Ordered by weight (if set) and creation date.
Books
Nieborg, D. B. & Foxman M. (2023). Mainstreaming and Game Journalism. Cambridge, Massachusetts: MIT Press.
Recent Articles
For a full list go to http://maxwellfoxman.info/cv/
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
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
Foxman, M. (2021). Making the Virtual a Reality: Playful Work and Playbour in the Diffusion of Innovations. Digital Culture & Society. 7(1), 91-110.
Foxman, M., Beyea, D., Leith, A. P., Ratan, R. A., Chen, V. H. H., & Klebig, B. (2021). Beyond genre: Classifying virtual reality experiences. IEEE Transactions on Games. https://ieeexplore.ieee.org/document/9571081
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
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
Recent Public Reports
Foxman, M. (2023). Theories in XR, 2022. Social Grammars of Virtualiy, no. 1. University of Pennsylvania. https://penn.manifoldapp.org/read/theories-in-xr-2022/section/bf44be85-64f6-46d3-9a97-539ae8ba32ce#1db3d0f9a568057bc8d32221f4f08a91
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