Below is a list of selected academic publications, highlighting work I’ve carried out since I gained tenure. Most of the co-authored pieces are the result of collaborations between myself and graduate students.

Please see my CV for a complete list of publications.

Taylor, N. (2021). Kinaesthetic masculinity and the prehistory of esports. ROMChip, 3(1).

Taylor, N. and Stout, B. (2020). Gender and the two-tiered system of collegiate esports. Critical Studies in Media
Communication, 37(5), 451-465.

Taylor, N., and Ingraham, C., eds. (2020). LEGOfied: Building Blocks as MediaNew York: Bloomsbury.

Taylor, N. (2019). The numbers game: Collegiate esports and the instrumentation of movement performance. In J. Sterling and M. McDonald (eds.), Sports, Society, and Technology: Bodies, Practices, and Knowledge Production. New York: Palgrave Macmillan, 121-144.

Taylor, N. and Elam, J. (2018). ‘People are robots, too’: Expert gaming as autoplay. Journal of Gaming and Virtual Worlds, 10(3), 243-260. DOI: https://doi.org/10.1386/jgvw.10.3.243_1.

Taylor, N. (2018). I’d rather be a cyborg than a gamerbro: How masculinity mediates research on digital play. MedieKultur: Journal of Media and Communication Research, 34(64). DOI: https://doi.org/10.7146/mediekultur.v34i64.96990

Schneier, J. and Taylor, N. (2018). Handcrafted gameworlds: Space-time biases in mobile Minecraft play. New Media and Society. DOI: doi.org/10.1177/1461444817749517.

Taylor, N. (2016). Now you’re playing with audience power: The work of watching games. Critical Studies in Media Communication, 33(4), 293-307.

Taylor, N., Kampe, C. & Bell, K. (2015). Me and Lee: Identification and the play of attraction in The Walking Dead. Game Studies, 15(1).

Taylor, N. (2015). Play to the camera: video ethnography, spectatorship and e-sports. Convergence. DOI: 10.1177/1354856515580282.

Taylor, N. (2011). Play globally, act locally: The standardization of pro Halo 3 gaming. International Journal of Gender, Science and Technology, 3(1), 228-242.

Taylor, N. (2009). Cheerleaders, booth babes, Halo hoes: pro-gaming, gender and jobs for the boys. Digital Creativity, 20(4), 239-252.