Writing

A Room to Play

2025 article Computers and Composition

Teaching students to conduct "collaborative close play" with video games depends on building the infrastructure for game pedagogy.

Games as Epistemic Mediators

2024 article Configurations

Games performed computation before there were computer games. Morgenstern, von Neumann, and Bateson show how game models shape knowledge in the human sciences.

Simema: The Aesthetics of Autoplay

2024 essay Interplay

AI-driven video games we watch instead of play... don't we already have a name for non-interactive moving images? Instead of figuring it as a break from video game tradition, this essay argues that the self-playing game is best understood in continuity with cinema -- as Simema.

Exercises in Humility

2023 article Leonardo

Whereas most games encourage prediction, reinforce norms, and furnish a sense of mastery, recursive games like the croquet match in Alice's Adventures in Wonderland and the "fumblecore" video game Sumotori Dreams can frustrate calculation, unsettle habits, and humble players.

Playing at SLSA

2023 reflection Configurations

The intellectual and emotional support provided by institutions like SLSA helps foster interdisciplinary inquiry by assuaging the anxiety that rises when we overflow the bounds of our research field -- what I call the anxiety of effluence.

Better Problems

2021 review essay Qui Parle

In this review of Patrick Jagoda's Experimental Games, I argue that past experiments with games can help us go beyond neoliberal solutionism by inventing "better problems."

Training for the Military?

2021 article Eludamos

A media philosophy of the computer game must grapple with its debt to the military-industrial complex.

Video Game Novels

2021 entry Encyclopedia of Video Games

Proposes three categories for categorizing novels informed by video games: the Ludic Novel, the Gamer Novel, and the Video Game Novelization.

Reimagining Play with Lewis Carroll's Croquet

2020 curatorial note In Media Res

Beyond games that derive formal paradigms from "normative ideologies" (Chang 19), Carroll's croquet suggests that non-binary, eventful play emerges from coupling "game" with the contingencies of life itself.

A More Realistic View

2020 article Extrapolation

In her Parable series, Octavia E. Butler explores the consequences of felt interconnectivity through hyperempathy syndrome. Complicating affect theory and new materialism, she suggests that embodied entanglement is no panacea for human and non-human relations; it's a restaging of the politics of identification and institutional power on another dimension.

The Lost Futures of BoJack and Diane

2020 essay Post45

Reworking Mark Fisher's articulation of hauntology to think the interpersonal, the authors explore how BoJack and Diane stage a common but difficult to parse experience: how it is sometimes the indeterminacy, not the certainty, of a relationship's future that sustains it.

Unsettling Embodied Literacy in QWOP the Walking Simulator

2020 article Journal of Gaming and Virtual Worlds

QWOP intervenes in the normalized grammar of video game walking. By making movement awkward, distributed, and failure-prone, it exposes how walking controls encode a normative bodymind and turns embodied literacy into a critical problem.

Ludic Literature: Ready Player One as Didactic Fiction for the Neoliberal Subject

2019 chapter Playing the Field

This chapter reads Ready Player One (2011) as didactic fiction for neoliberal subject formation, where developing gaming literacy drifts into obsessive self-optimization.