CV
Book Chapters
  1. 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.
  2. 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.
Journal Articles
  1. 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.
  2. 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.
Conference Publications
  1. Ryan, W., Hazlewood, W. R., & Stolterman, E. (2010). Presenting evocative desing as a method for divergent thought for interaction design. In Proceedings of 7th International Conference on Design & Emotion.
  2. Ryan, W., & Siegel, M. A. (2009). Evaluating interactive entertainment using breakdown: Understanding embodied learning in video games. In Proceedings of DiGRA 2009. London, England. Available at DiGRA Digital Libraries.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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
  1. Ryan, W., & Siegel, M. (2010). Learning-in-use of interactive artifacts: A longitudinal study analyzing the learning experience. In Proceedings of 7th International Conference on Design & Emotion.
  2. 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.
  3. 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
  1. 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.
  2. 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.
  3. 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
  1. Ryan, W. (2009). Explorations in sense-making: Interaction Design and technology through a phenomenological perspective. Presented to IIT Institute of Design. Chicago, IL.
  2. Ryan, W. (2006). Moving Beyond the Game: The Use of Modding in Machinima. In Perform.Media. Bloomington, IN.
Unpublished Reports
  1. Ryan, W., Siegel, M. A., & Stolterman, E. (2010). Learning-in-use: An experiential perspective on learning how to use interactive artifacts.
  2. Stolterman, E., Ryan, W., Jung, H., Thompson, T., Siegel, M., & Wiltse, H. (2010). Ecologies of interactive artifacts: A challenge for HCI research and practice.
  3. Hazlewood, W. R., Ryan, W., & Makice, K. (2009). Twitterspace: Evaluation of a set of community ambient displays.
  4. Bardzell, J., Ryan, W., & Bardzell, S. (2006). Radical game play: The confrontation between machinima platforms and filmmakers.
  5. Ryan, W. (2006). Deconstructing the coaching metaphor of fantasy football interfaces.
  6. Bardzell, J., Bardzell, S., & Ryan, W. (2006). Virtual events in metaverse worlds: The intersection of interfaces, leisure, commerce, and persistent groups.
  7. Bardzell, J., Bardzell, S., & Ryan, W. (2006). The video game tutorial: Narrative, HCI, and virtual learning.
2010
  1. Ryan, W., Hazlewood, W. R., & Stolterman, E. (2010). Presenting evocative desing as a method for divergent thought for interaction design. In Proceedings of 7th International Conference on Design & Emotion.
  2. Ryan, W., & Siegel, M. (2010). Learning-in-use of interactive artifacts: A longitudinal study analyzing the learning experience. In Proceedings of 7th International Conference on Design & Emotion.
2009
  1. 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.
  2. 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.
  3. 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.
  4. Ryan, W., & Siegel, M. A. (2009). Evaluating interactive entertainment using breakdown: Understanding embodied learning in video games. In Proceedings of DiGRA 2009. London, England. Available at DiGRA Digital Libraries.
  5. 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
  1. 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.
  2. 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
  1. 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.
  2. 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.
  3. 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.
  4. 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
  1. 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.
  2. 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.
  3. 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
  1. 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.