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Annenberg Game Lab
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Annenberg Game Lab
Home
Research
People
Publications
Contact
More
Home
Research
People
Publications
Contact
Publications
Bisberg, A. J., Chen, E., Twyman, M., Williams, D., & Ferrara, E. (2025, April).
STRIVE: Socio-behavioral Taxonomy Representation for Interactive Virtual Environments
. In
Proceedings of the 20th International Conference on the Foundations of Digital Games
(pp. 1-9).
Jones, S. S. Y., Harrisson, A., Pedraça, S., Marchessault-Brown, J., Williams, D., & Consalvo, M. (2025).
The virtual census 2.0: A continued investigation on the representations of gender, race, and age in videogames
.
New Media & Society
, 14614448251336427.
Liu, M., Tang, J. L., & Williams, D. (2025).
Sympathy for the devil: Serial mediation models for toxicity, community, and retention
.
Media and Communication
,
13
.
Williams, D., Choi, S., Sparks, P. L., & Hong, J. W. (202
4
).
The value of time together: a longitudinal investigation of mentor-protégé interactions in an online game
.
Internet Research
.
Liu, M., Choi, S., Kim, D. O., & Williams, D. (2024).
Connecting in-game performance, need satisfaction, and psychological well-being: A comparison of older and younger players in World of Tanks
.
New Media & Society
,
26
(2), 692-710.
Liu, M., Sun, Q., & Williams, D. (2024).
With great power comes great accountability: Network positions, victimization, perpetration, and victim-perpetrator overlap in an online multiplayer game
.
New Media & Society
, 14614448241268995.
Williams, D., Liu, M., Choi, S., Bowman, N., & Jawaid Shaikh, S. (2024).
Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-19
.
Games and Culture
, 15554120241236531.
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.
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. (202
3
).
Social value: A computational model for measuring influence on purchases and actions for individuals and systems.
Journal of Advertising
,
52
(2), 247-263.
Huang-Isherwood, K. M., Kim, S. S. Y., Williams, D., & Bisberg, A. J. (2022).
Las mujeres sostienen (más de) la mitad del cielo: Examinando las motivaciones, los comportamientos y el capital social en un juego multijugador popular entre las jugadoras
[
Women hold up (more than) half of the sky: Examining the motivations, the behaviors, and the social capital in a multiplayer game popular among female players
].
Revista Internacional de Sociología, 80
(4).
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.
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., 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.
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., & 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.
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