Dmitri Williams

ORCID: 0000-0001-7995-4429
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About
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Research Areas
  • Digital Games and Media
  • Impact of Technology on Adolescents
  • Social Media and Politics
  • Opinion Dynamics and Social Influence
  • Media Influence and Health
  • Digital Marketing and Social Media
  • Complex Network Analysis Techniques
  • Evolutionary Game Theory and Cooperation
  • Educational Games and Gamification
  • Cybercrime and Law Enforcement Studies
  • Crime, Illicit Activities, and Governance
  • Gambling Behavior and Treatments
  • Bullying, Victimization, and Aggression
  • Media, Gender, and Advertising
  • Ethics and Social Impacts of AI
  • Artificial Intelligence in Games
  • Crime Patterns and Interventions
  • Hate Speech and Cyberbullying Detection
  • Social Capital and Networks
  • Consumer Market Behavior and Pricing
  • Multimedia Communication and Technology
  • Psychological and Temporal Perspectives Research
  • Motivation and Self-Concept in Sports
  • Cinema and Media Studies
  • Team Dynamics and Performance

University of Southern California
2014-2025

University of Exeter
2024

Southern California University for Professional Studies
2009-2023

Northwestern University
2021

University of Pennsylvania
2014-2015

Annenberg Foundation
2011-2014

University of South Carolina
2014

University of Illinois Urbana-Champaign
2005-2007

BT Research
2004

University of Michigan
2002-2004

Scholars investigating the relationship between Internet and social capital have been stymied by a series of obstacles, some due to theoretical frameworks handed down unchanged from television research, lack an appropriate yardstick. For example, interactions that occur through are prima facie different those online. Given this basic functional difference, we cannot approach research in online era with same set assumptions measures. To address gap literature our measurement toolkits, article...

10.1111/j.1083-6101.2006.00029.x article EN Journal of Computer-Mediated Communication 2006-01-01

This article examines the form and function of massively multiplayer online games (MMOs) in terms social engagement. Combining conclusions from media effects research informed by communication literature with those ethnographic a sociocultural perspective on cognition learning, we present shared theoretical framework for understanding (a) extent to which such virtual worlds are structurally similar "third places" (Oldenburg, 1999) informal sociability, (b) their potential capital (Coleman,...

10.1111/j.1083-6101.2006.00300.x article EN Journal of Computer-Mediated Communication 2006-07-01

Online games have exploded in popularity, but for many researchers access to players has been difficult. The study reported here is the first collect a combination of survey and behavioral data with cooperation major virtual world operator. In current study, 7,000 massively multiplayer online game (MMO) EverQuest 2 were surveyed about their offline characteristics, motivations physical mental health. These self-report then combined on participants' actual in-game play behaviors, as collected...

10.1111/j.1083-6101.2008.00428.x article EN Journal of Computer-Mediated Communication 2008-07-01

A representative sample of players a popular massively multiplayer online game (World Warcraft) was interviewed to map out the social dynamics guilds. An initial survey and network mapping guilds helped form baseline. Next, resulting interview transcripts were reviewed explore player behaviors, attitudes, opinions; meanings they make; capital derive; networks develop typology In keeping with current Internet research findings, found use extend real-life relationships, meet new people,...

10.1177/1555412006292616 article EN Games and Culture 2006-09-12

A large-scale content analysis of characters in video games was employed to answer questions about their representations gender, race and age comparison the US population. The sample included 150 from a year across nine platforms, with results weighted according game sales. This innovation enabled be analyzed proportion that were actually played by public, thus allowed first statements able generalized popular games. show systematic over-representation males, white adults...

10.1177/1461444809105354 article EN New Media & Society 2009-07-21

Several hypotheses regarding the importance of gender and relationships were tested by combining a large survey dataset with unobtrusive behavioral data from 1 year play. Consistent expectations, males played for achievement-oriented reasons more aggressive, especially within romantic where both partners played. Female players in such had higher general happiness than their male counterparts. Contrary to stereotypes current hypotheses, it was female who most. also healthier or females...

10.1111/j.1460-2466.2009.01453.x article EN Journal of Communication 2009-12-01

Abstract Research on violent video games suggests that play leads to aggressive behavior. A longitudinal study of an online game with a control group tested for changes in cognitions and behaviors. The findings did not support the assertion will cause substantial increases real-world aggression. are presented discussed, along their implications research policy. Keywords: Video GamesAggressive BehaviorInternetOnline Game Notes Dmitri Williams is Assistant Professor Department Speech...

10.1080/03637750500111781 article EN Communication Monographs 2005-06-01

By unpacking different forms of Internet and massively multiplayer online game (MMO) use, the present study adopts a nuanced approach to examine connections between activities psychosocial well-being. It combined self-reported survey data with unobtrusive behavioral from server logs large virtual world, EverQuest II. Over 5,000 players were surveyed about how they use Internet, their specific in In-game communication networks also constructed analyzed.The results showed support for both time...

10.1177/0093650210377196 article EN Communication Research 2010-11-30

The first longitudinal, controlled experiment of a video game explored the presence cultivation effects due to play. Over course 1 month, participants in an online changed their perceptions real-world dangers. However, these dangers only corresponded events and situations found world, not other crimes. This targeted finding is at odds with broader spreading activation postulated by some researchers. results, implications for theory, study games are discussed.

10.1111/j.1460-2466.2006.00004.x article EN Journal of Communication 2006-03-01

This paper reports the results of a controlled field experiment in which voice communication was introduced into an existing online community (online gaming guilds within popular game ‘‘World Warcraft’’), comparing mix and text with only. Quantitative suggest increases liking trust due to addition voice, as well insulation from unexpected negative impacts text-only play. The findings are discussed respect social capital, cyberbalkanization, general computer-mediated literature, special...

10.1111/j.1468-2958.2007.00306.x article EN Human Communication Research 2007-09-19

Journal Article The Mapping Principle, and a Research Framework for Virtual Worlds Get access Dmitri Williams 1Annenberg School Communication, University of Southern California, Los Angeles, CA 90089, USA Search other works by this author on: Oxford Academic Google Scholar Communication Theory, Volume 20, Issue 4, November 2010, Pages 451–470, https://doi.org/10.1111/j.1468-2885.2010.01371.x Published: 01 October 2010

10.1111/j.1468-2885.2010.01371.x article EN Communication Theory 2010-10-01

This article proposes an empirical test of whether aggregate economic behavior maps from the real to virtual. Transaction data a large commercial virtual world — first such set provided outside researchers is used calculate metrics for production, consumption and money supply based on real-world definitions. Movements in these over time were examined consistency with common theories macroeconomic change. The results indicated that follows patterns. Moreover, natural experiment occurred, new...

10.1177/1461444809105346 article EN New Media & Society 2009-07-21

A two-part quantitative and qualitative study of role players within a virtual game world examined their prevalence, practices, identity formation. Drawing on unobtrusive behavioral data captured by the game, combined with large survey traditional ethnographic methods, found that both negotiate use time online as moratorium for offline lives. Descriptive results showed are relatively small, but psychologically burdened subgroup. When from theoretical perspectives Goffman’s Self-Presentation...

10.1177/1555412010364983 article EN Games and Culture 2010-05-07

Although video gaming is becoming a more widespread activity beyond its historically core demographic of young males, participation in competitive remains largely male dominated. Addressing this issue, research examines the experience female players one world’s most popular games, League Legends. Two studies—one qualitative (with 15 participants) and other quantitative 16,821 participants)—confirm that although accrue skill at same rate as there dearth community. Moreover, those females who...

10.1177/1555412014567228 article EN Games and Culture 2015-01-19

A 1-month panel study of an immersive online video game investigated its social and civic impact. The data revealed mixed effects: Although the led to improved global outlook some community improvements, kinds existing friendships eroded most players became more insular. Family interactions were unaffected. News media use was unaffected, but entertainment displaced. decline in face-to-face detected described as "cocooning." results are discussed, along with their implications for theory both...

10.1207/s15506878jobem5004_5 article EN Journal of Broadcasting & Electronic Media 2006-12-01

Abstract The video game industry has continued to grow dramatically over the past decade, cutting into mainstream media in participation and revenues as it becomes part of culture. Following industrial organization model, this paper conceptualizes systematically analyzes five vertical stages key market segments consoles, handheld PC‐based games. Genre‐based measures content show that different platforms have varying levels product diversity, driven by differing risk rewards. Comparisons...

10.1080/14241270209389979 article EN The International Journal on Media Management 2002-01-01

Previous research has suggested that exposure to political advertising is generally informative and may even reduce information gaps between the most least aware in society, but does not produce large shifts candidate preference. Drawing on extant models of opinion change, we predicted informational benefits ads would vary by level awareness, such experience largest gains, especially when they are asked make inferences about issues explicitly discussed ad. Further, use advertisements as a...

10.1111/j.1460-2466.2004.tb02632.x article EN Journal of Communication 2004-06-01

Hypotheses and research questions about the Internet displacing social capital, atomizing users, creating loneliness, new forms of community were addressed through an original survey users. A key innovation this is that it collects parallel measures capital for online offline contexts, which can then be compared. The results show while use does suggest a effect, also source new, qualitatively different capital. However, there no connection between atomization (or out-group antagonism),...

10.1089/cpb.2006.9939 article EN CyberPsychology & Behavior 2007-06-01

Using Cognitive Dissonance and Balance Theory, this study investigates factors that predict how why MMO players inaccurately report their game playing time. It was hypothesized belonging to categories other than the stereotypical player (e.g. younger, less educated, male) would be likely underreport also those who held positive attitudes toward more Comparing people's self-reported weekly usage of an MMO, EverQuest II, with actual average game, data showed age, education, lack enjoyment...

10.1111/jcc4.12056 article EN Journal of Computer-Mediated Communication 2014-01-16

This study employs an experiment to test assessments of music composed by artificial intelligence. We examined the influence (a) met or unmet expectations about intelligence (AI)-composed music, (b) whether is better worse than expected, and (c) genre evaluation using a 2 (expectancy violation vs confirmation) × (positive negative evaluation) (electronic dance classical) design. The relationship between belief creative AI was also analyzed. Participants ( n = 299) in online survey listened...

10.1177/1461444820925798 article EN New Media & Society 2020-05-18
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