Foxman Curriculum Vitae

MAXWELL FOXMAN

Curriculum Vitae

257 W. 15th Avenue • Eugene, OR 97401

(845) 548-0672 • mfoxman@uoregon.edu

http://maxwellfoxman.info 

EDUCATION


Ph.D. Communications

Columbia University, New York, NY

2018

M.Phil. Communications

Columbia University, New York, NY. GPA 4.0

2015

M.A. Media, Culture and Communication

New York University, New York, NY. GPA 4.0

  • Master’s Thesis: “How to Become the Mayor of Everything: Experiencing Body and Space in the Digital Age”

2012

B.A. American Studies, Music, Creative Writing

Columbia University, New York, NY. Dean’s List 2005 - 2007

2007

ACADEMIC APPOINTMENTS


Associate Professor of Media and Game Studies

School of Journalism and Communication, University of Oregon

2025 - Present

Assistant Professor of Media Studies and Game Studies

School of Journalism and Communication, University of Oregon

2018 - 2025

Director, Game Studies Minor

2024 - Present

School of Journalism and Communication, University of Oreg

Visiting Scholar

Game Center, New York University

2025-2026

Visitng Scholar

Annenberg School of Communication, University of Pennsylvania

2026

RESEARCH & PUBLICATIONS


Books

  1. Nieborg, D. B., & Foxman M. (2023). Mainstreaming and Game Journalism. MIT Press.

Refereed Journal Articles 

  1. Leith, A. P., Lim, C., Foxman, M., Beyea, D., Jeong, D. (2025). Stress and Coping in VRChat: A Mixed-Method Case Study of the Use of VRChat as a Coping Tool During the COVID-19 Pandemic. Computers in Human Behavior Reports. https://doi.org/10.1016/j.chbr.2025.100843 

  1. Bouzek, D., Foxman, M., Lim, C., & Leith, A. P. (2025). Balancing Fun and Professionalism in Game Development: The Dark and Light Side of Play in Virtual Meetings. Frontiers in Communication 10. https://doi.org/10.3389/fcomm.2025.1609776 

  1. Lim, C., Ratan, R., Pandita, S., Foxman, M., Hales, G. E., Liu, H., Lei, S. K., & Beyea, D. (2025). Openness to the Metaverse Workplace: Zoom Fatigue and Metaverse Information Seeking Mediate Gender Inequities. Human Behavior and Emerging Technologies. https://doi.org/10.1155/hbe2/8808655 

  1. Lim, C., Leith, A. P., Ratan, R., Foxman, M., & Bouzek, D. (2025). Meeting Needs: How Social Interaction Anxiety, Zoom Fatigue, Relatedness, and Demographics Predict Virtual Meeting Feature Preferences. Computers in Human Behavior Reports. https://doi.org/10.1016/j.chbr.2025.100673 

  1. Beyea, D., Foxman, M., Ratan, R., Klebig, B., Leith, A., & Chen, V. H. H. (2025). Metaverse-Mediated Communication: A Call for Theory-Driven XR Research. Journal of Media Psychology 37(2). https://doi.org/10.1027/1864-1105/a000465 

  1. Rahman, M. W. U., Foxman, M., & Markowitz, D. M. (2025). Games as Cognitive Recreation: User Perspectives on Brain-training Apps. International Journal of Human–Computer Interaction, 41(4), 2312–2322. https://doi.org/10.1080/10447318.2024.2319918 

  1. Perreault, G. P., Foxman, M., Maares, P, & Hase, V. (2025). Epistemologies of Digital News Production: Power and Technological Adaptation in Knowledge Production. Digital Journalism, 13(3). https://doi.org/10.1080/21670811.2025.2462539 

  1. Lim, C., Ratan, R., Foxman, M., Beyea, D., Jeong, D., & Leith, A. P. (2025). Examining attitudes about the virtual workplace: Associations between zoom fatigue, impression management, and virtual meeting adoption intent. PLOS ONE 20(2): e0312354. https://doi.org/10.1371/journal.pone.0312354 

  1. Beyea, D., Lim, C., Lover, A., Foxman, M., Ratan, R, & Leith, A. (2025). Zoom fatigue in review: A meta-analytical examination of videoconferencing fatigue's antecedents. Computers in Human Behavior Reports, 17. https://doi.org/10.1016/j.chbr.2024.100571 

  1. Cote, A. C., Rahman, M. W. U., Foxman, M., Wilson, A., Harris, B. C., Can, O.,  & Hansen, J. C. (2024). Esports Buffs: The Perceived Role of Fans and Fandoms in U.S. Collegiate Programs. Frontiers in Sports and Active Living. https://doi.org/10.3389/fspor.2024.1410929 

  1. Lim, C., Ratan, R., Foxman, M., Meshi, D., Liu, H., Hales, G., & Lei, Y. (2024). An Avatar's Worth: Valuation of avatar customization for the metaverse workplace is predicted by virtual meeting fatigue, gaming habits, and being a woman or person of color. Computers in Human Behavior, 158. https://doi.org/10.1016/j.chb.2024.108309 

  1. Wilson, A., Cote, A., Foxman, M., Harris, B., Hansen, J. Can, O., & Rahman, W. (2024). In/visible Hurdles: US Collegiate Esports Participants' Perceived Barriers to Play and Involvement. New Media & Society. https://doi.org/10.1177/14614448241252919 

  1. Foxman, M., Harris, B., & Partin, W. (2024). Recasting Twitch: Livestreaming, Platforms and New Frontiers in Digital Journalism. Digital Journalism, 12(4), 516–536. https://doi.org/10.1080/21670811.2024.2329648 

  1. Cote, A., Wilson, A., Hansen. J., Haris, B., Rahman, M., Can, O., Fickle, T., & Foxman, M. (2023). Taking Care of Toxicity: Challenges and Strategies for Inclusion in U.S. Collegiate Esports Programs. Journal for Electronic Gaming and Esports. https://doi.org/10.1123/jege.2022-0031

  1. Harris, B., Foxman, M., & Partin, W. (2023). “Don’t make me ratio you again”: How political influencers encourage platformed political participation. Social Media + Society, 9(2). https://journals.sagepub.com/doi/full/10.1177/20563051231177944 

  1. Cote, A., Can, O., Foxman, M., Harris, B., Hansen, J., Rahman, M., & Fickle, T. (2023). The COVID Season: Collegiate Esports Programs' Material Challenges and Opportunities During the 2020-21 Pandemic. Games and Culture, 18(2), 229–250. https://doi.org/10.1177/15554120221088116 

  1. Foxman, M. (2022). Gaming the System: Playbour, Production, Promotion and the Metaverse. Baltic Screen Media Review, 10(2), 224–233. https://doi.org/10.2478/bsmr-2022-0017 

  1. Foxman, M., Beyea, D., Leith, A. P., Ratan, R. A., Chen, V. H. H., & Klebig, B. (2022). Beyond genre: Classifying virtual reality experiences. IEEE Transactions on Games, 14(3), 466–477. https://ieeexplore.ieee.org/document/9571081 

  1. Alexanian, S., Foxman, M., & Pimentel, D. (2022). Virtual reality and music's impact on psychological well-being. Frontiers in Rehabilitation Sciences. https://doi.org/10.3389/fresc.2022.864990 

  1. Harris, B. C., Hansen, J., Can, O., Rahman, W., Foxman, M., Cote, A., & Fickle, T. (2022). “Starting from scratch to looking really clean and professional”: How students’ productive labor legitimizes collegiate esports. Critical Studies in Media Communication, 39(2), 141–153. https://doi.org/10.1080/15295036.2022.2030484 

  1. Foxman, M. (2021). Making the Virtual a Reality: Playful Work and Playbour in the Diffusion of Innovations. Digital Culture & Society, 7(1), 91110.

  1. Xie, E., Foxman, M., & Xu, S. (2021). From public sphere to magic circle: playful publics on the Chinese internet. Internet Histories, 5(3-4), 359–375. https://doi.org/10.1080/24701475.2021.1982166 

  1. Can, O., & Foxman, M. (2021). Out of the Cafe and into the Arena. ROMchip, 3(1). https://romchip.org/index.php/romchip-journal/article/view/144

  1. Foxman, M., Markowitz, D. M., & Davis, D. Z. (2021). Defining empathy: Interconnected discourses of virtual reality’s prosocial impact. New Media & Society, 23(8), 2167–2188. https://doi.org/10.1177/1461444821993120 

  1. Pimentel, D., Foxman, M., Davis, D. Z., & Markowitz, D. M. (2021). Virtually real, but not quite there: Social and economic barriers to meeting Virtual Reality’s true potential for mental health. Frontiers in Virtual Reality. https://doi.org/10.3389/frvir.2021.627059 

  1. Foxman, M. (2020). Punctuated Play: Revealing the Roots of Gamification. Acta Ludologica, 3(2), 54–71. https://actaludologica.com/punctuated-play-revealing-the-roots-of-gamification/ 

  1. Ferrer-Conill, R., Foxman, M., Jones, J., Sihvonen, T., & Siitonen, M. (2020). Playful approaches to news engagement. Convergence, 26(3), 457–469. https://doi.org/10.1177/1354856520923964 

  1. Foxman, M. (2019). United We Stand: Platforms, Tools and Innovation with the Unity Game Engine. Social Media + Society, 5(4). https://doi.org/10.1177/2056305119880177

 

  1. Foxman, M. (2017). The playful newsroom: Iterating and reiterating the news and its publics. First Monday, 22(1). http://firstmonday.org/ojs/index.php/fm/article/view/7260 

  1. Foxman, M., & Nieborg, D. B. (2016). Between a Rock and a Hard Place: Games Coverage and its Network of Ambivalences. Journal of Games Criticism, 3(1). https://gamescriticism.org/2023/07/24/between-a-rock-and-a-hard-place-games-coverage-and-its-network-of-ambivalences/ 

  1. Tenen, D., & Foxman, M. (2014). Book Piracy as Peer Preservation. Computational Culture, (4). http://computationalculture.net/book-piracy-as-peer-preservation/ 

        

  1. Foxman, M., & Forelle, M. (2014). Electing to Play MTV’s Fantasy Election and Changes in Political Engagement Through Gameplay. Games and Culture, 9(6), 454–467. https://doi.org/10.1177/1555412014549804 

Refereed Book Chapters

  1. Foxman, M. (2025). Immersive Journalism with Augmented and Virtual Reality. In N. Dahmen & T. J. Thomson (Eds). The Routledge Companion to Visual Journalism (pp. 397–408). Routledge.

  1. Foxman, M., Cote A., Jenny, S. E., King, M., & Becka, L. (2024). Competitive Collegiate Esports Programs. In S. E. Jenny, N. Besombes, T. Brock, A. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 454–465). Routledge.

  1. Cote A., Foxman M., & Law, Y.-Y. (2024). Qualitative Esports Research Methodology. In S. E. Jenny, N. Besombes, T. Brock, A. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 123–134). Routledge.

  1. Foxman, M. (2024). Digital Text. In A. Hammond (Ed.), Cambridge Critical Concepts: Technology and Literature (pp. 141–160). Cambridge University Press.

  1. Cote, A., & Foxman, M. (2021). Studying Games. In R. Ferdig, E. Gandolfini, & E. Baumgartner (Eds.), Teaching the Game, Vol. 1: A collection of syllabi for game design, development, and implementation (pp. 201–224). ETC Press.

  1. Nieborg, D. B., & Foxman, M. (2018). Mainstreaming Misogyny: The beginning of the end and the end of the beginning in Gamergate coverage. In J. R. Vickery, & T. Everbach (Eds.), Mediating Misogyny: Gender, Technology, and Harassment (pp. 111–130). Palgrave Macmillan.

  1. Foxman, M. (2017). Foursquare: Bodily Transgression in Gamified Spaces. In E. Torner, E. L. Waldron, & A. Trammell (Eds.), Analog Game Studies: Volume II (pp. 181–186). ETC Press.

  1. Foxman, M. (2014). How to Win Foursquare: Body and Space in a Gamified World. In M. Fuchs, S. Fizek, P. Ruffino, & N. Schrape (Eds.), Rethinking Gamification (pp. 71–90). meson press.

Refereed Conference Proceedings

  1. Foxman, M., Cote, A., Wilson, A., Arangelov, V., Sonner, B., Fricke-Waters, J. (2025). Shaping the Future of Esports: Comparing Philosophies, Labor and Infrastructure in Collegiate Programs. Book of Abstracts: Online Esports Research Network Conference 2025. https://esportsresearch.net/wp-content/uploads/2025/10/Book-of-Abstracts_ERNC25_FINAL.pdf#page=170 

  1. Foxman, M.,  Burrell, S., Arangelov, V., Cote, A. C., & Clements, J. (2025). Seeing Into the Future: Opportunities and Challenges for Immersive Mediain Esports Player and Fan Experiences. Book of Abstracts: Online Esports Research Network Conference 2025.  https://esportsresearch.net/wp-content/uploads/2025/10/Book-of-Abstracts_ERNC25_FINAL.pdf#page=128

  1. Wilson, A. J., Arangelov V. A., Cote, A. C., Foxman, M., Burrell Jr., S. L., Clements, J. (2025). Cultivating Success: Administrators' Perspectives on the Acquisition,Maintenance, and Growth of Collegiate Esports Sponsorships. Book of Abstracts: Online Esports Research Network Conference 2025.  https://esportsresearch.net/wp-content/uploads/2025/10/Book-of-Abstracts_ERNC25_FINAL.pdf#page=68 

  1. Redinbo, J., Patwardhan, G., Foxman, M., & Jeong, D. (2025). Shifting The Meta: Bridging The Gap Between Scholar and Developer Perspectives of the Post-Pandemic Game Industry. Abstract Proceedings of DiGRA 2025: Games at the Crossroads https://dl.digra.org/index.php/dl/article/view/2581/2574 

  1. Lim, C., Beyea, D., Leith, A., Foxman, M., Ratan, R., & Klebig, B. (2025). The Hyperpersonal Model of Communication in Virtual Meetings: Exploring the Roles of Fatigue, Social Interaction Anxiety, Muting, and Avatar Use in Meeting Engagement. Proceedings of the Hawaii International Conference on System Sciences (HICSS). https://scholarspace.manoa.hawaii.edu/items/86e1dcb8-9a7d-403b-8465-db5afef85149 

  1. Milik, O. T., Jang, D., Foxman, M., Klebig, B., Beyea, D., Leith, A. P., & Ratan, R. A. (2025). Focusing on Virtual Groups: A Method for Focus Group Interviews in XR/VR Group Settings. AoIR Selected Papers of Internet Research. https://doi.org/10.5210/spir.v2024i0.14002 
  2. Milik, O., Foxman, M., Jang, D., Lin, Q., Waier, J., Zheng, A., Bouzek, D., Klebig, B., Leith, A., Beyea, D., & Ratan, R. (2024). “Beyond Meet Space: Running a Focus Group Study in VR.” Meaningful Play 2024 Conference Proceedings. https://playstorypress.org/books/meaningful-play-2024-proceedings/ 

  1. Langston, K., Saqib, B., McDonald, W., Zheng, A., Lerner, K., Lover, A., Winn, B., Leith, A., Foxman, M., & Ratan, R. (2024). Designing a Nondisruptive Game Mechanic for Meetings in Virtual Reality. Meaningful Play 2024 Conference Proceedings. https://playstorypress.org/books/meaningful-play-2024-proceedings/ 

  1. Lim, C., Foxman, M., Leith, A. P., Meshi, D., & Ratan R. A. (2024). “Wanting Playfulness to Counter Fatigue from Virtual Meetings: Associations with Social Interaction Anxiety and Workaholism.” Abstract Proceedings of DiGRA 2024 Conference: Playgrounds. https://dl.digra.org/index.php/dl/article/view/2267/2264 

  1. Arangelov, V. A., Burrell, S., Cote, A. C., Foxman, M., & Rahman, M. W. U. (2024). Grounds for Coping: When and Why Women Gamers Employ Different Harassment Management Strategies.” Abstract Proceedings of DiGRA 2024 Conference: Playgrounds. https://dl.digra.org/index.php/dl/article/view/2273/2270 

  1. Foxman, M., Bouzek, D., Lim, C., Ratan, R. A., Klebig, B., Leith, A. P., & Beyea, D. (2024). Making a Virtual Playground: Values-Based Game Design in Meeting Platforms. Abstract Proceedings of DiGRA 2024 Conference: Playgrounds. https://dl.digra.org/index.php/dl/article/view/2299/2296  

  1. Foxman, M., Bouzek, D., Ratan, R., & Leith, A. P. (2023). Virtually Limited: Boundaries of Play in Virtual Reality Production. DiGRA ’23 – Proceedings of the 2023 DiGRA International Conference: Limits and Margins of Games. https://dl.digra.org/index.php/dl/article/view/1979/1978 

  1. Foxman, M., Can, O., Wilson, A., Cote, A., Harris, B. C., Rahman, M. W. U., Hansen, J., & Fickle T. (2023). Facilitating Collegiate Esports: Limiting and Legitimizing Competitive Gaming. DiGRA ’23 – Proceedings of the 2023 DiGRA International Conference: Limits and Margins of Games. https://dl.digra.org/index.php/dl/article/view/1993/1992 

  1. Leith, A., Foxman, M., Onuche, M., Ratan, R., & Lim, C. (2023). Mixed Feelings and Realities: Joyful to Nauseating Sentiments About VR on Twitter. DiGRA ’23 – Proceedings of the 2023 DiGRA International Conference: Limits and Margins of Games. https://dl.digra.org/index.php/dl/article/view/2105/2104 

  1. Can, O., Foxman, M., Wilson, A., Cote, A., Rahman, W., Burrell, S, Harris, B. C., Hansen, J., & Fickle T. (2023). The Limits of Influence: Negotiating the Hegemony of Game Companies in Collegiate Esports in the US. DiGRA ’23 – Proceedings of the 2023 DiGRA International Conference: Limits and Margins of Games. https://dl.digra.org/index.php/dl/article/view/1974/1973 

  1. Cote, A., Rahman, M. W. U., Foxman, M., Wilson, A., Burrell, S. L., Harris, B. C., Can, O., Hansen, J. C., & Fickle T. (2023). The Fandom Frontier: Understanding the Limitless(?) Potential of Collegiate Esports Fans. DiGRA ’23 – Proceedings of the 2023 DiGRA International Conference: Limits and Margins of Games. https://dl.digra.org/index.php/dl/article/view/2010/2009 

  1. Foxman, M., Cote, A. C., Wilson, A., Can, O., Hansen, J. C., Harris, B. C., Rahman, M. W. U., & Fickle, T. (2022). Sustainable Grassroots: Tensions, Expectations and Recommendations in Formalizing Collegiate Esports. Esports Research Network Conference, 25–28. https://esportsresearch.net/wp-content/uploads/2023/01/ERNC22_Jonkoping_Book_of_Abstracts.pdf#page=25

  1. Can O., & Foxman, M. (2022). Sustaining Esports Through Internet Cafes in Turkey. Esports Research Network Conference, 7–9. https://esportsresearch.net/wp-content/uploads/2023/01/ERNC22_Jonkoping_Book_of_Abstracts.pdf#page=7 

  1. Foxman, M., Cote, A., Can, O., Harris, B., Rahman, W., Hansen, J., & Fickle, T. (2021). Recasting Collegiate Esports: Independence and Interdependence of University Twitch Streamers. AoIR Selected Papers of Internet Research. https://doi.org/10.5210/spir.v2021i0.12166 

  1. Rahman, W., & Foxman, M. (2020). Brain-training Games: Play as a Tool for Cognitive Enhancement. DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere. https://dl.digra.org/index.php/dl/article/view/1193/1193 

  1. Foxman, M., Leith, A. P., Beyea, D., Klebig, B., Chen, V. H. H., & Ratan, R. (2020). Virtual Reality Genres: Comparing Preferences in Immersive Experiences and Games. Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play, 237–241. https://doi.org/10.1145/3383668.3419881 

  1. Nieborg, D. B., & Foxman, M. (2016). The Mainstreaming of US Games Journalism. DiGRA/FDG ’16 - Abstract Proceedings of the First International Joint Conference of DiGRA and FDG. https://dl.digra.org/index.php/dl/article/view/849/849 

  1. Foxman, M. (2012). Digital Death: The Failures, Struggles and Discourses of the Social Media Spectacle. Proceedings of the New York State Communication Association: Vol. 2011. https://docs.rwu.edu/nyscaproceedings/vol2011/iss1/3 

Reviews

  1. Foxman, M. (2025). The Videogame Industry Does Not Exist by Brendan Keogh (review). Information & Culture, 16(2), 223–225. https://doi.org/10.1353/lac.00018 

  1. Foxman, M. (2025). James Malazita, Enacting Platforms: Feminist Technoscience and the Unreal Engine. International Journal of Communication, 19(2025). https://ijoc.org/index.php/ijoc/article/view/25646 

  1. Foxman, M. (2024). Lisa Messeri, In the Land of the Unreal: Virtual and Other Realities in Los Angeles. International Journal of Communication, 18(2024). https://ijoc.org/index.php/ijoc/article/view/23577/4702 

        *Reprinted in CAVRN: https://bit.ly/cavrn_unreal 

  1. Foxman, M. (2023). Book Review: Total Journalism: Models, Techniques and Challenges, by Jorge Vázquez-Herrero, Alba Silva-Rodríguez, María-Cruz Negreira-Rey, Carlos Toural-Bran, and Xosé López-García (Eds.). Journalism & Mass Communication Quarterly, 100(1). https://doi.org/10.1177/10776990221143505 

  1. Foxman, M. (2022). Larissa Hjorth and Ingrid Richardson, Ambient Play. Critical Studies in Media Communication. https://www.tandfonline.com/doi/full/10.1080/15295036.2021.2010386 

  1. Foxman, M. (2020). Ramon Lobato, Netflix Nations: The Geography of Digital Distribution. International Journal of Communication, 14(2020). https://ijoc.org/index.php/ijoc/article/view/14138/2938 

  1. Foxman, M. (2019). Mondo Nano: Fun and Games in the World of Digital Matter. International Journal of Communication, 13(2019). https://ijoc.org/index.php/ijoc/article/view/11350/2560

Non-Refereed Public Reports and Publications

  1. Foxman, M. & Burrell, S. (2025). Theories in XR, 2024. Social Grammars of Virtuality, no. 3. University of Pennsylvania. https://penn.manifoldapp.org/read/theories-in-xr-2024/section/404a465e-cdb7-4164-852d-51513161828a 

  1. Foxman, M., Burrell, S., & Rahman, W. (2024). Theories in XR, 2023. Social Grammars of Virtuality, no. 2. University of Pennsylvania. https://penn.manifoldapp.org/read/theories-in-xr-2023/section/557a7277-cea5-4267-83e9-c053b8c008e7 

  1. Foxman, M. (2023). Dis/Unity: Why game engines are central to the metaverse. Critical Augmented and Virtual Reality Researchers Network (CAVRN). https://cavrn.org/dis-unity-why-game-engines-are-central-to-the-metaverse/ 

  1. Foxman, M. (2023). Avoiding the (virtual) hype. CAVRN Syllabus, vol. 1. https://hdl.handle.net/2123/31704 

  1. Foxman, M. (2023). Theories in XR, 2022. Social Grammars of Virtuality, no. 1. University of Pennsylvania. https://penn.manifoldapp.org/read/theories-in-xr-2022/section/bf44be85-64f6-46d3-9a97-539ae8ba32ce#1db3d0f9a568057bc8d32221f4f08a91 

  1. Foxman, M. (2022). Lessons for Journalists from Virtual Worlds. Tow Center for Digital Journalism. https://www.cjr.org/tow_center_reports/lessons-for-journalists-from-virtual-worlds.php 

  1. Foxman, M., Mateescu, A., & Bulger, M. (2016). Advertising in Schools. Data & Society. https://datasociety.net/library/advertising-in-schools/ 

  1. Foxman, M. (2015). Play the News: Fun and Games in Digital Journalism. Tow Center for Digital Journalism. https://academiccommons.columbia.edu/doi/10.7916/D8J67V59 

Peer-Reviewed Conference Presentations

  1. Burrell, S. L., Rahman, M. W. U., Foxman, M., Cote, A., & Arangelov, V. A. (June, 2025). “In a Crowd, Alone,”: An Experimental Review of Virtual Reality Uses in E-Sports Spectatorship. Presented at the 75th Annual International Communication Association Conference, Denver.

  1. Redinbo, J. C., Patwardhan, G., Foxman, M., & Jeong, D. C.  (June, 2025). Shifting the Meta: Bridging the Gap Between Scholar and Developer Perspectives of the Post-Pandemic Game Industry. Presented at the 75th Annual International Communication Association Conference, Denver.

  1. Stevenson, H., Foxman, M., & Cohen, A. S. (June, 2025). Comparing Audience Reception of a Newsgame and News Article: A Mixed-Methods Analysis. Presented at the 75th Annual International Communication Association Conference, Denver.

  1. Arangelov, V. A., Cohen, A. S., & Foxman, M. (June, 2025). Leveling in the Golden Age: Intergenerational Gaming as a Predictor for Gaming Capital and Combating Stereotypes in Adoption of Video Games. Presented at the 75th Annual International Communication Association Conference, Denver.

  1. Leith, A. P., Lim, C., Foxman, M., Beyea, D. G., & Jeong, D. C. (June, 2025). Stress and Coping in VRChat: A Mixed-Method Case Study of the Use of VRChat as a Coping Tool During the COVID-19 Pandemic. Presented at the 75th Annual International Communication Association Conference, Denver.

  1. Foxman, M. (June, 2025). Objectivity to Fidelity: Reimagining Occupational Ideologies in Contemporary Journalism. Presented at the 75th Annual International Communication Association Conference, Denver.
  2. Milik, O., Foxman, M., Chen V. H. H., Pandiata, S., Leith, A. P., & Ratan, R. (June, 2025). Looking Beyond Meet Space: Presenting a Research Platform in VRChat. Presented at the 75th Annual International Communication Association Conference, Denver.
  3. Leith, A. P., Foxman, M., Lim, C., & Beyea, D. G. (2025, June). What ASD Finds in VRChat: The Potential for VR to Address the Communication Barriers Faced by Individuals With Autism Spectrum Disorder. Presented at the 75th Annual International Communication Association Conference, Denver.
  4. Stevenson, H., Foxman, M., & Cohen, A. S. (2025, February). Newsgames: How Interactive Digital Games About News Affect Comprehension, Trust, Empathy, and Persuasion. Presented at Western States Communication Association 2025 Convention. Albuquerque.
  5. Rahman, M. W. U., Burrell, S., Cote, A. C., Foxman, M., Arangelov, V. A., & Harris, B. C. (2024, November). Becoming the Brand: How Esports Fandom Influences University Identification Through Collegiate Programs. Presented at the 110th National Communication Association, New Orleans.
  6. Foxman, M., Harris, B. C., Wilson, A., & Cote A. C. (2024, October). An Even Playing Field: Retheorizing the Collision of Esports and Universities. Presented at Esports Research Network (ERN) 2024, London.
  7. Sonner, S., Arangelov, V. A., Cole, C., Foxman, M., & Cote, A. C. (2024, October). Issues of Presentation: AN Analysis of Program Statements of U.S. Collegiate Esports. Presented at Esports Research Network (ERN) 2024, London.
  8. Arangelov, V. A., Wilson, A. J., Cote, A. C., & Foxman, M. (2024, October). From Consoles to Campuses: Understanding Intergenerational Perceptions of Collegiate Esports. Presented at Esports Research Network (ERN) 2024, London.
  9. Foxman, M., Cote, C., Fairchild T., Cote, A., & Wilson, A. (2024, June). “The Collegiate Census: Mapping U.S. Esports.” Presented at the 74th Annual International Communication Association Conference, Gold Coast.
  10. Foxman, M., Bouzek, D., Lim, C., & Leith, A. (2024, June). “Playing from Home: Identity, Cohesion, and Communication for Remote Game Makers.” Presented at the 74th Annual International Communication Association Conference, Gold Coast.
  11. Rahman, M. W. U., Foxman, M., & FitzClemen, R. (2024, June). “Playable Climate Models: Playtesting Board Games to Increase Environmental Simulation Accuracy.” Presented at the 74th Annual International Communication Association Conference, Gold Coast.
  12. Beyea, D., Lim, C., Lover, A., Foxman, M., Ratan, R., & Leith, A. (2024, June). “Zoom Fatigue? A Meta-Analytical Examination of Research on the Antecedents of Videoconferencing Fatigue.” Presented at the 74th Annual International Communication Association Conference, Gold Coast.
  13. Lim, C., Foxman, M., Ratan, R., Beyea, D., Jeong, D., & Leith, A. (2024, June). “Touch-Up My Zoom Fatigue: Positive Attitudes about Online Meeting Platforms are Negatively Associated with Virtual Meeting Fatigue and Positively Associated with Using Impression Management Features.” Presented at the 74th Annual International Communication Association Conference, Gold Coast.
  14. Lim, C., Ratan, R., Foxman, M., Meshi, D., Liu, H., Hales, G., & Lei, Y. (2024. June). “An Avatar’s Worth: Valuation of Avatar Customization for the Metaverse Workplace is Predicted by Virtual Meeting Fatigue, Gaming Habits and Being a Woman or Person of Color.” Presented at the 74th Annual International Communication Association Conference, Gold Coast.
  15. Foxman, M. & Girginova, K. (2024, May). “Rethinking Methods, Theories, and Subjects.” Presented at Meaningful XR 2024, Palo Alto.
  16. Chia, A., & Foxman, M. (2023, June). “Producing the Post-Gamer: Game Engines as Tools for Ideological Expansion.” Presented at the Digital Games Research Association (DiGRA) 2023, Seville.
  17. Leith, A. P., Foxman, M., Ratan, R., & Lim, C. (2023, May). “Feelings for Meetings: A Sentiment Analysis of Videoconferencing Platforms a Year Apart.” Presented at the 73rd Annual International Communication Association Conference, Toronto.
  18. Foxman, M., & Harris, B. C. (2023, May). “Performing the News: Boundary Work, Journalistic Roles, and Innovations in Adopting Livestreaming Journalism.” Presented at the 73rd Annual International Communication Association Conference, Toronto.
  19. Leith, A. P., Foxman, M., Onuche, M., & Bouzek, D. (2023, May). “Diffusion of Gratification: The Reception of VR as a Modality for Remote Work and Meetings.” Presented at the 73rd Annual International Communication Association Conference, Toronto.
  20. Foxman, M., Leith, A. P., Ratan, R., Bouzek, D., Lim, C., & Beyea D. G. (2023, May). “Playfully Virtual: Finding Authentic Communication in Videoconferencing and Online Meetings.” Presented at the 73rd Annual International Communication Association Conference, Toronto.
  21. Burrell, S., Cote, A., Rahman, W., & Foxman, M. (2022, November). “Identification, Spectatorship, and the Role of Virtual Reality in Collegiate Esports Fandom.” Presented at the 108th Annual National Communication Association Convention, New Orleans.
  22. Ratan, R. A., Liu H., Hales G. E., Lim, C., Foxman, M., Lei, Y., Lee J., & Meshi, D. (2022, November). “The Metaverse Spend: Game Purchasers Perceive More Virtual Value.” Presented at the 108th Annual National Communication Association Convention, New Orleans.
  23. Rahman, M., Wear, H., Foxman, M., Hansen, J., Harris, B., Can, O., & Cote, A. (2022, June 3). “The Virtual Front Porch: An Analysis of the Impact of Collegiate Esports on University Identification.” Presented at the 2022 North American Society for Sport Management Conference, Atlanta.
  24. Foxman, M., Leith, A. P., Sulzdorf-Liszkiewicz, A., Beyea D., Klebig, B., Graciano, D., & Ratan, R. (2022, October). “Playing at Work: Finding and Designing Play into Virtual Meetings.” Presented at Meaningful Play 2022, East Lansing.
  25. Can, O., Rahman, W., Hansen, J., Harris, B., Fickle, T., Cote, A., & Foxman, M. (2021, May). “Cognitive Capitalism in Collegiate Esports.” Presented at the 71st Annual International Communication Association Conference, Virtual.
  26. Cote, A., Hansen, J., Harris, B., Rahman, W., Can, O., Fickle, T., & Foxman, M. (2021, May). “Taking Care of Toxicity: Challenges and Strategies for Inclusion in Collegiate Esports Programs.” Presented at the 71st Annual International Communication Association Conference, Virtual.
  27. Foxman, M., Beyea, D. G., Leith, A. P., Ratan, R. A., Chen, V. H. H., & Klebig, B. (2021, May). “Hardly Just Hardware: Understanding Games and Genres in Virtual Reality Experiences.” Presented at the International Communication Association 71st Annual Conference, Virtual.
  28. Foxman, M., Fickle, T., Harris, B., & Cote, A. (2021, May). “Out of Bounds: Reconceiving the Institution of Esports.” Presented at the 71st Annual International Communication Association Conference, Virtual.
  29. Harris, B., Hansen, J., Can, O., Rahman, W., Fickle, T., Cote A., & Foxman, M. (2021, May). “The legitimizing labor of collegiate esports students: Critical insights for continued institutionalization.” Presented at the 71st Annual International Communication Association Conference, Virtual.
  30. Rahman, W., Markowitz, D. M., & Foxman, M. (2021, May). “How to Brain Train: Tensions between User Perceptions of Playfulness and Cognitive Improvement.” Presented at the 71st Annual International Communication Association Conference, Virtual.
  31. Foxman, M. (2021, March). “Replaying Reality: Play in Contemporary Digital Innovations and Immersive Media.” Presented at the Society for Cinema and Media Studies Conference, Virtual.
  32. Harris, B., Hansen, J., Can, O., Rahman, W., Foxman, M., Cote, A., & Fickle, T. (2020, October). “All Play and All Work: The Entrepreneurial Mindset of Collegiate Esports Participants.” Presented at the University of California: Irvine’s Esports Conference, Virtual.
  33. Can, O., Harris, B., Rahman, W., Hansen, J., Foxman, M., Wear, H., Cote, A., & Fickle, T. (2020, September). “A Collegiate Esports Ecosystem: Exploring Possibilities and Challenges for Universities and Businesses.” Presented at the Gaming & Esports Summit Economics & Business Conference, Virtual.
  34. Xie, E., Foxman M., & Xu, S. (2020, July). Presented at the International Association for Media and Communication Research (IAMCR) 2020, Virtual.
  35. Foxman, M., Cote, A., Wear, H., Harris, B., Hansen, J., Can, O., & Rahman, W. (2020, May). “For the Win: Critical Concerns of Collegiate Esports Players.” Presented at the International Communication Association 70th Annual Conference, Virtual.
  36. Foxman, M. (2020, May). “Making the Virtual a Reality: Playful Labor and the Oculus Rift in the Diffusion of Innovation.” Presented at the International Communication Association 70th Annual Conference, Virtual.
  37. Foxman, M., Partin W. C., & Harris, B. (2020, May). “Recasting Twitch: Games, Platforms and New Frontiers in Journalism.” Presented at the International Communication Association 70th Annual Conference, Virtual.
  38. Foxman, M. (2020, April). “Played Out: Rethinking Play in the Context of Digital Innovation.” Presented at What is Information?, Virtual.
  39. Cowley, B., & Foxman, M. (2019, July). “Circle the Square. Brand and Disney’s Corporate Identity in the Platform Economy.” Presented at the International Association for Media and Communication Research (IAMCR) 2019, Madrid.
  40. Foxman, M., & Nieborg D. B. (2019, May). “Cheating the Game Industry: Autonomy and Play with the Unity Game Engine.” Presented at the International Communication Association 69th Annual Conference, Washington, DC.
  41. Foxman, M. (2019, May). “A 360° Turn: Contemporary Uses and Practices of VR Journalism.” Presented at the International Communication Association 69th Annual Conference, Washington, DC.
  42. Foxman, M., Markowitz, D. M., & Davis, D. Z. (2019, May). “Defining Empathy: Conflicting Discourses of Virtual Reality’s Impact.” Presented at the International Communication Association 69th Annual Conference, Washington, DC.
  43. Foxman, M. (2019, April). “Treading the Same Path: Issues of Race and Gender for Early Adopters of Commercial Virtual Reality.” Presented at the Popular Culture Association/American Culture Association National Conference, Washington, DC.
  44. Foxman, M. (2019, April). “Virtually Everything: Immersive Media as a Techno-Fix to Gaming’s Problems.” Presented at What is Technology?, Portland.
  45. Foxman, M. (2019, April). “Playing at Reality: The Playbor Production System in Commercial Virtual Reality.” Presented at CounterPlay ‘19: Playing at the Edge: International Play Festival, Aarhus.
  46. Foxman, M. (2018, October). “United We Stand: Platforms, Tools and Innovation with the Unity Game Engine.” Presented at The Platformization of Cultural Production Workshop, Toronto.
  47. Foxman, M. (2018, May). “Virtually Everywhere. Game Industry Logic in the Early Adoption of Immersive Technology.” Presented at Games Everywhere, Gaming Everywhere the ICA Game Studies Division Pre-Conference, Prague.
  48. Xie E., & Foxman, M. (2018, May). “Playful Publics New Iterations of Internet Culture in China.” Presented at the 16th Chinese Internet Research Conference, Leiden.
  49. Foxman, M. (2018, April). “A Universe of Play: Gamification and How it Punctuates Everyday Life.” Presented at What is Universe?, Portland.
  50. Foxman, M. (2017, September). “Gaming the System: Playing with the Game Design Paradigm in Immersive Media.” Presented at Shaping Attitudes Across Realities IFIP ICEC 2017 Workshop, Tsukuba.
  51. Foxman, M. (2017, May). “The Point of Play: Revealing the Roots of Gamification.” Presented at the International Communication Association 67th Annual Conference, San Diego.
  52. Foxman, M. (2016, October). “Punctuated Play: How Gamification Pierces Everyday Experiences.” Presented at Extending Play 3 Rutgers Media Studies Conference, New Brunswick.
  53. Foxman, M. (2015, May). “What is Music for Insects? Explorations of Music as a Metaphor for Media Systems.” Presented at the International Communication Association 65th Annual Conference, San Juan.
  54. Foxman, M. (2015, May). “Getting into the Game: Analyzing Playful Practices and Products in Digital Journalism.” Presented at 2015 ICA Journalism Studies Graduate Student Colloquium, San Juan.
  55. Foxman, M. (2015, April). “The Playful Newsroom: Rethinking the Public Sphere through Iterative News Practices.” Presented at Extending Play: The Sequel Rutgers Media Studies Conference, New Brunswick.
  56. Foxman, M. (2014, June). “Gaming the System: Gamification, Playbor and Toying with the Public.” Presented at Social Media and the Transformation of Public Space, Amsterdam.
  57. Foxman, M. (2014, May). “Creating the Crowd: How Collective Labor Organized the Internet.” Presented at the International Communication Association 64th Annual Conference, Seattle.
  58. Foxman, M. (2014, May). “The Glories of Everyday Life: Playing with the Ordinary Using Mobile Media.” Presented at the 11th Annual ICA Mobile Preconference, Seattle.
  59. Forelle, M., & Foxman M. (2014, March). “MTV’s ‘Fantasy Election’ & the Pro’s and Con’s of Turning Political Engagement into a Game.” Presented at the Digital Media & Learning Conference, Boston.
  60. Foxman, M., & Forelle, M. (2013, April). “MTV’s Power of 12 and Changes in Political Engagement Following Election-themed Gameplay.” Presented at Extending Play: Rutgers Media Studies Conference, New Brunswick.
  61. Foxman, M. (2013, February). Too Close for Comfort: Intimacy, Proximity and Transgression in Location-Based Technology.” Presented at the Neil Postman Graduate Conference, New York.
  62. Foxman, M., & Schoemann, S. (2012, October). “Locating Love: The Internet’s Articulation of Romantic Identity, Body and Control.” Presented at Infosocial: A Media, Technology and Society Conference at Northwestern University, Evanston.
  63. Leibovitz, L., & Foxman, M. (2012, June). “A Thousand Words: Mapping the Imagery of Occupy Wall Street.” Presented at the Media Ecology Association Annual Convention, Bronx.
  64. Foxman, M. (2012, April). “Spiegelman, The Cartoon.” Presented at the Popular Culture Association/American Culture Association National Conference, Boston.
  65. Foxman, M. (2012, March). “Finding Your Place: How Mobile Games and Social Media can Redefine Climate Change and Community.” Presented at the Local and Mobile Annual Conference, Raleigh.
  66. Foxman, M. (2011, October). “The Power of Exposure: Understanding the Discourses of Control in Striptease Culture and Beyond.” Presented at the New York State Communication Association Annual Conference, Ellenville.

Panels and Conferences Organized, Moderated & Chaired

  1. June, 2025. “Game Studies Division Business Meeting” Co-Chair. International Communication Association 75th Annual Conference, Denver.
  2. June, 2025. “Top Papers in Game Studies: No-Clipping Past the Invisible Walls of Gaming Research” Chair. International Communication Association 75th Annual Conference, Denver.
  3. June, 2025. “QITTA-lyzing Media: Information Ecosystems, News Selection, and Audience Metrics” Chair. International Communication Association 75th Annual Conference, Denver.
  4. June, 2025. ICA Preconference “Draining the Swamp: Toxic Masculinity as A Threat to The Media Industries and Beyond.” Co-Chair/Organizer. Denver.
  5. April, 2025. Data | Media | Digital Graduate Colloquium. Co-Chair/Organizer, Eugene.
  6. May, 2025. “Meaningful XR 2025.” Co-Chair/Organizer. Davis.
  7. June, 2024. “Cultural Politics of XR.” Chair. ICA Postconference Critical and Augmented Virtual Reality Network, Sydney.
  8. June, 2024. ICA Postconference “Critical and Augmented Virtual Reality Network (CAVRN).” Organizing Committee, Sydney.
  9. June, 2024. “High-Density: The Gaming Industries: Journalists, Athletes, and Developers” Chair. International Communication Association 74th Annual Conference, Gold Coast.
  10. June, 2024. “Game Studies Business Meeting” Chair. International Communication Association 74th Annual Conference, Gold Coast.
  11. June, 2024. “Top Papers in Game Studies: Peering into the Polygonal Mirror” Chair. International Communication Association 74th Annual Conference, Gold Coast.
  12. June, 2024. ICA Preconference “Games in a Time of Crises.” Co-Chair/Organizer, Brisbane.
  13. May, 2024. “Short Papers.” Facilitator. Meaningful XR 2024, Palo Alto.
  14. May, 2024. “XRbition 1: Microtalks & Posters & Demos, Oh My.” Facilitator. Meaningful XR 2024, Palo Alto.
  15. May, 2024. “Meaningful XR 2024.” Co-Chair/Organizer, Palo Alto.
  16. April, 2024. Data | Media | Digital Graduate Colloquium. Co-Chair/Organizer, Eugene.
  17. May, 2023. “Game Studies Division Top Paper Session.” Moderator. International Communication Association 73rd Annual Conference, Toronto.
  18. May, 2023. “Game Studies Business Meeting.” Chair. International Communication Association 73rd Annual Conference, Toronto.
  19. May, 2023. “Extended Abstracts in Game Studies: Effects, Surveys and Experiments.” Moderator. International Communication Association 73rd Annual Conference, Toronto.
  20. May, 2023. “Extended Abstracts in Game Studies: Interviews and Other Qualitative Studies.” Moderator. International Communication Association 73rd Annual Conference, Toronto.
  21. May, 2023. ICA Preconference “Games and the (Playful) Future of Communication.” Co-Chair/Organizer. Mississauga.
  22. May, 2023. “Platforms, Discourse, and Engagement.” Chair. ICA Preconference: Games and the (Playful) Future of Communication, Mississauga.
  23. April, 2023. Data | Media | Digital Graduate Colloquium. Co-Chair/Organizer. Eugene.
  24. April, 2023. Media & Politics. Moderator. Data | Media | Digital Graduate Colloquium, Eugene.
  25. July, 2022. “Bringing Worlds Together… Sometimes: North American Game Journalists and their Relationship with the Public.” Chair and Co-Organizer. DiGRA 2022, Krakow.
  26. May, 2022. “Games and the World.” Chair. International Communication Association 72nd Annual Conference, Paris.
  27. May, 2022. “Game Studies Business Meeting.” Chair. International Communication Association 72nd Annual Conference, Paris.
  28. May, 2022. “Game Studies Division Top Paper Session.” Moderator. International Communication Association 72nd Annual Conference, Paris.
  29. April, 2022. Data | Media | Digital Graduate Colloquium. Co-Chair/Organizer, Eugene.
  30. May, 2020. “Entering the Arena: Critical Issues in the Institutionalization of Esports.” Panel Presentation. International Communication Association 71st Annual Conference, Virtual.
  31. July, 2020. “New Horizons: Challenges and Lessons from Coronavirus.” Roundtable and Chair. Games for Change 2020, Virtual.
  32. May, 2020. “Varsity Blues: A Critical Assessment of Collegiate Esports.” Panel Presentation. International Communication Association 70th Annual Conference, Virtual.
  33. April, 2020. “Putting Information at Play: Reframing Games and Digital Media.” Panel Presentation. What is Information?, Virtual.
  34. August, 2019. “Revisiting Playbor: Extending the Ludo Mix into Media Industries.” Panel Presentation. DiGRA 2019, Kyoto.
  35. May, 2019. Games + Communication Ante-Conference. Co-Chair/Organizer. Washington, DC.
  36. May, 2019. “Technology and Its Role in the Shifting Nature of News: Roles and Routines.” Panel Chair. The International Communication Association 69th Annual Conference, Washington, DC.
  37. April, 2019. “Played Out: At the Edge of Work and Play with ‘Playbor.’” Panel Presentation. CounterPlay ‘19: Playing at the Edge: International Play Festival, Aarhus.
  38. April, 2016. “Mapping Space, Imagining Community.” Discussant. Columbia University Anthropology Senior Thesis Symposium, New York.
  39. April, 2015. “Appraising the Audience.” Panel Presentation. Extended Play: The Sequel Rutgers Media Studies Conference, New Brunswick.
  40. April, 2015. “Multiple Displays: Postures and Poses.” Hashtag Moderator. Theorizing the Web, New York.
  41. September, 2014. 2014/2015 Columbia Communications Colloquium. Co-Organizer with Andrea Dixon, New York.
  42. June, 2014. “The Formation of Publics Through Social Media.” Panel presentation. Social Media and the Transformation of Public Space, Amsterdam.
  43. September, 2013. 2013/2014 Columbia Communications Colloquium. Co-Organizer with Burcu Baykurt, New York.
  44. June, 2012. “Crossing into Crosswords: Experiencing the Ludic Turn and the Gamification of Everyday Life.” Roundtable. Media Ecology Association Annual Convention, New York.
  45. April, 2012. “Panel Presentation: THE GAME.” Roundtable. NYU Re:Play 2012: The Theory, Practice, and Business of Video Games Conference, New York.
  46. April, 2012. “Playing Politics with Sports: The Power Struggles, Nationalism and Political Activism of Modern Sports.” Panel Chair and Respondent. Popular Culture Association/American Culture Association National Conference, Boston.
  47. March, 2012. “Men and Women Merely Players: Life in Ludic Space.” Roundtable. University of Massachusetts Amherst English Graduate Organization’s Interdisciplinary Graduate Conference, Amherst.
  48. November, 2011. “Can You Hear Me Now? Good! Voicing the Voiceless Through Social Media.” Panel presentation. National Communication Association Annual Convention, New Orleans.
  49. October, 2011. “Para-Social Connections to the Transgressive Celebrity.” Panel. The New York State Communication Association Annual Conference, Ellenville.

Invited Lectures and Panels

  1. Foxman, M. (2025, December). “Games and the Turth: Serious Games, Newsgames, and the Pursuit of Fidelity.” New York University, New York.
  2. Foxman, M. (2025, November). “Thinking about Synthetic Reality: Considering Game’s Influence on Immersive Media.” iCAN Fall Meeting, Portland.
  3. Foxman, M. (2025, October). “Mainstreaming Artificial Intelligence:  Potential Do’s and Don’ts of (Re)framing Emerging Technologies.” SPJ Oregon Annual Conference, Eugene.
  4. Foxman, M. (2025, September). “Games, Entertainment & Journalism.” Daily Emerald Training Week, Eugene.
  5. Foxman, M. (2025, June). “Game On! Games and Play as Past, Present, and Future of Media & Communication.” Introducktion University of Oregon, Eugene.
  6. Foxman, M. (2024, March). “Games and Play as Past, Present and Future of Media and Communications.” Ducks on the Beach, Honolulu.
  7. Foxman, M. (2024, October). “Games and Play as Past, Present, and Future of Media and Communications.” Duck Into Class, Eugene.
  8. Foxman, M. (2024, March). “Shall I Explain the Game? Mainstreaming and Game Journalism.” North Carolina State University, Raleigh.
  9. Foxman, M. (2024, March). “From Niche to Mainstream: Games, Copyright and Policy in 3 Acts.” University of Kentucky, Lexington/Virtual.
  10. Foxman, M. (2023, December). “Mainstreaming and Game Journalism: A Book Talk.” American University Game Lab, Washington DC.
  11. Nieborg, D., & Foxman, M. (2023, December). “Mainstreaming and Game Journalism: A Book Talk.” Columbia University Communications PhD Colloquium, New York.
  12. Nieborg, D., & Foxman, M. (2023, December). “Mainstreaming and Game Journalism: A Book Talk.” NYU Dept. of Media, Culture and Communication, New York.
  13. Foxman, M. (2023, December). “Mainstreaming and Game Journalism: A Book Talk.” NYU Game Center, New York.
  14. Foxman, M. & Davis, D. Z. (2023, October). “Extending Reality: Emerging Issues and Ethics of XR.” Surveillance Studies Network, Eugene.
  15. Foxman, M. (2023, September). “Shall I Explain the Game? Mainstreaming and Game Journalism.” University of South Florida, Tampa/Virtual.
  16. Foxman, M. (2022, December). “Lessons for Mainstream Journalists from Games and Virtual Worlds.” Columbia University Communications PhD Colloquium, New York.
  17. Foxman, M. (2022, July). “Playbour, User-Generated Content and the Metaverse: Origins, Infrastructures and Examples.” “The ‘Plumbing’ of the Metaverse” workshop. DiGRA 2022, Krakow.
  18. Foxman, M. (2022, May). “Let’s Get Meta! Challenges and Opportunities of the Metaverse.” Find Your Reality Day, Eugene.
  19. Ferrer-Conill, R., Jenkins J., Ogbebor, B., Foxman, M., & Cheruiyot, D. (2021, May). “Life after Ph.D. Advice and Nonsense from Former Candidates.” 7th Annual ICA Journalism Studies Division Graduate Student Colloquium, Virtual.
  20. Foxman, M. (2021, March). “Replaying Reality.” CAIDe Lab, Virtual.
  21. Foxman, M., Cote, A., & Wear, H. (2020, September). “E-Sports (All the Players on One Screen).” SoccerConXP, Las Vegas. Canceled due to COVID-19.
  22. Foxman, M. (2020, May). “An Even Playing Field? Game Journalism’s New Platforms and Boundaries.” CAIDe Lab, Virtual.
  23. Foxman, M. (2020, February). “Play Beyond Games.” Data | Media | Digital Graduate Symposium, Eugene.
  24. Foxman, M. (2020, February). “Esports and Sports Journalism.” The Business of Esports, Eugene.
  25. Foxman, M., & FitzClemen R. (2020, February). “Game Changer: Using Games and Playful Design in Communicating Climate News and Data.” SCR Winter Research Forum, Eugene.
  26. Foxman, M. (2019, October). “Intro to Esports.” From Boomers to Zoomers, Eugene.
  27. Foxman, M. (2019, September). “United We Stand: Platform Tools and the Unity Game Engine.” Portland State University Communications Colloquium, Portland.
  28. Foxman, M. (2019, January). “Video Game Ethics: Violence, Utopias and the Coverage of Video Games.” Journalism and the Public Interest, Klein College of Media and Communication, Temple University, Virtual.
  29. Foxman, M. (2018, September). “Virtually Everywhere: The Booms, Busts and Lessons from VR’s Early Adopters.” The American Marketing Association of Portland: The Reality of Virtual Reality as a Marketing Strategy, Portland.
  30. Foxman, M. (2015, February). “Play The News: A Report by Max Foxman.” The Tow Center for Digital Journalism, New York.
  31. Foxman, M. (2012, December). “Points of Transgression in Internet Culture.” AnthroTech Meetup - II, New York.

Public-Facing Coverage, Interviews and Presentations

  1. Henderson, T. (2025, August) Just call Corvallis a ‘Nerdvana’ for its growing gaming and comic culture. Corvallis Gazette-Times. https://archive.is/4gGot 

  1. Hoffman, C. (2024, December) It’s going ‘swimmingly’: Game Studies minor concludes first term. The Daily Emerald. https://dailyemerald.com/157152/features/its-going-swimmingly-game-studies-minor-concludes-first-term/ 

  1. Joyce, T. (2024, June). Digital reviews reveal games may boost mental health: U of Oregon study. The Center Square. https://www.thecentersquare.com/oregon/article_8f1eab7e-21e8-11ef-a663-67bed4766609.html 

  1. Foxman, M. & Miller, D. (2024, May). What news coverage looks like on livestreaming platform Twitch. Think Out Loud. https://www.opb.org/article/2024/05/13/think-out-loud-news-twitch-streaming-streamers-broadcast-politics/ 

  1. Cooper M. (2024, May). Twitch app is redefining journalism as it moves into news coverage, says study. Tech Xplore. https://techxplore.com/news/2024-05-twitch-app-redefining-journalism-news.html 

  1. Price, R. (2024, May). What Twitch can teach the media about audience engagement. Digital Content Next. https://digitalcontentnext.org/blog/2024/05/14/what-twitch-can-teach-the-media-about-audience-engagement/

  1. Davis, C. (2024, May). The Experience of Art: A new way of understanding videogames. Chris on Videogames. https://www.chrisonvidgames.com/p/experience-art 

  1. Dela Cruz, J. (2024, May). Twitch Moves Beyond Gaming as It Steps Into News Coverage. Tech Times. https://www.techtimes.com/articles/304274/20240503/twitch-moves-beyond-gaming-steps-news-coverage-study.htm 

  1. Foxman, M. (2024, April). UO Today interview: Maxwell Foxman, Media Studies and Game Studies. UO Today. https://youtu.be/Mtme_ebGyZU?si=kg0Blghzp9H3dpaj 

  1. Foxman, M., Liles, B. & Cooper, J. (2024, February). E-Gaming On College Campuses. The College Parent Podcast. https://thecollegeparentpodcast.podbean.com/e/e-gaming-on-college-campuses/ 

  1. Foxman, M. (2024, January). Mainstreaming and Game Journalism. New Books Network. https://newbooksnetwork.com/mainstreaming-and-game-journalism?fbclid=IwAR0IbRb-gwbK2-5QiPUKcnQ1_qqxflKBSiq0uNdtrapIdAUKdmaCgycYYUs 

 

  1. Haaland, S. (2023, November). Game On: How Gamification Bridges the Generation Gap in Sales. https://www.linkedin.com/pulse/game-how-gamification-bridges-generation-gap-sales-sindre-haaland-07ekf%3FtrackingId=4DRG1baHS8COq4Uss3UbUA%253D%253D/?trackingId=4DRG1baHS8COq4Uss3UbUA%3D%3D 
  2. Haaland, S. (2023, November). You think older generations don’t respond to gamification? The data says differently. https://www.salesscreen.com/blog/older-generations-and-gamification/?utm_campaign=DG%20-%20Content%20-%20Motivation%20Gap&utm_content=171017681&utm_medium=social&utm_source=linkedin&hss_channel=lcp-18155659 
  3. Liao, S. (2023, October). Fame as we knew it has been obliterated. Polygon. https://www.polygon.com/23921269/celebrity-streamers-in-2023-hasan-piker-dream-mr-beast 
  4. Perreault, G., & Foxman, M. (2023, September). Demystifying Justice and Power Distribution in Journalism. https://demystifying-media.simplecast.com/episodes/59-gregory-perreault 
  5. VanDenburgh, B. (2023, May). It’s OK to spend hundreds of hours playing ‘The Legend of Zelda: Tears of the Kingdom.’ Here’s why. USA Today. https://www.usatoday.com/story/life/wellness/2023/05/12/zelda-tears-of-the-kingdom-release-video-games-self-care-mental-health/70210001007/ 
  6. Liao, S., & Grayson, N. (2022, November). On Elon Musk’s Twitter, gaming offers a glimpse of a chaotic future. The Washington Post. https://www.washingtonpost.com/video-games/2022/11/11/twitter-gaming-elon-musk/ 
  7. Foxman, M. (2021, July). Translating Game Studies, VR and the Metaverse for Journalists and the Public. Spartie Lab Podcast. https://www.spartielab.comartsci.msu.edu/post/episode-20-translating-game-studies-vr-and-the-metaverse-for-journalists-and-the-public
  8. Foxman, M. (2021, February). UO Today with Maxwell Foxman. UO Today. https://youtu.be/SqYBYvXLCUA 
  9. Foxman, M., Cote, A., & Riley, G. (2021, February). Curious: The Effects Of Video Games Becoming Collegiate Sports. The Jefferson Exchange. https://www.ijpr.org/show/the-jefferson-exchange/2021-02-05/mon-8-30-curious-the-effects-of-video-games-becoming-collegiate-sports
  10. Radcliffe, D., Reames, M., Partin W., & Foxman M. (2020, February). Media and the Esports Industry. Hearst Demystifying Media Series. Podcast. https://demystifying-media.simplecast.com/episodes/40-media-and-the-esports-industry-with-will-partin-mitch-reames-and-maxwell-foxman  
  11. Elletson, G. (2019, October). ‘Pirate Libraries’ Find a Market Among Students Seeking to Avoid High Textbook Prices. The Chronicle of Higher Education. https://www.chronicle.com/article/pirate-libraries-find-a-market-among-students-seeking-to-avoid-high-textbook-prices/ 

FELLOWSHIPS & GRANTS


  • Spencer Foundation
  • Co-PI for Large Research Grant: “Improving Educational Pathways and Career Readiness in STEM field through Collegiate Esports
  • Pre-proposal submit 06-17-2025, $369,056.65

Under review

  • National Science Foundation
  • Co-PI on “FW-HTF-R: Collaborative Research: Virtual Meeting Support for Enhanced Well-Being and Equity for Game Developers.”
  • $1,599,851 total in support, with $301,994 to UO and the remaining to co-PI collaborators' institutions.
  • Co-PIs: Rabindra Ratan (MSU), Adam Liszkiewicz (MSU), David Beyea (U Wisconsin), Alex Leith (Southern Illinois U). Senior Personnel: Brian Winn (MSU), Brian Klebig (Bethany Lutheran College).

2021 - 2025

  • Dean’s Grant
  • Developing the Collegiate Esports Network: Seeding Research, Professional and Academic Opportunities, $6,250.

  • Dean's Grant
  • Collegiate Esports by the Numbers: Surveying the Landscape, Fans and Brands, $8010.

  • Dean’s Grant
  • Esports and Games Research (EGR) Lab Consortium Development, $5200.

  • Incubating Interdisciplinary Initiatives (I3) Award
  • Understanding Collegiate Esports: Economic, Institutional and Cultural Integration, with Amanda Cote (Co-PI), John Clithero, Tara Fickle and Henry Wear. Awarded by the University of Oregon Office of the Vice President for Research and Innovation, $49,859.

   2024-2025

     2022 - 2023

2021 - 2022

2021 - 2023

  • Knight Innovation Fellow
  • Lessons for Journalists from Virtual Worlds. Awarded by the Tow Center for Digital Journalism, $6,750.

2020 - 2022

  • Project Grant
  • Designing a Serious Game on Wildfires. Awarded by the Wayne Morse Center for Law and Politics at the University of Oregon, $1,120.

2020 - 2021

  • Dean’s Grant
  • The Institutionalization of Collegiate Esports with Amanda Cote and Henry Wear. Awarded by the University of Oregon School of Journalism and Communication, $5,000.

2020 - 2021

  • Petrone Grant
  • Best Practices in Computer-Generated Storytelling. Awarded by the University of Oregon School of Journalism and Communication, $5,000.

2019 - 2021

  • New Junior Faculty Research Award
  • Awarded by the University of Oregon Office of the Vice President for Research & Innovation, $2,500.

2018

  • Tow Fellow at the Tow Center for Digital Journalism

2015

  • L. Newell and Mary S. Christiansen Scholarship

2015

  • Peer Scholarship

2014, 2017

  • Wechsler Journalism School Scholarship

2014

  • Darin Memorial Scholarship

2013 - 2015

  • Shapps Scholarship

2013

  • Bigart Scholarship

2013

  • Walter John Scholarship for Doctoral Students

2012 - 2014

  • Mitchell Leaska Scholarship for Graduate Students

2011

ACADEMIC HONORS & AWARDS


  • WSCA Media Studies, Top Paper Award: “Newsgames: How Interactive Digital Games About News Affect Comprehension, Trust, Empathy, and Persuasion.”

  • ICA Game Studies, Top Paper Award: “The Point of Play: Revealing the Roots of Gamification.”

2025

2017

  • ICA Philosophy, Theory, Critique, Conference Waiver Fee Award: “What is Music for Insects? Explorations of Music as a Metaphor for Media Systems.”

2015

  • New York University Department of Media, Culture and Communication Distinguished Thesis Award: “How to Become the Mayor of Everything: Experiencing Body and Space in the Digital Age.”

2012

  • New York State Communication Association Conference Paper Honorable Mention: “Digital Death: The Failures, Struggles and Discourses of the Social Media Spectacle.”

2011

TEACHING EXPERIENCE & ADVISEMENT


University of Oregon, Eugene, OR

Primary Instructor, Assistant Professor, 2018 - present

J201: Media and Society

J249: Introduction to Studying Games

J250: Media Studies Production

JCOM 303: Media Ethics

JCOM399: The Games Industry

J408/J250: MS Production

J412/512: Special Topics: Studying Games

J424H: Making the Virtual a Reality

J429/529: Media Technologies and Society: VR and Gaming Futures

J429/529: Media Technologies and Society: Game Journalism and Newsgames

J482: Analog Games

J610: Design Immersive Media

J611: Mass Communication and Society

J613: Media Theory II

JCOM 624: Games as a Communication Strategy

UGST 109: Immerse Yourself in Virtual Reality and the Metaverse

OXFA 388: Media Literacy

Guest Lecturer in “Media Professions,” “Data Journalism,” “Sports Journalism,” “Sports Voices,” “Sports Communication,” “Fantasy Studies, NOW,” “Insights with Data,” “XR for Social Change,” “Studying Games,” “Duck TV Play-by-Play Workshop,” “Critical Platform Studies,” “XR for Change,”  and ARC Student Program. Complete list of guest lectures available on request.

Advisement:

PhD Level:

Master’s Level:

Undergraduate Level:

Manhattan Marymount College, New York, NY

Primary Instructor, Adjunct Professor, 2014 - 2018

Comm 107: Principles and Theories of Communication

Comm 230: The Cultural History of Media

Comm 308: Special Topics in Communication: Games, Gaming and Play

Comm 312: Digital Media and Society

Comm 312: Digital Cultures

Guest Lecturer in “The Cultural History of Media.” Full list of guest lectures available on request.

New York University, New York, NY

Primary Instructor, Adjunct Professor, 2016 - 2017

MEST1-UC 6080: Media & Communications Research Methods

Guest Lecturer in “Theory of Media & Cultural Studies,” “The Business of Video Games.” Full list of guest lectures available on request.

Grader, 2011

MCC-UE 1405: Copyright, Commerce, and Culture 

University of Toronto, Toronto, Ontario

Guest Lecturer in “Global Media Studies” and “Mobile Media Studies,” 2017. Full list of guest lectures available on request.

Columbia University Journalism School, New York, NY

Teaching Assistant, 2013 - 2014

Mercy College, Dobbs Ferry, NY

Guest Lecturer in “Media in America,” 2013. Full list of guest lectures available on request.

Rockland Country Day School, Congers, NY 

Director of Independent Studies, 2009 - 2012

 

Instructor of the Humanities, 2007 - 2012

Westchester Community College, Valhalla, NY

Primary Instructor, Adjunct Professor, 2010

WJ-D308: The Holocaust in the Arts

Columbia University, New York, NY

Instructor, High School Summer Creative Writing Program, 2008 - 2010

Cheryl O’Brien SAT Prep, Suffern, NY

SAT and ACT Tutor, 2008 - 2010

 

PROFESSIONAL & ACADEMIC RESEARCH APPOINTMENTS


  • Research Assistant at the Tow Center for Digital Journalism

2016 - 2017

  • Research Analyst for Data & Society

2015

  • Research Analyst for SuperData Research
  • Published Gaming Video Content Market Brief.

2015

  • Research Assistant for Columbia University Journalism School and Knight Foundation

2015

  • Chief Researcher for the Tow Center for Digital Journalism

2015

  • Independent Research Assistant at Columbia University
  • The history of “Big Data” for Professor Matthew Jones.         

2013 - 2014

  • Chief Researcher at New York University: Department of Media, Culture and Communication
  • Produced feasibility report for an archive of internet history and culture.

2012

  • Independent Research Assistant for Liel Leibovitz (Thunder 11)
  • Use of Mobile and Cloud Media based on income [2015].
  • Visualizing Traditional and Social Media Portrayals of Occupy Wall Street using ImagePlot Software [2011].
  • Innovations in E-Reader Technologies [2011].

2011, 2015

SERVICE & PROFESSIONAL OUTREACH


Further Pedagogical Training

PROFESSIONAL MEDIA EXPERIENCE


  • Gallery Management
  • Volunteer: Museum of Comic and Cartoon Art, New York, NY

2009 - 2010

  • Journalism
  • Writer: DIY, United Kingdom
  • Writer: Metromix, White Plains, NY
  • Writer: Time Out New York, New York, NY
  • Writer, Reporter & Editor: Columbia Daily Spectator

2003 - 2010

  • Internships
  • Editorial Intern: Rolling Stone, New York, NY
  • Editorial Intern: Time Out New York, New York, NY
  • Research Intern: Goode News, New York, NY
  • Production Intern: Nova Science Now, New York, NY
  • Editorial/Production Intern Interview, New York, NY

2004 - 2006

LANGUAGE & SKILLS