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Foxman, Maxwell
Recent Submissions
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Foxman, Maxwell; Harris, Brandon C.; Partin, William Clyde
(Routledge: Taylor and Francis Group, 2024-04-05)
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 ...
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Foxman, Maxwell
(Columbia Journalism Review, 2022-10-06)
In the darkest days of the covid-19 pandemic, as many people figured out how to work and live in isolation, they turned to various virtual worlds and spaces for comfort. From games like Animal Crossing to Zoom, the popularity ...
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Foxman, Maxwell
(2012-10-18)
Celebrities have always capitalized upon various media to give voice and substance to their own mute causes. From Live Aid to PBS fundraisers, they have used their public personae to support the downtrodden, sick and ...
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Rahman, Waseq; Foxman, Maxwell
(2020)
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Can, Onder; Foxman, Maxwell
(ROMchip, 2021-07)
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Foxman, Maxwell; Cote, Amanda; Can, Onder; Harris, Brandon; Rahman, Waseq; Hansen, Jared; Fickle, Tara
(2021-10-15)
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Foxman, Maxwell; Beyea, David; Leith, Alex P.; Ratan, Rabindra; Hua Chen, Vivian Hsueh; Klebig, Brian
(IEEE, 2022-09)
Because virtual reality (VR) shares common features with video games, consumer content is usually classified according to traditional game genres and standards. However, VR offers different experiences based on the medium’s ...
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Foxman, Maxwell; Pimentel, Danny; Alexanian, Stephen
(Frontier Media, 2022-08-11)
Quality of life is bound to psychological well-being, which in turn is affected by the frequency and magnitude of negative mood states. To regulate mood states, humans often consume media such as music and movies, with ...
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Foxman, Maxwell; Mateescu, Alexandra; Bulger, Monica
(2016-09-07)
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Foxman, Maxwell
(2020)
Even at the apex of its hype cycle in the 2010s, game studies scholars and designers derided gamification. This article first explores why gamification inspired such vitriol. It finds the incursion of non-game corporations ...
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Nieborg, David B.; Foxman, Maxwell
(2016)
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Foxman, Maxwell
(First Monday, 2017-01)
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 ...
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Foxman, Maxwell
(Columbia University, 2018)
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Foxman, Maxwell; Leith, Alex P.; Beyea, David; Klebig, Brian; Ratan, Rabindra; Hua Chen, Vivian Hsueh
(Association for Computing Machinery, 2020-11)
Even though virtual reality (VR) shares features with video games, it offers a wider range of experiences. There is currently no cohesive classification for commercial VR offerings. As a first step to account for this ...
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Pimentel, Daniel; Foxman, Maxwell; Davis, Donna Z.; Markowitz, David M.
(Frontiers Media, 2021-02-17)
Strategies to mitigate the spread of COVID-19, namely quarantine and social distancing protocols, have exposed a troubling paradox: mandated isolation meant to preserve well-being has inadvertently contributed to its ...
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Foxman, Maxwell Henry; Nieborg, David B.
(Journal of Games Criticism, 2016-02-03)
It's as tough a time as ever for game critics, who seem to be stuck between a rock and a hard place—an industry that acts as gatekeepers to most of the information they cover and an increasingly combative readership. Because ...
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Foxman, Maxwell Henry; Tenen, Dennis
(Computational Culture, 2014-11-09)
In describing the people, books, and technologies behind one of the largest "shadow" libraries in the world, we find a tension between the dynamics of sharing and preservation. The paper proceeds to contextualize contemporary ...
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Foxman, Maxwell
(SAGE Journals, 2019-11-21)
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 ...
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Foxman, Maxwell (19)
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