Publications

Choi, S., Liu, M., Sun, J., & Huang-Isherwood, K. M. (2023). Who benefits from directed communication? Communication directionality, network structures, and perceived social capital in an online game. Computers in Human Behavior, 147, 107825. 

Williams, D., Choi, S., Sparks, P. L., & Hong, J. W. (2023). The value of time together: a longitudinal investigation of mentor-protégé interactions in an online game. Internet Research.  

Jonckheere, N., Persaud, C., Liu, C., & Williams, D. (2023). Playing with history in World of Tanks: Negotiated readings, historical realism and cultural memory. Convergence, 29(3), 641-657.

Williams, D., Khan, E. M., Pathak, N., & Srivastava, J. (2023). Social value: A computational model for measuring influence on purchases and actions for individuals and systems.  Journal of Advertising, 52(2), 247-263. 

Li, Y., Bartley, N., Sun, J., & Williams, D. (2022). The larger, the fitter, the better: clans' evolution, social capital and effectiveness. Internet Research.

Kim, S. S., Huang-Isherwood, K. M., Zheng, W., & Williams, D. (2022). The art of being together: How group play can increase reciprocity, social capital, and social status in a multiplayer online game. Computers in Human Behavior, 133, 107291. 

Nguyen, S. H., Sun, Q., & Williams, D. (2022). How do we make the virtual world a better place? Social discrimination in online gaming, sense of community, and well-being. Telematics and Informatics, 66, 101747. 

Liu, M., Choi, S., Kim, D. O., & Williams, D. (2021). Connecting in-game performance, need satisfaction, and psychological well-being: A comparison of older and younger players in World of Tanks. New Media & Society, 14614448211062545. 

Morstatter, F., Kim, D. O., Jonckheere, N., Liu, C., Seth, M., & Williams, D. (2021). I'll play on my other account: The network and behavioral differences of sybils. Proceedings of the ACM on Human-Computer Interaction, 5 (CHI PLAY), 1-18. 

Hong, J. W., Cruz, I., & Williams, D. (2021). AI, you can drive my car: How we evaluate human drivers vs. self-driving cars. Computers in Human Behavior, 125, 106944. 

Sun, J., Williams, D., & Li, Y. (2021). Let’s Bail!: The evolution of individual-group affiliation in an online gaming community. Computers in Human Behavior, 121, 106818. 

Choi, S., Williams, D., & Kim, H. (2020). A snap of your true self: How self-presentation and temporal affordance influence self-concept on social media. New Media & Society, 1461444820977199. 

Hong, J. W., Choi, S., & Williams, D. (2020). Sexist AI: an experiment integrating CASA and ELM. International Journal of Human–Computer Interaction, 36(20), 1928-1941. 

Ratan, R., Shen, C., & Williams, D. (2020). Men do not rule the World of Tanks: Negating the gender-performance gap in a spatial-action game by controlling for time played. American Behavioral Scientist, 64(7), 1031-1043. 

Shen, C., Sun, Q., Kim, T., Wolff, G., Ratan, R., & Williams, D. (2020). Viral vitriol: Predictors and contagion of online toxicity in World of Tanks. Computers in Human Behavior, 108, 106343. 

Hong, J. W., Peng, Q., & Williams, D. (2021). Are you ready for artificial Mozart and Skrillex? An experiment testing expectancy violation theory and AI music. New Media & Society, 23(7), 1920-1935. 

Hong, J. W., & Williams, D. (2019). Racism, responsibility and autonomy in HCI: Testing perceptions of an AI agent. Computers in Human Behavior, 100, 79-84. 

Ratan, R. A., Fordham, J. A., Leith, A. P., & Williams, D. (2019). Women keep it real: Avatar gender choice in league of legends. Cyberpsychology, Behavior, and Social Networking, 22(4), 254-257. 

Williams, D., & Kim, D. O.  Third places in the ether around us: Layers on the real world. In J. Dolley, & C. Bosman (Eds.), Rethinking third places: Informal public spaces and community building (pp. 158-173). Edward Elgar Publishing.