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James Ivory bibliography

Bainbridge, William Sims. 2007. The scientific research potential of virtual worlds. Science 317: 472–476.

Balkin, Jack M., and Beth Simone Noveck (eds.). 2006. The state of play: Law, games, and virtual worlds. New York: NYU Press.

Blascovich, Jim, and Jeremy Bailenson. 2011. Infinite reality: Avatars, eternal life, new worlds, and the dawn of the virtual revolution. New York: William Morrow.

Castronova, Edward. 2005. Synthetic worlds: The business and culture of online games. Chicago: University of Chicago Press.

CyberPsychology and Behavior 10: 115–121.

Heider, Don (ed.). 2009. Living virtually: Researching new worlds. New York: Peter Lang.

Lastowka, F. Gregory, and Dan Hunter. 2004. The laws of virtual worlds. California Law Review 92: 1–73.

Lofgren, Eric T., and Nina H. Fefferman. 2007. The untapped potential of virtual game worlds to shed light on real world epidemics. Lancet Infectious Diseases 7: 625–629.

Rheingold, Howard. 1993. The virtual community: Homesteading on the electronic frontier. Reading, MA: Addison-Wesley.

Schroeder, Ralph, and Ann-Sofie Axelsson (eds.). 2006. Avatars at work and play: Collaboration and interaction in virtual shared environments. London: Springer.

Vorderer, Peter, and Jennings Bryant (eds.). 2006. Playing video games: Motives, responses, and consequences. Mahwah, NJ: Lawrence Erlbaum.

Williams, Dmitri, Mia Consalvo, Scott Caplan, and Nick Yee. 2009. Looking for gender: Gender roles and behaviors among online gamers. Journal of Communication 59: 700–725.

Williams, Dmitri, Nick Yee, and Scott Caplan. 2008. Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication 13: 993–1018.

Yee, Nick, Jeremy N. Bailenson, Mark Urbanek, Francis Chang, and Dan Merget. 2007. The unbearable likeness of being digital: The persistence of nonverbal social norms in online virtual environments.

Yee, Nick. 2006. The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators and Virtual Environments 15: 309–329.


September 20, 2012

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James Ivory

    James Ivory

Dr. Ivory's primary research interests deal with social and psychological dimensions of new media and communication technologies, particularly the content and effects of video games, virtual environments, and simulations. In particular, much of his research focuses on the content and effects of technological features of new entertainment media, such as video games. Dr. Ivory's research is primarily conducted in the VT G.A.M.E.R. Lab, part of the Department of Communication's research facility space.