Faculty bio | Research website | X / Twitter
Maxwell Foxman is an academic expert in gamification, play and immersive media. His research focuses on the use of games, game production and play in non-game contexts, including journalism, politics and social media. His most recent work focuses on early adopters of Virtual Reality (VR), Augmented Reality (AR) and other immersive headsets, for which he scrutinized the tools, general practices and media coverage related to the technology. Foxman also studies the mainstreaming and culture of games journalism.
Recent Media:
Fame as we knew it has been obliterated (Polygon, Oct. 19, 2023)
It’s OK to spend hundreds of hours playing ‘The Legend of Zelda: Tears of the Kingdom.’ Here’s why. (USA Today, May 12, 2023)
On Elon Musk’s Twitter, gaming offers a glimpse of a chaotic future (The Washington Post, Nov. 11, 2022)
Maxwell Foxman Examines "The Elephant in the Zoom" (Oregon Quarterly, winter 2021)
Virtual reality could help put the empathy back in pandemic life (Around the O, May 13, 2021)
Curious: The Effects Of Video Games Becoming Collegiate Sports (Jefferson Public Radio, Feb. 5, 2021)
‘Pirate libraries’ find a market among students seeking to avoid high textbook prices (The Chronicle of Higher Education, Oct. 13, 2019)
Meet the Faculty: Maxwell Foxman, assistant professor of media studies with a focus on game studies (University of Oregon, Sept. 2018)
Walking in another’s virtual shoes: Do 360-degree video news stories generate empathy in viewers? (Columbia Journalism Review, March 15, 2018)
Pushed beyond breaking: US newsrooms use mobile alerts to define their brand (Columbia Journalism Review, Nov. 29, 2017)
It’s not about quizzes and listicles — it’s about experimentation (Gigaom, Feb. 19, 2015)