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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, 2, 2.

Foxman, M. (2020). Punctuated Play: Revealing the Roots of Gamification. Acta Ludologica, 3(2), 54–71.

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. 

Ferrer-Conill, R., Foxman, M., Jones, J., Sihvonen, T., & Siitonen, M. (2020). Playful approaches to news engagement. Convergence.


Foxman, M. (2019), United We Stand: Platforms, Tools and Innovation with the Unity Game Engine. Social Media + Society


Nieborg, D. B., & Foxman, M. (2018) “Mainstreaming Misogyny: The beginning of the end and the end of the beginning in Gamergate coverage.” In Jacqueline Ryan Vickery, Tracy Everbach (Eds.), Mediating Misogyny: Gender, Technology, and Harassment. (pp. 111–130). Cham: Palgrave Macmillan.


Foxman, M. (2017). The playful newsroom: Iterating and reiterating the news and its publics. First Monday, 22(1). 

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