Mia Consalvo
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American professor of communication studies
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Philosophy
Mia Consalvo's Degrees
- Bachelors Communication University of California, San Diego
Why Is Mia Consalvo Influential?
(Suggest an Edit or Addition)According to Wikipedia, Mia Consalvo is an American professor of Communication Studies presently at Concordia University in Montreal, Canada and holds the post of Canada Research Chair in Game Studies and Design, Communication Studies. Consalvo has authored a number of scholarly books and publications on the topic of video games in contemporary society and the culture of gameplay.
Mia Consalvo's Published Works
Published Works
- Cheating: Gaining Advantage in Videogames (2007) (589)
- The virtual census: representations of gender, race and age in video games (2009) (462)
- Looking for Gender: Gender Roles and Behaviors Among Online Gamers (2009) (323)
- There is No Magic Circle (2009) (248)
- Game analysis: Developing a methodological toolkit for the qualitative study of games (2006) (194)
- Confronting Toxic Gamer Culture: A Challenge for Feminist Game Studies Scholars (2012) (182)
- Women and games: technologies of the gendered self (2007) (171)
- Console video games and global corporations (2006) (115)
- The Monsters Next Door: Media Constructions of Boys and Masculinity (2003) (100)
- Zelda 64 and Video Game Fans (2003) (80)
- The strategic female: gender-switching and player behavior in online games (2014) (77)
- Hot Dates and Fairy-Tale Romances: Studying Sexuality in Video Games (2013) (75)
- The handbook of internet studies (2011) (72)
- Digital Games Research: A Survey Study on an Emerging Field and Its Prevalent Debates (2015) (67)
- Performing the Looking-Glass Self: Avatar Appearance and Group Identity in Second Life (2011) (67)
- “3 Shot Dead in Courthouse”: Examining News Coverage of Domestic Violence and Mail-order Brides (1998) (51)
- Using your friends: social mechanics in social games (2011) (49)
- Fono, David, and Raynes-Goldie, Kate. . Hyperfriends and Beyond: Friendship and Social Norms on LiveJournal. (2006) (49)
- Hardcore casual: game culture Return(s) to Ravenhearst (2009) (47)
- Good Clean Fun? A Content Analysis of Profanity in Video Games and Its Prevalence across Game Systems and Ratings (2009) (40)
- Console video games and global corporations: Creating a hybrid culture (2006) (39)
- When paratexts become texts: de-centering the game-as-text (2017) (36)
- Cyber-Slaying Media Fans: Code, Digital Poaching, and Corporate Control of the Internet (2003) (36)
- COVID-19 and intestinal inflammation: Role of fecal calprotectin (2020) (35)
- Women and Everyday Uses of the Internet: Agency and Identity (2002) (35)
- Who are sports gamers? A large scale study of sports video game players (2013) (34)
- The Handbook of Internet Studies: Consalvo/The Handbook of Internet Studies (2011) (31)
- Playing along and Playing for on Twitch: Livestreaming from Tandem Play to Performance (2017) (31)
- Real Games: What's Legitimate and What's Not in Contemporary Videogames (2019) (28)
- Women & everyday uses of the Internet : agency & identity (2002) (27)
- Introduction: What is “Internet Studies”? (2011) (26)
- Achievements, Motivations and Rewards in Faunasphere (2011) (26)
- Hegemony, Domestic Violence, and Cops: A Critique of Concordance (1998) (24)
- Playing a Better Me: How Players Rehearse Their Ethos via Moral Choices (2019) (24)
- Families and social network games (2014) (23)
- Atari to Zelda: Japan's Videogames in Global Contexts (2016) (23)
- Digital pitchforks and virtual torches: Fan responses to the Mass Effect news debacle (2011) (23)
- Player one, playing with others virtually: what’s next in game and player studies (2017) (21)
- Gaining Advantage: How Videogame Players Define and Negotiate Cheating (2005) (21)
- Welcome to the discourse of the real: Constituting the boundaries of games and players (2013) (20)
- Players and Their Pets: Gaming Communities from Beta to Sunset (2015) (17)
- Proceedings of the 15th International Conference on the Foundations of Digital Games (2012) (17)
- Borg Babes, Drones, and The Collective: Reading Gender and the Body in Star Trek (2004) (17)
- Convergence and Globalization in the Japanese Videogame Industry (2009) (15)
- Cash Cows Hit the Web: Gender and Communications Technology (1997) (14)
- Internet research annual (2005) (13)
- Toxic Gamer Culture, Corporate Regulation, and Standards of Behavior among Players of Online Games (2015) (13)
- Lag, Language, and Lingo: Theorizing Noise in Online Game Spaces (2008) (13)
- Cheating in social network games (2015) (12)
- The Sexi(e)st of All: Avatars, Gender, and Online Games (2009) (12)
- Cheating can be good for you: educational games and multiple play styles (2005) (12)
- Kaceytron and Transgressive Play on Twitch.tv (2019) (11)
- It's no videogame: news commentary and the second gulf war (2003) (11)
- Laboring Artists: Art Streaming on the Videogame Platform Twitch (2020) (11)
- Where’s My Montage? The Performance of Hard Work and Its Reward in Film, Television, and MMOGs (2010) (10)
- Players and Their Pets (2015) (10)
- Exergaming in Youth and Young Adults: A Narrative Overview. (2020) (10)
- MOOs to MMOs: The Internet and Virtual Worlds (2011) (10)
- Communicating age in Second Life: The contributions of textual and visual factors (2015) (10)
- Tandem Play: Theorizing Sociality in Single-Player Gameplay (2018) (10)
- Performing Game Development Live on Twitch (2019) (10)
- The Dreamcast, Console of the Avant-Garde (2012) (9)
- Factors Associated with Sustained Exergaming: Longitudinal Investigation (2019) (9)
- Visiting the Floating World: Tracing a Cultural History of Games Through Japan and America (2007) (8)
- Internet Research: For and Against (2016) (8)
- Introducing the Issues: An Interview with Eileen Meehan (1999) (6)
- Gender and New Media (2006) (6)
- Games Are Social/Media(ted)/Technology Too . . . (2015) (6)
- Game platforms and the evolution of cheating practices: An exploratory study (2015) (5)
- Women, Sports, and Videogames (2013) (4)
- State of play: Video games and moral engagement (2019) (4)
- Development and Validation of the Reasons to Exergame (RTEX) Scale in Young Adults: Exploratory Factors Analysis (2020) (4)
- Quick Takes on Ethics and Games Voices from Industry and Academia (2011) (4)
- What Happens at the End of the World? An MMOG’s Closure and Player Responses (2012) (4)
- Culture and virtual worlds: The not-quite-new experiences we study (2009) (3)
- All in a day's work: Working-class heroes as videogame protagonists (2021) (3)
- “The future of media studies is game studies” (2022) (3)
- A Localization Shop’s Tale: Bringing an Independent Japanese Role-playing Game to North America (2012) (3)
- Persistence meets performance: phoenix wright, ace attorney (2009) (3)
- PARTICIPATORY QUITTING: QUITTING TEXTS AND WORLD OF WARCRAFT PLAYER CULTURE (2007) (3)
- PAYING TO PLAY: THE EVOLVING STRUCTURE OF GAME PRICING AND INDUSTRY LEGITIMACY (2016) (2)
- Games Aren't Special (2019) (2)
- Streaming into the Void: An Analysis of Microstreaming Trends and Behaviors Utilizing a Demand Framework (2021) (2)
- Cheating, Social Network Games and the Role of Platforms (2014) (2)
- Frequency and factors associated with sustained exergaming in adolescents (Preprint) (2019) (2)
- The Future of Game Studies (2012) (2)
- 'If you are feeling bold, ask for $3': Value Crafting and Indie Game Developers (2018) (2)
- THE VIRTUAL CENSUS 2.0: A CONTINUED INVESTIGATION ON THE REPRESENTATIONS OF GENDER, RACE AND AGE IN VIDEOGAMES (2020) (2)
- Reading Ren’Py: Game Engine Affordances and Design Possibilities (2020) (1)
- On the Creation of Standards for Interaction Between Robots and Virtual Worlds (2009) (1)
- Game Development Live on Twitch : Observations of Practice and Educational Synergies (2021) (1)
- Teaching Students How to Make Games for Research-Creation/Meaningful Impact: (Is Hard) (2020) (1)
- Reproducing the machine (2009) (1)
- Finding sociality in single player games: A case study of tandem play amongst friends and couples (2018) (1)
- Dwarf acts like a lady: The importance of gender roles in understanding gender switching and player behavior (2013) (1)
- Reinvention Through Amnesia (2009) (1)
- 3 What Is (Artificial) Intelligence (2018) (1)
- 2 Reclaiming Fun: What If We Consider Fun as the Anchor of an Aesthetics of Play? (2019) (1)
- A Different Kind of World (2015) (1)
- Unintended Travel: ROM Hackers and Fan Translations of Japanese Video Games (2013) (1)
- Development and Validation of the Reasons to Exergame (RTEX) Scale in Young Adults: Exploratory Factors Analysis (Preprint) (2019) (0)
- The End of the World (2015) (0)
- Editor's Introduction (1999) (0)
- Saying Goodbye to Rock Garden (2015) (0)
- Introduction to Games and Gaming Minitrack (2017) (0)
- In the Beginning of AI, There Were Games (2019) (0)
- Online Games and Cheating (2015) (0)
- Internet Research: Questioning Ubiquity (2005) (0)
- Why Am I So Heartbroken (2015) (0)
- 1 Facebook Games Were Evil (2019) (0)
- COMMENTARYAND CRITICISM INTRODUCTION Digital games and gender (2007) (0)
- 7 Automating Creativity (2018) (0)
- Background Checks: Disentangling Class, Race, and Gender in CRPG Character Creators (2023) (0)
- CMS.100 Introduction to Media Studies, Fall 2010 (2010) (0)
- Internet Research Annual: Volume Three (2005) (0)
- Hack, Slash & Backstab: A Post-Mortem of University Game Development at Scale (2021) (0)
- Those Were the Days (2015) (0)
- Shifting Platforms and Troubled Ground (2015) (0)
- Dubbing the Noise (2013) (0)
- Getting through a Tough Day (Again) What Possum Springs Says about Mental Health and Social Class • (2021) (0)
- Introduction to the Minitrack on Games and Gaming (2018) (0)
- Editor's Introduction (1999) (0)
- Why we need feminist game studies (2019) (0)
- Game Development Live on Twitch: (0)
- Expressive Elements of Lifelike Machines (2023) (0)
- 5 Growing a Mind and Learning to Play (2018) (0)
- The governance of toxic gamer culture: League of Legends’ Tribunal system, corporate responsibility and exploitative labor (2014) (0)
- Moral choice in Japanese and western games (2014) (0)
- PLEASURE+GENDER+PLAY (2021) (0)
- Thanks to Reviewers (2009) (0)
- Methodological Considerations in the Study of Tandem Play (2017) (0)
- Fame! I wanna stream forever! Analysis and Critique of Successful Streamers' Advice to the Next Generation (2023) (0)
- STREAMING SMALL SHARED SPACES: EXPLORING THE CONNECTEDNESS OF THE PHYSICAL SPACES OF MICROSTREAMERS AND THEIR AUDIENCE (2021) (0)
- 19 Videogame Content (2012) (0)
- Editor's Introduction (1999) (0)
- games The virtual census: representations of gender, race and age in video (2010) (0)
- Acknowledgment Of Reviewers, Volume 4 (2006) (0)
- Do You Need to Be Intelligent to Play Games? (2019) (0)
- Introducing the Caretakers (2015) (0)
- Bots, peer review, or community managers? Governing online gaming communities at the intersection of player and company interests (2014) (0)
- 6 Electric Kool—Aid Playground: What Happens When an Art Museum Plays with Beauty? (2019) (0)
- To Cheat or Not to Cheat? Practices, Purposes, and Politics of Cheating in Online Games (2007) (0)
- 4 Do Video Games Have Artificial Intelligence (2018) (0)
- Cheating , Social Network Games & The Role of Platforms (2013) (0)
- Shared Spaces as Authenticity: Exploring the Connectedness of the Physical Environments of Microstreamers and their Audience (2022) (0)
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