I apply experimental and ethnographic methods to studies of competitive gaming communities, the work of watching digital play, the informal teaching and learning practices of competitive gamers, and most recently, the technocultural practices of building block enthusiasts. My work involves intensive collaboration with, and opportunities for, graduate students.

ReFiguring Collegiate Esports (2018-2019)
Funded by the Social Sciences and Humanities Research Council (SSHRC) of Canada, this qualitative study involved interviews with over 20 leaders and officers in university esports clubs and programs in North America. Through these interviews, the study explored the current conditions for inclusivity in the rapidly transforming terrain of college-based competitive gaming.

Game Building as Community Engagement (2017-2018)
Working with colleagues in Psychology at NC State, and on behalf of the Center for Family and Community Engagement (CFFACE), I designed, user-tested, and published a series of online tutorials for social workers to use in teaching themselves and their clients Twine, a tool for making interactive narratives. The tool is now part of the curriculum for social worker trainees as they prepare to work constructively and creatively with families confronting domestic violence.

Under Construction: Building Blocks and the ‘DIY’ Movement (2016-2019)
This study undertakes a mixed-methods investigation of the Lego hobbyist community. Drawing on archival research into the history of Lego and similar building systems as well as interviews with Lego artists, entrepreneurs, and after-market retailers, this project sheds light on under-explored aspects of DIY and fan cultures.

E-sports gets Schooled (2015-present)
This participatory action research involves documenting play practices and interviewing members of a campus-based competitive gaming club that makes diversity — of skill level, gender, ethnicity, and sexuality — its explicit mandate.

Play-by-Play: Narrativizing Competitive Gaming (2015)
Funded by the Laboratory for Analytic Sciences at NC State, this mixed-methods research documents the communicative resources and processes through which video game spectators make sense of onscreen action in the popular, highly-complex Multiplayer Online Battle Arena (MOBA), Defense of the Ancients 2.

Learning to LoL (2013-2014)
Funded by an NC State University Faculty Research and Professional Development (FRPD) award, this video-driven qualitative case study asks what communicative and computational competencies are required for (and cultivated through) intensive play in League of Legends (LoL), a highly-competitive, team-based game.

Play Dead (2013)
This study employs microethnographic tools and techniques to explore the connections between subjectivity, affect and digital gaming, as instantiated through participants’ play of Telltale’s The Walking Dead.