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Book Chapters & Journal Articles
- Castronova, E., Bell, M. W., Carlton, M., Cornell, R., Emigh,
W., Falk, M., Fatten, M., LaFourest, P., Reynard, J., Robbins,
S., Ross, T., Ryan, W., & Starks, R. (2009). A Test of the
Law of Demand in a Virtual World: Exploring the Petri Dish Approach
to Social Science. International Journal of Gaming and Computer-Mediated
Simulations, 1(2), 1-16.
- Castronova, E., Bell, M. W., Cummings, J. J., Emigh, W., Fatten,
M., Mishler, N., Ross, T., Ryan, W., & Falk, M. Virtual world
Economies: A Case Study of the Economics of Arden. (2009). In
D. Heider (Ed.) Living Virtually (pp. 165-189). New York:
Peter Lang Publishing, Inc.
- Castronova, E., Cummings, J., Emigh, W., Fatten, M., Mishler,
N., Ross, T., & Ryan, W. (2009). Case study: The economics
of Arden. In Special Issue of Critical Studies in Media Communication,
26(2), 165-179.
- Castronova, E., Cummings, J., Emigh, W., Fatten, M., Mishler,
N., & Ryan, W. (2007). What is a synthetic world? In F. von
Borries, S. Walz, U. Brinkmann, M. Böttger, (Eds.). Space
Time Play (pp. 174-177). Basel, Switzerland: Birkhäuser
Publishing.
Conference Publications
- Thompson, T., Vespagnani, A., Stolterman, E., Ryan, W., Jung, H.,
& Siegel, M. (under review). Influence of social networks on
the adoption and use of new technology.
- Ryan, W., & Siegel, M. A. (2009). Evaluating interactive
entertainment using breakdown: Understanding embodied learning
in video games. In DiGRA 2009. London, England. Available
at DiGRA Digital Libraries.
- Jung, H., Stolterman, E., Ryan, W., Stroman, T., & Siegel,
M. (2008). Toward a framework for ecology of artifacts: How are
artifacts interconnected surrounding a personal life? In Proceedings
of 5th Nordic Conference on Human-Computer Interaction. 201-210.
Lund, Sweden.
- Ryan, W., Hazlewood, W. R., & Makice, K. (2008). Twitterspace:
Co-development through Twitter to enhance community awareness.
In Proceedings of Participatory Design Conference 2008,
230-233, Bloomington, IN.
- Bardzell, J., Bardzell, S., Birchler, C., & Ryan, W. (2007).
Double Dribble: Illusionism, mixed reality, and the sports fan
experience. In Proceedings of International Conference on
Advances in Computers for Entertainment Technology. 216-219.
Salzburg, Austria.
- Bardzell, J., Bardzell, S., Briggs, C., Makice, K., Ryan, W.,
& Weldon, M. (2006). Machinima prototyping: An approach to
evaluation. In Proceedings of 4th Nordic Conference on Human-Computer
Interaction. 433-436. Oslo, Norway.
- Brunette, K., Eisenstadt, M., Pukinskis, E., & Ryan, W.
(2005). Meeteetse: social well-being through place attachment.
In Extended Abstracts of Conference on Human Factors in Computing
Systems. 2065-2069. Portland, OR.
Peer Reviewed Posters
- Ryan, W., Stolterman, E., Siegel, M., Jung, H., Stroman, T.,
Hazlewood, W. R. (2009). Device ecology mapper: A tool for studying
users’ ecosystems of interactive artifacts. In Extended
Abstracts of Conference on Human Factors in Computing Systems,
4327-4332, Boston, MA.
- Bardzell, S., Bardzell, J., & Ryan, W. (2006). Double Dribble:
Mixed reality game design for sports informatics. In 5th International
Conference on Entertainment Computing – ICEC. London.
Peer-reviewed, Non-archived Publications
- Ryan, W., & Bardzell, J. (2007). Using Player Breakdown
as a Lens for Understanding the Development of Literacy in Video
Games. In Games, Learning, and Society. Madison, WI.
- Castronova, E., Cummings, J., Emigh, W., Fatten, M., Mishler,
N., & Ryan, W. (2007). Understanding Synthetic Economies Through
Their Construction. In 2007 Annual Meeting of the Academy
of Management Panel on Beyond Play: Replicating, Mirroring, and
Constituting ‘Reality’ Through Online Games.
Philadelphia, PA.
- Ryan, W. (2006). Barriers to entry: Designing player access
in video games. In DIS 2006 Workshop On the Process of Game
Design. State College, PA.
Invited Talks
- Ryan, W. (2009). Explorations in sense-making: Interaction Design
and technology through a phenomenological perspective. Presented
to IIT Institute of Design. Chicago, IL.
- Ryan, W. (2006). Moving Beyond the Game: The Use of Modding
in Machinima. In Perform.Media. Bloomington, IN.
Unpublished Reports
- Stolterman, E., Ryan, W., Jung, H., Thompson, T., Siegel, M.,
& Wiltse, H. (2010). Ecologies of interactive artifacts: A challenge
for HCI research and practice.
- Ryan, W. (2010). Analyzing factors that influence learning-in-use
of interactive artifacts.
- Ryan W., Hazlewood, W. R., & Stolterman, E. (2009). Breaking
the mold: Problem setting through evocative designs.
- Hazlewood, W. R., Ryan, W., & Makice, K. (2009). Twitterspace:
Evaluation of a set of community ambient displays.
- Bardzell, J., Ryan, W., & Bardzell, S. (2006). Radical game
play: The confrontation between machinima platforms and filmmakers.
- Ryan, W. (2006). Deconstructing the coaching metaphor of fantasy
football interfaces.
- Bardzell, J., Bardzell, S., & Ryan, W. (2006). Virtual events
in metaverse worlds: The intersection of interfaces, leisure, commerce,
and persistent groups.
- Bardzell, J., Bardzell, S., & Ryan, W. (2006). The video
game tutorial: Narrative, HCI, and virtual learning.
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2009
- Castronova, E., Bell, M. W., Carlton, M., Cornell, R., Emigh,
W., Falk, M., Fatten, M., LaFourest, P., Reynard, J., Robbins,
S., Ross, T., Ryan, W., & Starks, R. (2009). A Test of the
Law of Demand in a Virtual World: Exploring the Petri Dish Approach
to Social Science. International Journal of Gaming and Computer-Mediated
Simulations, 1(2), 1-16.
- Castronova, E., Bell, M. W., Cummings, J. J., Emigh, W., Fatten,
M., Mishler, N., Ross, T., Ryan, W., & Falk, M. Virtual world
Economies: A Case Study of the Economics of Arden. (2009). In
D. Heider (Ed.) Living Virtually (pp. 165-189). New York:
Peter Lang Publishing, Inc.
- Castronova, E., Cummings, J., Emigh, W., Fatten, M., Mishler,
N., Ross, T., & Ryan, W. (2009). Case study: The economics
of Arden. In Special Issue of Critical Studies in Media Communication,
26(2), 165-179.
- Ryan, W., & Siegel, M. A. (2009). Evaluating interactive
entertainment using breakdown: Understanding embodied learning
in video games. In DiGRA 2009. London, England. Available
at DiGRA Digital Libraries.
- Ryan, W., Stolterman, E., Siegel, M., Jung, H., Stroman, T.,
Hazlewood, W. R. (2009). Device ecology mapper: A tool for studying
users’ ecosystems of interactive artifacts. In Extended
Abstracts of Conference on Human Factors in Computing Systems,
4327-4332, Boston, MA.
2008
- Jung, H., Stolterman, E., Ryan, W., Stroman, T., & Siegel,
M. (2008). Toward a framework for ecology of artifacts: How are
artifacts interconnected surrounding a personal life? In Proceedings
of 5th Nordic Conference on Human-Computer Interaction. 201-210.
Lund, Sweden.
- Ryan, W., Hazlewood, W. R., & Makice, K. (2008). Twitterspace:
Co-development through Twitter to enhance community awareness.
In Proceedings of Participatory Design Conference 2008,
230-233, Bloomington, IN.
2007
- Bardzell, J., Bardzell, S., Birchler, C., & Ryan, W. (2007).
Double Dribble: Illusionism, mixed reality, and the sports fan
experience. In Proceedings of International Conference on
Advances in Computers for Entertainment Technology. 216-219.
Salzburg, Austria.
- Castronova, E., Cummings, J., Emigh, W., Fatten, M., Mishler,
N., & Ryan, W. (2007). What is a synthetic world? In F. von
Borries, S. Walz, U. Brinkmann, M. Böttger, (Eds.). Space
Time Play (pp. 174-177). Basel, Switzerland: Birkhäuser
Publishing.
- Castronova, E., Cummings, J., Emigh, W., Fatten, M., Mishler,
N., & Ryan, W. (2007). Understanding Synthetic Economies Through
Their Construction. In 2007 Annual Meeting of the Academy
of Management Panel on Beyond Play: Replicating, Mirroring, and
Constituting ‘Reality’ Through Online Games.
Philadelphia, PA.
- Ryan, W., & Bardzell, J. (2007). Using Player Breakdown
as a Lens for Understanding the Development of Literacy in Video
Games. In Games, Learning, and Society. Madison, WI.
2006
- Bardzell, J., Bardzell, S., Briggs, C., Makice, K., Ryan, W.,
& Weldon, M. (2006). Machinima prototyping: An approach to
evaluation. In Proceedings of 4th Nordic Conference on Human-Computer
Interaction. 433-436. Oslo, Norway.
- Bardzell, S., Bardzell, J., & Ryan, W. (2006). Double Dribble:
Mixed reality game design for sports informatics. In 5th International
Conference on Entertainment Computing – ICEC. London.
- Ryan, W. (2006). Barriers to entry: Designing player access
in video games. In DIS 2006 Workshop On the Process of Game
Design. State College, PA.
2005
- Brunette, K., Eisenstadt, M., Pukinskis, E., & Ryan, W.
(2005). Meeteetse: social well-being through place attachment.
In Extended Abstracts of Conference on Human Factors in Computing
Systems. 2065-2069. Portland, OR.
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