Gina Bloom, Evan Buswell, Colin Milburn, and Nick Toothman, Experimenting with Shakespeare: Games and Play in the Laboratory. Santa Barbara: EMC Imprint, 2024.

Colin Milburn, “Mutate or Die: Neo-Lamarckian Ecogames and Responsible Evolution.” In Ecogames: Playful Perspectives on the Climate Crisis, ed. Laura op de Beke, Joost Raessens, Stefan Werning, and Gerald Farca. Amsterdam: Amsterdam University Press, 2024.

Katherine Buse and Ranjodh Singh Dhaliwal, “Science Fiction, Simulation, Code: Transmedia and Translation in the Foldit Narrative Project.” In Imagining Transmedia, ed. Ed Finn, Bob Beard, Joey Eschrich, and Ruth Wylie, pp. 279–308. Cambridge, MA: MIT Press, 2024.

Jordan S. Carroll, “Advertising, Prototyping and Silicon Valley Culture.” In The New Routledge Companion to Science Fiction, ed. Mark Bould, Andrew M. Butler, and Sherryl Vint. New York: Routledge, 2024.


Colin Milburn, Katherine Buse, Ranjodh Singh Dhaliwal, Melissa Wills, Raida Aldosari, Patrick Camarador, Josh Aaron Miller, and Justin Siegel, “Join the Fold: Video Games, Science Fiction, and the Refolding of Citizen Science,” Design Issues 39.1 (2023): 70–87.

Josh Aaron Miller, Katherine Buse, Ranjodh Singh Dhaliwal, Seth Cooper, Justin Siegel, and Colin Milburn, “Wrapped in Story: The Affordances of Narrative for Citizen Science Games.” In Foundations of Digital Games 2023 (New York: Association for Computing Machinery, 2023), (Best Paper Award, Foundations of Digital Games, 2023.)

Gina Bloom and Amanda Shores, “Play the Knave Theatre Videogame in Schools: From Glitchy Connections to Virtual Collaboration.” In Reimagining Shakespeare Education: Teaching and Learning through Collaboration, ed. Liam E. Semler, Claire Hansen, and Jacqueline Manuel. Cambridge: Cambridge University Press, 2023.

Joseph Dumit, “Slow Partying and Supportive Napping, How Lichen Will Be Known.” American Anthropologist 125 (2023): 690–693.


Colin Milburn, “In the Loop: Science Fiction and the Reordering of Human–Technology Relations.” In Science Fiction: Voyage to the Edge of the Imagination, ed. Glyn Morgan, pp. 46–67. London: Hudson and Thames, 2022.

Christopher Coenen, Alexei Grinbaum, Armin Grunwald, Colin Milburn, and Pieter Vermaas, “Quantum Technologies and Society: Towards a New Spin.” NanoEthics 16 (2022): 1–6.

Ranjodh Singh Dhaliwal, “On Addressability, or What Even is Computation?Critical Inquiry 49 (2022): 1-27. (Winner of the SLSA Bruns Essay Prize, 2020.)

Ranjodh Singh Dhaliwal, “Playing with Oneself: Six Notes on Fantasies and Frustrations of Famous Footballers.” In EA Sports FIFA: Feeling the Game, edited by Raiford Guins, Henry Lowood, and Carlin Wing, pp. 145-160. London: Bloomsbury Academic Publishing, 2022.

Ranjodh Singh Dhaliwal, “The Cyber-Homunculus: On Race and Labor in Plans for Computing.” Configurations 30 (2022): 377-409.


Colin Milburn and Melissa Wills, “Citizens of the Future: Science Fiction and the Games of Citizen Science.” Science Fiction Film and Television 14 (2021): 115–44.

Katherine Buse, “Genesis Effects: Growing Planets in 1980s Computer Graphics.” Configurations 29 (2021): 201-230.

Gina Bloom and Lauren Bates, “Play to Learn: Shakespeare as Decolonial Praxis in South African Schools.” Shakespeare in Southern Africa 34 (2021): 7-22.

Gina Bloom, Nicholas Toothman, and Evan Buswell, “Playful Pedagogy and Social Justice: Digital Embodiment in the Shakespeare Classroom.” Shakespeare Survey 74, special issue on “Shakespeare and Education” (2021): 30-50.

Jordan S. Carroll, Reading the Obscene: Transgressive Editors and the Class Politics of US Literature. Stanford: Stanford University Press, 2021. (Winner of MLA Book Prize for Independent Scholars, 2022.)

Josef Nguyen, The Digital Is Kid Stuff: Making Creative Laborers for a Precarious Economy. Minneapolis: University of Minnesota Press, 2021. (Winner of First Book Prize, Cultural Studies Association, 2022.)


Jeanne Cortiel, Christine Hantke, Jan Hutta, and Colin Milburn, eds., Practices of Speculation: Modeling, Embodiment, Figuration. Bielefeld: transcript, 2020).

Amanda Phillips, Gamer Trouble: Feminist Confrontations in Digital Culture. New York: NYU Press, 2020.

Colin Milburn, “The Future at Stake: Modes of Speculation in The Highest Frontier and Microbiology: An Evolving Science.” In Posthuman Biopolitics: The Science and Fiction of Joan Slonczewski, ed. Bruce Clarke (New York: Palgrave, 2020), 133-160.

Colin Milburn and Rita Raley, “Red Dot Sight.” In The Routledge Companion to Media and Risk, eds. Bishnu Ghosh and Bhaskar Sarkar, pp. 277-292. New York: Routledge, 2020.


Melissa Wills, “Corporate Agriculture and the Exploitation of Life in Portal 2.” Games and Culture 14 (2019): 256-275.

Gina Bloom, “Theater History in 3D: The Digital Early Modern in the Age of the Interface.” English Literary Renaissance 50 (2019): 8-16.

Colin Milburn, “Cyberpunk Activism.” In The Routledge Companion to Cyberpunk Culture, eds. Anna McFarlane, Lars Schmeink, and Graham Murphy, pp. 373-381. London: Routledge, 2019.

Colin Milburn, “Ahead of Time: Gerald Feinberg and the Governance of Futurity.” Osiris 34 (2019): 216-237.

Jordan S. Carroll, “Geek Temporalities and the Spirit of Capital.” Post45 3 (2019):

Gerardo Con Diaz, Software Rights: How Patent Law Transformed Software Development in America. New Haven: Yale University Press, 2019.


Gina Bloom, Gaming the Stage: Playable Media and the Rise of English Commercial Theater. Ann Arbor: University of Michigan Press, 2018.

Colin Milburn, Respawn: Gamers, Hackers, and Technogenic Life. Durham: Duke University Press, 2018.

Jordan S. Carroll, “White-Collar Masochism: Grove Press and the Death of the Managerial Subject.” Twentieth-Century Literature 64 (2018): 1-25.

Evan Lauteria, “Envisioning Queer Game Studies: Ludology and the Study of Queer Game Content.” In Queerness in Play, ed. T. Harper, M.B. Adams, and N. Taylor, pp. 35-53. New York: Palgrave MacMillan, 2018.

Caren Kaplan, Aerial Aftermaths: Wartime from Above, Durham: Duke University Press 2018.


Stephanie Boluk and Patrick LeMieux, Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames. Minneapolis: University of Minnesota Press, 2017.

Gerardo Con Diaz, “Intangible Inventions.” Enterprise & Society (2017).

Ksenia Fedorova, ‘The Ambiguity Effects of the Techno-Sublime’, in Contemporary Visual Culture and the Sublime, ed. Temenuga Trifonova, London, New York: Routledge, forthcoming in 2017.

Caren Kaplan and Lisa Parks, eds., Life in the Age of Drone Warfare. Durham: Duke University Press 2017.

Amanda Phillips, “Welcome to MY Fantasy Zone: Bayonetta and Queer Femme Disturbance.” In Queer Game Studies: Gender, Sexuality, and a Queer Approach to Game Studies, ed. Ben Aslinger, Bonnie Ruberg, Adrienne Shaw, and Staci Tucker. University of Minnesota Press, 2017.

Amanda Phillips, “dicks dicks dicks: Hardness and Flaccidity in (Virtual) Masculinity.” Flow 24.03 (2017):

Kriss Ravetto-Biagioli, Mythopoetic Cinema: On the Ruins of European Identity. New York: Columbia University Press, 2017.

Melissa Wills, “Are Clusters Races? A Discussion of the Rhetorical Appropriation of Rosenberg et al.’s “Genetic Structure of Human Populations.” Philosophy, Theory, and Practice in Biology 9.12 (2017).


Gina Bloom, Sawyer Kemp, Nicholas Toothman, and Evan Buswell, “‘A Whole Theatre of Others’: Amateur Acting and Immersive Spectatorship in the Digital Shakespeare Game Play the Knave,” Shakespeare Quarterly 67.4 (2016): 408-430.

Gina Bloom,“The Historicist as Gamer.” In Shakespeare in our Time: The SAA 2016 Volume, eds. Dympna Callaghan and Suzanne Gossett. Bloomsbury/Arden, 2016.

Gina Bloom, “Time to Cheat: Chess and The Tempest’s Performative History of Dynastic Marriage.” In A Handbook of Shakespeare and Embodiment: Gender, Sexuality, Race, ed. Valerie Traub. Oxford: Oxford University Press, 2016.

Joseph Dumit, “Art, Design, and Performance” with Chris Salter and Regula Burri, for Handbook of Science and Technology Studies (2016).

Joseph Dumit, “Sciences and Senses of Fascia: A Practice as Research Investigation,” with Kevin O’Connor, in Embodied Performance, eds. Lynette Hunter, Elisabeth Krimmer, and Peter Lichtenfels, 2016.

Joseph Dumit, “Plastic diagrams: Circuits in the Brain and How They Got There,” in Plasticity and Pathology eds. Bates & Bassiri, 2016.

Kris Fallon, “Why We (Shouldn’t) Fight: War Documentaries as Protest” in The Wiley-Blackwell Companion to the War Film edited by Douglas A. Cunningham. Wiley-Blackwell, 2016.

Kris Fallon, “Media Theory According to Errol Morris” in Contemporary Documentary, Eds. Selmin Kara and Daniel Marcus. Routledge, 2016.

Kris Fallon, “Data Visualization and Documentary’s (in)Visible Frontier” in <em“Documentary Across Disciplines, Haus der Kulturen der Welt, 2016.

Ksenia Fedorova, “Sound Cartographies: In Search of the Sublime,” in L.A. Re.Play: Mobile Network Culture in Placemaking, special issue of Leonardo Electronic Almanac, vol. 21, issue 1, 2016. P. 44-59.

Colin Milburn, “Video Games—Science Fiction to the Core,” Science Fiction Studies 43 (2016): 10-11.

Colin Milburn, “Hacking the Scientific Imagination,” Journal of the Fantastic in the Arts 27 (2016): 28-46.

Colin Milburn, “‘Ain’t No Way Offa This Train’: Final Fantasy VII and the Pwning of Environmental Crisis.” In Sustainable Media, eds. Janet Walker and Nicole Starosielsk. London: Routledge, 2016.

Colin Milburn, “Long Live Play: The PlayStation Network and Technogenic Life,” in Research Objects in Their Technological Setting, eds. Alfred Nordmann, Bernadatte Bensaude-Vincent, Sacha Loeve, and Astrid Schwartz (London: Routledge, 2016).

Michael Neff, Funda Durupinar, Mubbasir Kapadia, Susan Deutsch, Michael Neff and Norman I. Badler, “PERFORM: Perceptual Approach for Adding OCEAN Personality to Human Motion using Laban Movement Analysis.” In ACM Transactions on Graphics, 2016.

Yingying Wang, Kerstin Ruhaland, Michael Neff and Carol O’Sullivan, “Walk the Talk: Coordinating Gesture with Locomotion for Conversational Characters”, Journal of Computer Animation and Virtual Worlds (Special Issue, CASA ’16 – Computer Animation and Social Agents), 2016.

Josef Nguyen, “Minecraft and the Building Blocks of Creative Individuality,” Configurations 24.4 (2016): 471–500.

Josef Nguyen, “Performing as Video Game Players in Let’s Plays,” Transformative Works and Cultures no. 22 (Sept 2016)/ []

Josef Nguyen, “Make Magazine and the Social Reproduction of DIY Science and Technology,” Cultural Politics 12.2 (July 2016), 233-252.

Amanda Phillips, “Feminism and Procedural Content Generation: Toward a Collaborative Politics of Computational Creativity.” Coauthored with Gillian Smith, Michael Cook, and Tanya Short. Digital Creativity 27.1 Special issue, “Post-Anthropocentric Creativity,” ed. Stanislav Roudavski and Jon McCormack.

Amanda Phillips, “Reflections on a Movement: #transformDH, Growing Up.” Coauthored with Moya Bailey, Anne Cong-Huyen, and Alexis Lothian. Debates in the Digital Humanities 2016, ed. Matthew Gold and Lauren Klein. University of Minnesota Press, 2016.

Kriss Ravetto-Biagioli, “Parasite Cinema,” with Martine Beugnet for Image and Narrative, special issue on Artaud and Cruelty, 17.5 (2016), 66-79,

Kriss Ravetto-Biagioli, “The Digital Uncanny and Ghost Effects,” Screen, Spring 2016 issue 57/1, pp. 1-20.

Emma Leigh Waldron, “‘This FEELS SO REAL!’: Sense and Sexuality in ASMR Videos.” In Viewing Patterns: Studying Information/Iteration/Incarnation in Media Infrastructures, eds. Zack Lischer-Katz and Aaron Trammell. Special issue, First Monday (October 2016).


Gina Bloom, “Videogame Shakespeare: Enskilling Audiences Through Theater-Making Games.” Shakespeare Studies 43, special forum on “Skill,” ed. Evelyn Tribble (2015): 114-27.

Jordan Carroll, “Reading Playboy for the Science Fiction.” American Literature 87 (2015): 331-58.

Joseph Dumit, “The Fragile Unity of Neuroscience,” afterword to Neuroscience and Critique, eds. Jan De Vos and Ed Pluth. Routledge, Dec 2015.

Joseph Dumit, “Writing the Implosion: Teaching the World One Thing at a Time.” Cultural Anthropology v.29, no.2: 344-362.

Joseph Dumit, “Plastic Neuroscience: Studying What the Brain Cares About,” Frontiers in Human Neuroscience, v.8, n.176, doi: 10.3389/fnhum.2014.00176

Joseph Dumit, “How (Not) to Do Things with Brain Images.” In Coopmans, Vertesi, Lynch and Woolgar, eds. Representation in Scientific Practice Revisited. Boston: MIT Press. Pp 291-313.

Joseph Dumit, “Graphing Bodies” with Marianne de Laet, in Routledge Handbook on Science, Technology and Society, Daniel Lee Kleinman and Kelly Moore (editors), Routledge.

Ksenia Fedorova, “Transmediality, Transliteracy, Transduction and the Aesthetics of the Technological Sublime,” in , MediaArtLab, Moscow, 2015. P. 34-42. [in Russian]

Ksenia Fedorova, “Augmented Reality Art and Proprioception: towards a Theoretical Framework,” in The Proceedings of the International Symposium of Electronic Art (ISEA) 2015.

Evan Lauteria and Matthew Wysocki, eds., Rated M for Mature: Sex and Sexuality in Games. New York: Bloomsbury, 2015.

Evan Lauteria, “Assuring Quality: Early-1990s Nintendo Censorship and the Regulation of Queer Sexuality and Gender.” In Rated M for Mature, eds. Lauteria and Wysocki, pp. 53-71. New York: Bloomsbury, 2015.

John Marx, “The Public Sphere.” In The Blackwell Companion to the English Novel. ed. Stephen Arata, J. Paul Hunter, and Jennifer Wicke, pp. 426-40. Oxford: Blackwell, 2015.

Colin Milburn, Mondo Nano: Fun and Games in the World of Digital Matter (Duke University Press, 2015).

Michael Neff, Nkenge Wheatland, Yingying Wang, Huaguang Song, Victor Zordan, and Sophie Jörg, “State of the Art in Hand and Finger Modeling and Animation.” Computer Graphics Forum, 2015.

Michael Neff, Yejin Kim, and Myunggyu Kim, “Temporal Transfer of Locomotion Style.” ETRI Journal 37.2 (2015): 406-416.

V. J. Flood, M. Neff, and D. Abrahamson, “Boundary interactions: resolving interdisciplinary collaboration challenges using digitized embodied performances”. In T. Koschmann, P. Häkkinen, and P. Tchounikine (Eds.), Exploring the material conditions of learning: opportunities and challenges for CSCL, the Proceedings of the Computer Supported Collaborative Learning (CSCL) Conference. Gothenburg, Sweden: International Society of the Learning Sciences, 2015.

Amanda Phillips, “Shooting to Kill: Headshots, Twitch Reflexes, and the Mechropolitics of Video Games.” Games and Culture. Online October 2015, print forthcoming.

Nicholas Toothman, Tyler Martin, and Michael Neff, “Embodying Digital Creativity: Designing Computer Tools to Support Spontaneity and Creative Work in the Digital Arts,” Digital Movement, Palgrave Macmillan, 2015 (p. 221-235)

Emma Waldron, “Playing for Intimacy: Love, Lust, and Desire in the Pursuit of Embodied Design.” With Aaron Trammell. In Rated M for Mature: Sex and Sexuality in Video Games, eds. Matthew Wysocki and Evan W. Lauteria, pp. 177-193. New York: Bloomsbury, 2015.

Emma Waldron, “The Pleasures of Adaptation in Ryan North’s To Be or Not to Be.” Analog Game Studies 2.3 (2015).


Karen Caplan, “Airpower’s Visual Legacy: Operation Orchard and Aerial Reconnaissance Imagery as Ruses de Guerre,” Critical Military Studies 1:1 (2014): 1-18.

Kristopher Fallon, “Streaming the Self: Instagram as Autobiography” Proceedings of the Interactive Narratives, New Media and Social Engagement, October 2014

Ksenia Fedorova, Media: between Magic and Technology, co-edited with Nina Sosna, Moscow: Armchair Scientist Press, 2014 (in Russian).

John Marx, “Crisis, Crisis, Crisis: Big Media and the Humanities Workforce,” with Mark Garret Cooper in differences 24.3 (2014).

Colin Milburn, “Green Gaming: Video Games and Environmental Risk,” The Anticipation of Catastrophe: Environmental Risk in North American Literature and Culture, Sylvia Mayer and Alexa Weik von Mossner, eds. (Universitätsverlag Winter Heidelberg, 2014), pp. 201-219.

Michael Neff, “Lessons from the Arts: What the Performing Arts Literature Can Teach Us about Creating Expressive Character Movement,” in Nonverbal Communication in Virtual Worlds (ETC Press, 2014).

Kriss Ravetto, “Noli Me Tangere: Godard’s Histoire(s) du cinéma” in Wiley Companion to Godard, Tom Conley and Thomas Kline, eds. (Wiley, 2014).

Kriss Ravetto, “Theory by Other Means: Pasolini’s Cinema of the Unthought,” special issue of the International Social Science Journal, “States of Theory,” Tom Ford, ed., vol. 63 (2014), pp. 91-110.

Martin Weis, “Assassin’s Creed and the Fantasy of Repetition.” In Early Modernity and Video Games, eds. Florian Kerschbaumer and Tobias Winnerling, pp. 201-212. Cambridge Scholars Publishing, 2014.

Martin Weis, “The Ahistorical in the Historical Video Game.” In Frühe Neuzeit im Videospiel, eds. Florian Kerschbaumer and Tobias Winnerling. Bielefeld: transcript, 2014.


Gina Bloom, “Games.” In 21st Century Approaches: Early Modern Theatricality, ed. Henry S. Turner. Oxford University Press, 2013.

Colin Milburn, “Postmortem: The Necrosis of Nanotechnology.” In Evolution Haute Couture: Art and Science in the Postbiological Age, ed. Dmitry Bulatov. Moscow: National Center for Contemporary Art, 2013.

Kriss Ravetto, “Anonymous: Social as Political.” Special issue of Leonardo Electronic Almanac, “Without Sin: Freedom and Taboo in Digital Media,” eds. Lanfranco Aceti and Donna Leishman, 19.4 (2013).


Gina Bloom, “‘My Feet See Better Than My Eyes’: Spatial Mastery and the Game of Masculinity in Arden of Faversham’s Amphitheater,” in Theatre Survey 53.1 (2012).

Colin Milburn, “Greener on the Other Side: Science Fiction and the Problem of Green Nanotechnology,” Configurations 20 (2012).


Joseph Dumit, “Haptic Creativity and the Mid-Embodiements of Experimental Life,” with Natasha Myers, in A Companion to the Anthropology of the Body and Embodiment, Frances E. Mascia-Lees, ed. (Wiley-Blackwell, 2011).

Colin Milburn, “Just for Fun: The Playful Image of Nanotechnology,” NanoEthics 5 (2011).

Caren Kaplan, “The Space of Ambiguity: Sophie Ristelhueber’s Aerial Perspective,” in Geohumanities: Art, History, Text at the Edge of Place, Michael Dear, eds. (Routledge 2011).

Eric Smoodin, “Going to the Movies in Paris, Around 1933: Film Culture, National Cinema, and Historical Method,” The Moving Image (Spring 2011).


Gina Bloom, “‘Boy Eternal’: Aging, Games, and Masculinity in The Winter’s Tale,” in English Literary Renaissance 40.3 (2010).

Gina Bloom, “Manly Drunkenness: Binge Drinking as Disciplined Play,” in Masculinity and the Metropolis of Vice, 1550-1650, Amanda Bailey and Roze Hentschell, eds. (Palgrave, 2010).

Colin Milburn, “Digital Matters: Video Games and the Cultural Transcoding of Nanotechnology,” in Governing Future Technologies: Nanotechnology and the Rise of an Assessment Regime, eds. Mario Kaiser, Monika Kurath, Sabine Maasen, and Christoph Rehmann-Stuuer (Springer, 2010).

Colin Milburn, “Everyday Nanowars: Video Games and the Crisis of the Digital Battlefield,” in Nano Meets Macro: Social Perspectives on Nanotechnology, eds. Fern Wickson and Kamilla Kjolberg (Pan Stanford Publishing, 2010).

Colin Milburn, “Modifiable Futures: Science Fiction at the Bench,” Isis 101 (2010): 560-569.

Colin Milburn, “Tactical Atomism,” in Art in the Age of Nanotechnology, eds. Vashti Innes-Brown, Chris Malcolm, and Pauline Williams (Perth: John Curtin Gallery, 2010), pp. 8-20.

Kriss Ravetto, “Everything You Wanted to Know About David Lynch, but Should Be Afraid to Ask Slavoj Žižek,” Freud and Fundamentalism, Stathis Gourgouris, ed. (Fordham University Press, 2010).

Kriss Ravetto, “Shadowed by Images: Rafael Lozano-Hemmer and the Art of Surveillance,” Representations (2010).

Kriss Ravetto, “Vertigo and the Vertiginous History of Film Theory,” Camera Obscura 25 (2010).


Caren Kaplan, “The Biopolitics of Technoculture in the Mumbai Attacks,” Theory, Culture and Society 26: 7-8 (2009).


Joseph Dumit, “Social Studies of Scientific Images and Visual Knowledge,” with Regula Burri, in New Handbook of Science and Technology Studies (MIT Press, 2008).

Caren Kaplan, “’Everything is Connected’: Aerial Perspectives, the ‘Revolution in Military Affairs,’ and Digital Culture,” Electronic Techtonics: Thinking at the Interface (HASTAC, Lulu Press [], 2008).

Colin Milburn, “Atoms and Avatars: Virtual Worlds as Massively Multiplayer Laboratories,” Spontaneous Generations 2 (2008).

Colin Milburn, Nanovision: Engineering the Future (Duke University Press, 2008).