwell Foxman•ARTICLE•Social Media + Society•2019•Citada por: 10•Referências: 15

    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

    Open Access•Raul Ferrer Conill, Maxwell Foxman et al.•ARTICLE•Convergence The International…•2020

    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

    Open Access•Maxwell Foxman, Amanda C Cote et al.•ARTICLE•AoIR Selected Papers of Internet…•2021

    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

    Emilie Xie, Maxwell Foxman et al.•ARTICLE•Internet Histories•2021•Citada por: 2•Referências: 16

    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

    Open Access•Maxwell Foxman, D M Markowitz et al.•ARTICLE•New Media & Society•2021•Citada por: 4•Referências: 6

    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

    Maxwell Foxman•ARTICLE•Digital Culture & Society•2022

  • The Covid Season

    Open Access•Amanda C Cote, Onder Can et al.•ARTICLE•Games and Culture•2022•Citada por: 1•Referências: 17

    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

    Open Access•I J MacRae, Bonnie Mak et al.•BOOK•Technology and Literature•2023

    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

    Open Access•D B Nieborg, Maxwell Foxman•BOOK•Mainstreaming and Game Journalism•2023

    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

    Open Access•Brandon C Harris, Maxwell Foxman et al.•ARTICLE•Social Media + Society•2023•Citada por: 4•Referências: 34

    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

    Open Access•Chaeyun Lim, Rabindra Ratan et al.•ARTICLE•Computers in Human Behavior•2024

    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

    Open Access•Amanda C Cote, Waseq Ur Rahman et al.•ARTICLE•Frontiers in Sports and Active…•2024•Referências: 11

    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

    Open Access•Maxwell Foxman, Brandon C Harris et al.•ARTICLE•Digital Journalism•2024•Citada por: 5•Referências: 21

    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

    Open Access•Andrew J Wilson, Amanda C Cote et al.•ARTICLE•New Media & Society•2024•Citada por: 5•Referências: 3

    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

    Open Access•Chaeyun Lim, Rabindra Ratan et al.•ARTICLE•Human Behavior and Emerging…•2025

    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

    Open Access•Dalton Bouzek, Maxwell Foxman et al.•ARTICLE•Frontiers in Communication•2025

    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

    Gregory Perreault, Maxwell Foxman et al.•ARTICLE•Digital Journalism•2025

    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

    Open Access•Oskar Milik, Oskar Tadeusz Milik et al.•ARTICLE•AoIR Selected Papers of Internet…•2025

    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

    Open Access•Maxwell Foxman•ARTICLE•Digital Journalism•2026

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)

Ethnos_APP • Projeto Open Source • Licença MIT • Frontend v2.0.0 • Privacidade e Cookies • Documentação da API: api.ethnos.app/docs • Código da API: GitHub • DOI: 10.5281/zenodo.17049435 • Código do Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae