International Communication Association
National Communication Association
University of Southern California
Professor of Communication at the USC Annenberg School for Communication and Journalism. His research examines technology and society with a focus on video games, online communities, social influence, and large‑scale behavioral data. He is known for early longitudinal and experimental studies using online games as research platforms and for the development of the Social Value computational model for measuring peer influence.
A computational approach that estimates how individuals causally influence others’ purchases and actions across a system by modeling behavioral data and networked interactions.
A conceptual framework proposing that virtual worlds can validly map to and test social‑scientific theories via large‑scale behavioral traces, experiments, and mixed methods.
Games and Culture • Journal
Amidst the disruptions of the COVID‑19 pandemic, video games were used heavily, presumably to help cope with negative moods and social isolation. Drawing on uses‑and‑gratifications and self‑determination theories, this longitudinal study combined repeated cross‑sectional surveys with unobtrusive, within‑game measures from a large team‑based online game (World of Tanks). Play time increased slightly while well‑being remained generally steady; increases in play were associated with increases in perceived competence, which in turn predicted higher well‑being. Theoretical implications and generalizability are discussed.
Social Media + Society • Journal
This study conceptualizes disinformation networks as coordinated strategic communication and applies a machine‑learning algorithm to quantify the networked influence of disinformation spreaders. Analyses show that coordinated networks account for up to 62% of spreaders’ ability to engage the broader public and 23% of their ability to have messages shared more frequently. Results suggest prevention efforts should disrupt networks rather than focus only on notable individuals, and that spreader type and country of origin significantly affect networked influence.
Journal of Advertising • Journal
Computers in Human Behavior • Journal
Internet Research • Journal
New Media & Society • Journal
ACM SIGCHI Annual Symposium on Computer–Human Interaction in Play (CHI PLAY) • Conference
Journal of Communication • Journal
The first longitudinal, controlled experiment of a video game explored whether game play yields cultivation effects. Over one month, participants’ perceptions of real‑world dangers changed in ways that mirrored events and risks portrayed in the game world rather than broader real‑world crime. The targeted effects challenge broader spreading‑activation assumptions and are discussed with implications for cultivation theory and games research.
Communication Monographs • Journal
A longitudinal field study of a violent online game with a control group tested for changes in aggressive cognitions and behaviors. Results did not support claims that exposure to a violent game causes substantial increases in real‑world aggression. Implications for research and policy are discussed.