I strive to balance practical applications with theoretical grounding in my work. Below are selected research projects. Reach out to learn more about a specific project.
GAME BASED SYSTEM PILOT
I implemented and evaluated the user experience of a new game-based learning management system (LMS), GradeCraft through journey maps, surveys, analysis of site metrics, and interviews.
I used findings to develop design best-practices for the Duke Game Lab and presented research to the department to advise future license purchases.
PRESENTING RESEARCH THROUGH GAMES
I researched and designed multiple game concepts sharing research through play. Games were tested through group playtesting observations, expert usability review, and user interviews to improve the gaming experience and test whether or not players learned key subject area insights (spoiler: they did!)
STUDENT-CENTERED GAME DESIGN PROGRAM
I researched, designed and evaluated a student-led game design program for the Duke Game Lab using competitor research, surveys, interviews, and observations.
The result was a workshop series reaching over 100 students, faculty, staff and community members and a Global Game Jam site with 25 jammers creating 5 games.
SPLIT REALITY: VIRTUAL WORLDS OF AMERICAN CULTURE 1692-2017
Informed by primary and secondary research of historical and contemporary objects - from gaming forums to 17th century legal documents - my dissertation documents the pre-history of virtual reality and gaming. I show that contemporary beliefs about these forms are the 21st century iteration of centuries old anxieties about reality. Interactive media technologies confront us with the idea that our realities are equally of our own making as they are the result of the world around us - a condition of radical possibility for better or worse.