Foxman, Maxwell
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Item Open Access Brain-training Games: Play as a Tool for Cognitive Enhancement(2020) Rahman, Waseq; Foxman, MaxwellItem Open Access Digital Death: The Failures, Struggles and Discourses of the Social Media Spectacle(2012-10-18) Foxman, MaxwellCelebrities have always capitalized upon various media to give voice and substance to their own mute causes. From Live Aid to PBS fundraisers, they have used their public personae to support the downtrodden, sick and underprivileged. However, in December of 2010, when Alicia Keys and over a dozen other celebrities banded together to raise money for World AIDS Day by eradicating their Twitter and other social media profiles, their much-hyped campaign to raise one million dollars fell short of its goal by nearly half. This paper explores the discourses surrounding the Digital Death "Pseudo-Event," and the effects of the disjuncture between the real and digital self when the Celebrity Spectacle is moved from traditional media to the social sphere. Consumer awareness of that gulf ultimately precluded the Digital Death campaign's ability to succeed, not only as a fundraiser, but also as a media spectacle. Ultimately, such revelations point to the inherent natures of social media to promote a certain type of celebrity spectacle that does not conform uniformly to the celebrity of traditional media.Item Open Access The Mainstreaming of US Games Journalism(2016) Nieborg, David B.; Foxman, MaxwellItem Open Access RECASTING COLLEGIATE ESPORTS: INDEPENDENCE AND INTERDEPENDENCE OF UNIVERSITY TWITCH STREAMERS(2021-10-15) Foxman, Maxwell; Cote, Amanda; Can, Onder; Harris, Brandon; Rahman, Waseq; Hansen, Jared; Fickle, TaraItem Open Access Virtual reality genres: Comparing preferences in immersive experiences and games(Association for Computing Machinery, 2020-11) Foxman, Maxwell; Leith, Alex P.; Beyea, David; Klebig, Brian; Ratan, Rabindra; Hua Chen, Vivian HsuehEven though virtual reality (VR) shares features with video games, it offers a wider range of experiences. There is currently no cohesive classification for commercial VR offerings. As a first step to account for this deficiency, the work in progress considers the relationship between game genres and users’ ratings and downloads of VR experiences. We found Action, Shooter, and Simulation to be the most frequently downloaded genres; Action and Music/Rhythm the most highly rated; and Simulation and Music/Rhythm to occur at a statistically higher rate in VR compared to non-VR. Finally, we learned that VR experiences are less likely to receive positive ratings than 2D games. The findings can inform developers’ marketing decisions based on demand.