
_Recent Publications
Choi, S., Williams, D. & Kim, H. (2021, in press). A Snap of Your True Self: How Self-Presentation and Temporal Affordance Influence Self-Concept on Social Media. New Media & Society. | |
Hong, J., Choi, S., & Williams, D. (2020, in press). Sexist AI: An Experiment Integrating CASA and ELM. International Journal of Human-Computer Interaction. | |
Ratan, R., Shen, C., Williams, D., (2020, in press). Men Do Not Rule the World of Tanks: Negating the Gender-Performance Gap in a Spatial-Action Game by Controlling for Time Played. American Behavioral Scientist. | |
Shen, C., Wolff, G., Ratan, R., Kim, T. & Williams, D. (2020, in press) Viral Vitriol: Predictors and Contagion of Online Toxicity in World of Tanks. Computers in Human Behavior. | |
Hong, J., Peng, Q. & Williams, D. (2020, in press). Are you ready for Artificial Mozart and Skrillex?: An Experiment Testing Expectancy Violation Theory and AI Music. New Media and Society. | |
Hong. J. & Williams, D. (2019). Racism, Responsibility and Autonomy in HCI: Testing Perceptions of an AI Agent. Computers in Human Behavior. |

_Recent Press
- WIRED (December 9, 2020) Toxicity in Gaming is Dangerous
- LA Times (June 23, 2020) You could use a hug. Here are some safe options
- TechCrunch (June 21, 2020) Confronting racial bias in video games
- Barron’s (May 13, 2020). In Pandemic Times, All The Gaming World’s A (Concert) Stage
- Washington Post (April 9, 2020). World of Warcraft experienced a pandemic in 2005. That experience may help coronavirus researchers.
- NPR (March 30, 2020). Video games attract millions of players as the world “shelters in place”
- USC Annenberg News (March 27, 2020). USC students turn to video games during quarantine to connect and de-stress
- Newsweek (May 30, 2019). WHO’s Classification of Gaming Addiction as a Mental Health Disorder Could Do More Harm Than Good, Expert Says

_Consulting
I provide consulting services to firms seeking to manage their data and gain insights about their customer’s behavior, including satisfaction, interactions, subscriptions and microtransactions.
Most of this work is with video game developers managing game populations and seeking to improve the player experience, but the models are widely applicable and adaptable.