Dmitri Williams

  • Professor of Communication, University of Southern California
  • Assistant Professor of Speech Communication, University of Illinois at Urbana-Champaign
  • Co‑founder and Chief Executive Officer, Ninja Metrics, Inc.

[email protected]

scholar.google.com/citations?user=I1fY1DIAAAAJ&...

Impact Metrics
8,976
Total Citations
8
PR Journals
0
h-index
0
i10-index
1
Top Conf
0
Other Works
Awards & Honors
Herbert S. Dordick Dissertation Award

International Communication Association

Miller Dissertation Award

National Communication Association

USC Faculty Mentoring Award (Graduate)

University of Southern California

2020
Education
PhD, Communication Studies
University of Michigan (2004)
Biography

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.

Theories & Frameworks
Social Value (computational model of 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.

Introduced: 2022
Mapping principle and research framework for virtual worlds

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.

Introduced: 2010
Research Interests
  • Data-Driven Decision Making
  • Digital Media
  • Educational Gaming
  • Game Studies
  • Gender and Gaming
  • Media Theory and Mediation
  • Quantitative Methods
  • Research Methods
Peer-reviewed Journal Articles & Top Conference Papers
9

Games and Culture • Journal

Dmitri Williams

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

Dmitri Williams

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.

ACM SIGCHI Annual Symposium on Computer–Human Interaction in Play (CHI PLAY) • Conference

Dmitri Williams

Journal of Communication • Journal

Dmitri Williams

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

Dmitri Williams

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.