Some research publications from G.A.M.E.R. Lab staff members include ( This e-mail address is being protected from spambots. You need JavaScript enabled to view it )


  • Limperos, A., Waddell, T. F., Holz Ivory, A., & Ivory, J. D. (In Press). Psychological and physiological reponses to stereoscopic 3D presentation in handheld digital gaming: Comparing the experiences of frequent and infrequent game players. Presence: Teleoperators and Virtual Environments.
  • Fesenmaier, M., A., Kaloumeh, L., Zhuang, Y., & Ivory, J. D. (In Press). Revolutionary medium? Portrayals of social media in American and Egyptian newspapers’ coverage of the 2011 Egyptian revolution. Newspaper Research Journal.
  • Kneer, J., Rieger, D., Ivory, J. D., & Ferguson, C. J. (Forthcoming). Awareness of risk factors for digital game addiction: Interviewing players and counselors. International Journal of Mental Health and Addiction.
  • Holz Ivory, A., Fox, J., Waddell, T. F., & Ivory, J. D. (2014). Sex role stereotyping is hard to kill: A field experiment measuring social responses to user characteristics and behavior in an online multiplayer game. Computers in Human Behavior, 35, 148-156. doi: 10.1016/j.chb.2014.02.026
  • Elson, M., Breuer, J., Ivory, J. D., & Quandt, T. (2014). More than stories with buttons: Narrative, Mechanics, and Context as determinants of player experience in digiyal games. Journal of Communication, 64, 521-542. doi:10.1111/jcom.12096
  • Waddell, T. F., Ivory, J. D., Conde, R., Long, C., & McDonnell, R. (2014). White man’s virtual world: A systematic content analysis of gender and race in massively multiplayer online games. Journal of Virtual Worlds Research, 7(2), 1-14. Available:
    Sokolik, K., Magee, R. G., & Ivory, J. D. (2014). Red-hot and ice-cold web ads: The influence of web ads’ warm and cool colors on click-through rates. Journal of Interactive Advertising, 14, 31-37. doi:10.1080/15252019.2014.907757
  • Patel, H., Bayliss, L. C., Ivory, J. D., Woodard, K., McCarthy, A., & MacDorman, K. F. (2014). Receptive to bad reception: Jerky motion can make persuasive messages more effective. Computers in Human Behavior, 32, 32-39. doi:10.1016/j.chb.2013.11.012 (Sample PDF Pre-Publication Copy)


  • Ferguson, C. J., Ivory, J. D., & Beaver, K. M. (2013). Genetic, maternal, school, intelligence and media use predictors of adult criminality: A longitudinal test of the catalyst model in adolescence through early adulthood. Journal of Aggression, Maltreatment and Trauma, 5, 447-460. doi:10.1080/10926771.2013.785457 (External Link to Sample PDF Copy)
  • Ivory, J. D., & Waddell, T. F. (2013). Among a sea of influences that can increase aggression, video game violence doesn’t rise to the surface. In J. Greenberg & C. Elliot (Eds.), Communication in question (2nd ed.) (pp.96-103). Toronto: Nelson. (Buy the Book from Nelson)
  • Ivory, J. D. (2013). Video games as a multifaceted medium: A review of quantitative social science research on video games and a typology of video game research approaches. Review of Communication Research, 1(1), 31-68. Available: (Download PDF from the Open-Access Journal Site)
  • Limperos, A. M., Downs, E., Ivory, J. D., & Bowman, N. D. (2013). Leveling up: A review of emerging trends and suggestions for the next generation of communication research investigating video games’ effects. Communication Yearbook, 37, 348-377. (Buy the Yearkbook Volume from Routledge or Amazon)
  • Holz Ivory, A., & Ivory, J. D. (2013). Food and beverage advergames are playing with children’s health. In C. Pardun (Ed.), Advertising and society: An introduction (2nd ed.) (pp. 210-218). Mahwah, NJ: Wiley-Blackwell. (Buy the Book from Wiley or Amazon)


  • Ferguson, C. J., & Ivory, J. D. (2012). A futile game: On the prevalence and possible causes of the misguided speculation about the role of violent video games as a substantial independent causal factor in mass school shootings In G. W. Muschert & J. Sumiala (Eds.), School shootings:  Mediatized violence in a global age (pp. 47-67). Bingley, UK: Emerald. (Buy the Book from Emerald or Amazon) External link to Sample PDF Copy
  • Spack, J. A., Board, V. E., Crighton, L. M., Kostka, P. M., & Ivory, J. D. (2012). It’s easy being green: The effects of argument and imagery on consumer responses to green product packaging. Environmental Communication: A Journal of Nature and Culture, 6, 442-458. doi:10.1080/17524032.2012.706231
  • Morin, D. T., Ivory, J. D., & Tubbs, M. (2012). Celebrity and politics: Effects of endorser credibility and sex on voter attitudes, perceptions, and behaviors. The Social Science Journal, 49, 413-420. doi:10.1016/j.soscij.2012.09.011
  • Ivory, J. D. (2012). Virtual lives: A reference handbook. Santa Barbara, CA: ABC-CLIO. (Buy the Book from ABC-CLIO or Amazon)


  • Kalyanaraman, S., Penn, D. L., Ivory, J. D., & Judge, A. (2010). The virtual doppelganger: Effects of a virtual reality simulator on perceptions of schizophrenia. Journal of Nervous and Mental Disease, 198, 437-443. doi:10.1097/NMD.0b013e3181e07d66
  • Kalyanaraman, S., & Ivory, J. D. (2009). Enhanced information scent, selective discounting, or consummate breakdown: The psychological effects of Web-based search results. Media Psychology, 12, 295-319. doi:10.1080/15213260903052232
  • Ivory, J. D., Williams, D., Martins, N., & Consalvo, M. (2009). Good clean fun? A content analysis of profanity in video games and its prevalence across game systems and ratings. CyberPsychology and Behavior, 12, 457-460. doi:10.1089/cpb.2008.0337 (Sample PDF Copy)
  • Williams, D., Martins, N., Consalvo, M., & Ivory, J. D. (2009). The virtual census: Representations of gender, race, and age in video games. New Media and Society, 11, 815-834. doi:10.1177/1461444809105354 (Sample PDF Copy)
  • Ivory, J. D., & Magee, R. G. (2009). You can't take it with you? Effects of handheld portable media consoles on physiological and psychological responses to video game and movie content. CyberPsychology and Behavior, 12, 291-297. doi:10.1089/cpb.2008.0279
  • Ivory, J. D., & Kalyanaraman, S. (2009). Video games make people violent – Well, maybe not that game: Effects of content and person abstraction on perceptions of violent video games’ effects and support of censorship. Communication Reports, 22, 1-12. doi:10.1080/08934210902798536 (Sample PDF Copy)
  • Ivory, J. D. (2009). Technological developments and transitions in virtual worlds. In D. Heider (Ed.), Living virtually: Researching new worlds (pp. 11-22). New York: Peter Lang. (Sample PDF Copy) (Buy the book in hardcover or paperback from Amazon)
  • Ivory, J. D. (2008). The games, they are a changin’: Technological advancements in video games and implications for effects on youth. In P. Jamieson & D. Romer (Eds.), The changing portrayal of adolescents in the media since 1950 (pp. 347-376). New York: Oxford University Press. (Sample PDF Copy) (Buy the Book from Oxford or Amazon)
  • Ivory, J. D., & Kalyanaraman, S. (2007). The effects of technological advancement and violent content in video games on players' feelings of presence, involvement, physiological arousal, and aggression. Journal of Communication, 57, 532-555. doi:10.1111/j.1460-2466.2007.00356.x
    (Unofficial Author PDF Copy) (Online distribution of official copy prohibited by publisher: see journal site or email for a manuscript copy--the definitive version of this article is available at
  • Ivory, J. D. (2006). Still a man's game: Gender representation in online reviews of video games. Mass Communication and Society, 9, 103-114. doi:10.1207/s15327825mcs0901_6 (Sample PDF Copy)

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