_Recent Publications

Bisberg, A., Shaikh, S., Zeng, Y., Morstatter, F., Chen, E., Ferrara, E. & Williams, D. (2025). Communication Patterns Predict Team Skill in Multiplayer Online Games. ACM (CSCW 2025)PDF
Choi, S., Liu, M. & Williams, D. (2025). Understanding Social Interaction and Relationships in and through Online Video Games. Oxford Research Encyclopedia of Communication.PDF
Harrison, A, Jones, S., Consalvo, M. & Williams, D. (2025). The Virtual Census 2.0: A Continued Investigation on the Representations of Gender, Race and Age in Videogames. New Media & Society.PDF
Yang, A. & Williams, D. (2025). Striking while the iron is hot: Exploring the impact of issue ownership and issue salience on donations to political organizations in the 2020 US Presidential Election. International Journal of Press/Politics.PDF
Liu, M., Tang, J. & Williams, D. (2025). Sympathy for the Devil: Serial Mediation Models for Toxicity, Community and Retention. Media and Communication.
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Liu, M., Sun, Q. & Williams, D. (2024). With great power comes great accountability: Network positions, victimization, perpetration, and victim-perpetrator overlap in an online multiplayer game. New Media & Society.PDF
Yang, A. & Williams, D. (2024). Quantified Networked Influence: How Much do Disinformation Spreaders’ Networks Drive Their Public Engagement? Social Media + Society.PDF
Williams, D., Liu, M., Choi, S., Bowman, N. & Shaikh, S. (2024). Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-19. Games and Culture.PDF
Williams, D., Choi, S., Sparks, P. & Hong, J (2023). The Value of Time Together: Mentors, Proteges and a Longitudinal Online Test. Internet Research.PDF
Williams, D., Khan, E., Pathak, N. & Srivastava, J. (2022). Social Value: A Computational Model for Measuring Influence on Purchases and Actions for Individuals and Systems. Journal of Advertising.PDF

_Prospective Students

Am I taking students? Generally, yes, but the supply and demand at play stops me from being overtly encouraging. Each year I get about 30-40 inquiries for maybe one spot (it varies year to year). Most students come interested in game-based research, but of late I have been focusing more on the Social Value work, sometimes using game data but sometimes using data from retail, ecommerce and even charitable donations. The best fits are usually students with strong quant skills, though I would also welcome qualitative students who share my goals and can complement the quant work with deeper insights and methods.

Here is my general advice for anyone seeking a PhD, with me or elsewhere.

_Consulting

I provide consulting services to firms seeking to manage their data and gain insights into their customer’s behavior, including satisfaction, interactions, subscriptions and microtransactions. I specialize in understanding consumer-to-consumer influence.

Most of this work is with video game developers managing game populations and seeking to improve the player experience, but I also work with ecommerce, retail, donation, and streaming services.

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