Maxwell Foxman (Ph.D. Communications; Columbia University) is an Assistant Professor of Media Studies and Game Studies at the University of Oregon at the School of Journalism and Communication. His primary research focus is on how games and play interact with non-game context and media professions. This has focused in a number of overlapping realms immersive media (Virtual Reality/Augmented Reality/XR), Game Journalism, Esports and Game Production.
Foxman is the co-author, with David B. Nieborg of Mainstreaming and Game Journalism (available Open Access via MIT Press) which looks both at the history and current conditions of game(s) journalism, as well as the process by which games may (or may not) be understood as a "mainstream" medium. In addition, his work has appeared in a wide variety of outlets, including New Media & Society, Social Media + Society and IEEE: Transactions on Games.
Foxman is the co-director of the Esports and Games Research (EGR) Lab, a consortium of scholars in and outside of UO that focuses on collegiate esports in terms of the Student Esports Ecosystem; Diversity, Equity and Inclusion; Alumni and Professionalization; and Fandom and Consumer Behavior
For updated information on Foxman's work, see his full CV at https://maxwellfoxman.info/cv/
- Columbia University, New York, NY
Ph.D. Communications 2018. - Columbia University, New York, NY
M.Phil. Communications 2015. - New York University, New York, NY
M.A. Media, Culture and Communication 2012. - Columbia University, New York, NY
B.A. American Studies, Music, Creative Writing, 2007.
Books
Nieborg, D. B. & Foxman M. (2023). Mainstreaming and Game Journalism. Cambridge, Massachusetts: MIT Press.
Recent Articles
For a full list go to http://maxwellfoxman.info/cv/
Harris, B., Foxman, M., & Partin, W. (2023). “Don’t make me ratio you again”: How political influencers encourage platformed political participation. Social Media + Society. 9(2). https://journals.sagepub.com/doi/full/10.1177/20563051231177944
Foxman, M. (2022). Gaming the System: Playbour, Production, Promotion and the Metaverse. Baltic Screen Media Review. 10(2). 224-233.https://doi.org/10.2478/bsmr-2022-0017
Foxman, M. (2021). Making the Virtual a Reality: Playful Work and Playbour in the Diffusion of Innovations. Digital Culture & Society. 7(1), 91-110.
Foxman, M., Beyea, D., Leith, A. P., Ratan, R. A., Chen, V. H. H., & Klebig, B. (2021). Beyond genre: Classifying virtual reality experiences. IEEE Transactions on Games. https://ieeexplore.ieee.org/document/9571081
Xie, E., Foxman, M., & Xu, S. (2021). From public sphere to magic circle: playful publics on the Chinese internet. Internet Histories, 5(3-4), 359–375. https://doi.org/10.1080/24701475.2021.1982166
Foxman, M., Markowitz, D. M., & Davis, D. Z. (2021). Defining empathy: Interconnected discourses of virtual reality’s prosocial impact. New Media & Society, 23(8), 2167–2188. https://doi.org/10.1177/1461444821993120
Recent Public Reports
Foxman, M. (2023). Theories in XR, 2022. Social Grammars of Virtualiy, no. 1. University of Pennsylvania. https://penn.manifoldapp.org/read/theories-in-xr-2022/section/bf44be85-64f6-46d3-9a97-539ae8ba32ce#1db3d0f9a568057bc8d32221f4f08a91
Foxman, M. (2022). Lessons for Journalists from Virtual Worlds. Tow Center for Digital Journalism. https://www.cjr.org/tow_center_reports/lessons-for-journalists-from-virtual-worlds.php
Game Studies, Game Journalism, Esports, Virtual Reality, Augmented Reality, Immersive Media, Gamification