Pubs
PUBLICATIONS
- Galarneau, L., and Chen, M. (in prep). Play my way: The politics of cooperation in massively multiplayer online games.
- Walter, S. E., and Chen, M. (in prep). A comparison of collaboration across two game contexts: Lord of the Rings Online and World of Warcraft.
- Chen, M. (2012). Leet noobs: The life and death of an expert player group in World of Warcraft. Peter Lang. (Amazon, Barnes&Noble)
- Chen, M. (2011). How a new actor was temporarily enrolled into the network of game playing. Proceedings from the 9th international conference on Computer-Supported Collaborative Learning (pp. 661-663).
- Chen, M., Cuddihy, E., Medina, E., and Kolko, B. (2011). Modeling but not measuring engagement in computer games. Proceedings from Games Learning Society 2011. ETC Press.
- Kelly, S., Wolfenstein, M., Chen, M., Chess, S., D’Angelo, C., & Harper, T. (2011). Writing the games-based dissertation. Proceedings from Games Learning Society 2011. ETC Press.
- Chen, M. (2009). Visualization of expert chat development in a World of Warcraft player group. E-Learning, 6(1), 54-70. http://dx.doi.org/10.2304/elea.2009.6.1.54
- Chen, M. (2009). Social dimensions of expertise in World of Warcraft players. Transformative Works and Cultures, 2. http://dx.doi.org/10.3983/twc.2009.0072
- Chen, M. (2009). Communication, coordination, and camaraderie in World of Warcraft. Games and Culture, 4, 47-73. http://dx.doi.org/10.1177/1555412008325478
- Chen, M. (2008). The player matters: A review of Ninja Gaiden: Dragon Sword. E-Learning 5(4), 508-512. http://dx.doi.org/10.2304/elea.2008.5.4.508
- Chen, M. (2008). Moral ambiguity in The Witcher: A game review. E-Learning 5(3), 358-365. http://dx.doi.org/10.2304/elea.2008.5.3.358
- Chen, M. (2007). [Review of the book Play Between Worlds by T.L. Taylor]. Resource Center for Cybercultural Studies.
PRESENTATIONS
- Horstman, T., Chen, M., and Cooper, S. (2012). Gamers as scientists? The relationship between participating in Foldit play and doing science. Poster presentation at American Educational Research Association (AERA), Vancouver, BC.
- Horstman, T., Chen, M., and Cooper, S. (2012). Foldit practice: Science or gaming? Digital Media and Learning (DML) 2012, San Francisco, CA.
- Ask, K., Chen, M., Karlsen, F., Paul, C., and Mortensen, T. (2011). Playing by the numbers: A panel on theorycrafting. Digital Games Research Association (DiGRA), Hilversum, The Netherlands.
- Paul, C., Altizer, R., Chen, M., Dutton, N., Harper, T., and Kelly, S. (2011). We study games… professionally: Academic research and game studies. Penny Arcade Expo (PAX Prime), Seattle, WA.
- Chen, M. (2011). How a new actor was temporarily enrolled into the network of game playing. Computer-Supported Collaborative Learning (CSCL), Hong Kong, China.
- Chen, M., Cuddihy, E., Medina, E., and Kolko, B. (2011). Modeling but not measuring engagement in computer games. Hall of Failure presentation at Games Learning Society (GLS), Madison, WI.
- McKnight, J. C., Chen, M., and Galarneau, L. (2011). Big debate: Are online games building or destroying community? And how mangled is it? Fireside chat at Games Learning Society (GLS), Madison, WI.
- Wolfenstein, M., Chen, M., Chess, S., D’Angelo, C., Harper, T., and Kelly, S. (2011). Writing the games-based dissertation. Fireside chat at Games Learning Society (GLS), Madison, WI.
- Chen, M. (2011). The mangle of gaming to socially create meaningful experiences. Critical Gaming Project’s Keywords for Video Game Studies Colloquium, Seattle, WA.
- Chen, M. (2011). The enrollment of a new technology and the subsequent redistribution of roles and responsibilities in an online game. Roundtable presentation at American Educational Research Association (AERA), New Orleans, LA.
- Chen, M. (2011). Social dimensions of expert practice in online gaming. In Socially situated expert practice in and around gaming symposium at American Educational Research Association (AERA), New Orleans, LA.
- Chen, M. (2011). Mapping gaming practice to scientific practice. In Learning technologies in informal contexts, a Strand 6 (Science learning in informal contexts)-sponsored symposium at National Association for Research in Science Teaching (NARST), Orlando, FL.
- Paul, C., Chen, M., Dutton, N., Harper, T., and Kelly, S. (2010). We play games… professionally: Academic research and game studies. Penny Arcade Expo (PAX Prime), Seattle, WA.
- Chen, M., DeVane, B., Grimes, S. M., Walter, S. E., and Wolfenstein, M. (2010). The mangle of play: Game challenges and player workarounds. Digital Media and Learning Conference (DML), La Jolla, CA.
- Walter, S., and Chen, M. (Oct 2009). A comparison of collaboration across two game contexts: Lord of the Rings Online and World of Warcraft. Association of Internet Researchers (IR10), Milwaukee, WI.
- Chen, M. (June 2009). Using actor-network theory to study expert player groups in World of Warcraft. Graduate Student Symposium at State of Play 6, New York City, NY.
- Chen, M. (July 2008). Leet noobs: Expert World of Warcraft players relearning and adapting expertise in new contexts: The hands-on version! Games Learning Society (GLS) 4.0, Madison, WI.
- Chen, M. (June 2008). Leet noobs: Expert World of Warcraft players relearning and adapting expertise in new contexts. In Mapping the learning pathways and processes associated with the development of expertise and learner identities, a poster session at the International Conference for the Learning Sciences (ICLS), Utrecht, The Netherlands.
- Chen, M. (July 2007). Communication and cooperation in a World of Warcraft player community. In Playing to belong: Community across gaming contexts symposium at Games Learning Society (GLS) 3.0, Madison, WI.
- Chen, M. (June 2005). Addressing social dilemmas and fostering cooperation through computer games. Digital Games Research Association (DiGRA), Vancouver, Canada.
- Chen, M., Kolko, B., Cuddihy, E., and Medina, E. (June 2005). Modeling and measuring engagement in computer games. Digital Games Research Association (DiGRA), Vancouver, Canada.
- Chen, M., Cuddihy, E., Thayer, A., and Zhou, Q. (April 2005). Creating cross-cultural appeal in digital games: Issues in localization and user testing (ppt). Society for Technical Communication (STC), Seattle, WA.
NON-PUBLISHED WORKS
MEDIA
It is so good knowing what you are doing and doing well!
[...] Papers [...]
Is this paper available?
Cuddihy, E., Chen, M., Medina, E., and Kolko, B. (June 2005). Modeling and measuring engagement in computer games. Paper presented at the annual conference for the Digital Games Research Association (DiGRA), Vancouver, Canada.
Thanks for writing. I wish it was… Truth is we never got it to a state where we felt comfortable sharing it, and then it got put on the back burner as we all went off to different research interests. But, recently this summer, we talked about finishing the paper up. I’ll email you if we do by the end of the summer!
Hi Mark,
I am trying to get a hold of your game experience questionnaire, but I am having a hard time. Can you point me to a library space or place where I can find the questionnaire? It does not have to be a finished paper, just the rough doc with questions would do the trick. I’m trying to decide on a questionnaire for a gaming experiment and would like to put your’s into the comparison.
Thx!
Hi Marc,
my name is Patrick and I am a PhD student in Media and Communication studying computer game cummunites. I just read the titles of your last presentations
Walter, S. and Chen, M. (Oct 2009). A comparison of Collaboration across two game contexts: Lord of the Rings Online and World of Warcraft. Presentation at the 10th Annual Association of Internet Researchers Conference (IR10), Milwaukee, WI.
Chen, M. (June 2009). Using actor-network theory to study expert player groups in World of Warcraft. Presentation during the Graduate Student Symposium at State of Play 6, New York City, NY.
and I was wondering if it is possible to get hold of them. I will take some time to look through your whole page. Looks like you are doing some interesting stuff, really.
Thanks in advance for your help.
Sicerelly yours,
Patrick Prax
and your name is written with a k, not a c…
Hi Mark,
I appreciate the time and effort you put into this website. As a prospective PhD applicant, the insights you have provided into the life of a graduate student and academia in general have helped me understand what I may be experiencing soon (hopefully). Thanks for the transparency and honesty.
Sincerely,
Elizabeth de los Santos
It is so good knowing what you are doing and doing well!
Hello Mark,
I love your site and your thoughts on academia. I am a gamer who is studying video games — specifically why people play them and the positive and negative effects of playing games. The thing is, at my university and in my M.S program there isn’t anyone who studies video games. I wanted to know how you went about submitting your manuscripts to different journals solo. Did you just write them yourself and let faculty or other graduate students edit them?
@RTR pretty much. I asked for people to read drafts for me and provide feedback, but also the review process for journal submissions provided some of the best feedback. Often I would get revise and resubmit notices for papers, which then got accepted once I incorporated revisions that reviewers suggested. :)
The trick is to network. Find people outside of your uni if you have to. Meet them at conferences or through the internet after you’ve read some papers and id’ed who you’d like to meet.
I’d say at least 50% of being successful in academia is networking.
@Mark I always wondered if submitting to journals without having a PhD would be a disadvantage (if the reviewers would even take the article submission at all). I have to agree that networking is half the key to being successful in academia. Thanks a lot for the advice. :)