_Recent Publications

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
Li, Y., Bartley, N., Sun, J. & Williams, D (2022). The Larger, the Fitter, the Better: Clans’ Evolution, Social Capital and Effectiveness. Internet Research.PDF
Kim, S., Huang-Isherwood, K, Zheng, W. & Williams, D. (2022) The art of being together: How group play can increase reciprocity, social capital, and social status in a multiplayer online game. Computers in Human Behavior. PDF
Jonckheere, N., Persaud, C., Liu, C & Williams, D. (2022) Playing with History.   Convergence. PDF
Morstatter, F., Kim, D,Jonckheere, N., Liu, C., Seth, M. & Williams, D. (2021). I’ll Play on My Other Account: The Network and Behavioral Differences of Sybils. In CHI PLAY ’21: ACM SIG CHI.PDF
Liu, M., Choi, S., Kim, D. & Williams, D. (2021). Connecting in-game performance, need satisfaction, and psychological well-being: A comparison of older and younger players in World of Tanks. New Media & Society.PDF


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.

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.

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