• Liu, M, Tang, J.. & Williams, D. (2025) Sympathy for the Devil: Serial Mediation Models for Toxicity, Community and Retention. Media and Communication.. [PDF]
  • 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]
  • 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]
  • Wang, Z., Zhu, J., Xu, Y., Kim, D. & Williams, D. (2022). Cross-Platform Information Flow and Multilingual Text Analysis: A Comparative Study of Weibo and Twitter Through Deep Learning. Computational Communication. [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]
  • Huang-Isherwood, K., Kim, S., Williams, D & Bisberg, A. (2022). Women Hold Up Half of the Sky: Examining the Motivations, the Behaviors, and the Social Capital in a Multiplayer Game Popular Among Female Players. Revista Internacional de Sociologia. [PDF, English] [PDF, Spanish]
  • Li, Y., Bartley, N., Sun, J., & Williams, D. (2022). The Larger, the Fitter, the Better: Clans’ Evolution, Social Capital, and Effectiveness. Internet Research. [PDF]
  • Jonckheere, N., Persaud, C. Liu, C. & Williams, D. (2022) Playing With History. Computers in Human Behavior. [PDF]
  • Kim, S., Huang-Isherwood, M., 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]
  • Nguyen, H., Sun., Q. & Williams, D. (2021) How Do We Make the Virtual World a Better Place? Social Discrimination in Online Gaming, Sense of Community, and Well-being. Telematics and Informatics. [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]
  • 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]
  • Hong, J., Cruz, I., & Williams, D. (2021). AI, You Can Drive My Car: How We Evaluate Human Drivers vs. Self-Driving Cars. Computers in Human Behavior. [PDF]
  • Sun, J., Li, Y., & Williams, D. (2021, in press). Let’s Bail! The Evolution of Individual-Group Affiliation in an Online Gaming Community. Computers in Human Behavior. [PDF]
  • Choi, S., Kim, D. & Williams, D. (2020). A Snap of Your True Self: How Self-Presentation and Temporal Affordance Influence Self-Concept on Social Media. New Media & Society. New Media & Society. [PDF]
  • Hong, J., Choi, S., & Williams, D. (2020). Sexist AI: An Experiment Integrating CASA and ELM. International Journal of Human-Computer Interaction. [PDF]
  • Ratan, R., Shen, C., & Williams, D. (2020). 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. [PDF]
  • Shen, C., Wolff, G., Ratan, R., Kim, T. & Williams, D. (2020) Viral Vitriol: Predictors and Contagion of Online Toxicity in World of Tanks. Computers in Human Behavior. [PDF]
  • Hong, J., Peng, Q. & Williams, D. (2020). Are you ready for Artificial Mozart and Skrillex?: An Experiment Testing Expectancy Violation Theory and AI Music. New Media and Society. [PDF]
  • Hong. J. & Williams, D. (2019). Racism, Responsibility and Autonomy in HCI: Testing Perceptions of an AI Agent. Computers in Human Behavior. [PDF]
  • Ratan, R., Fordham, J. Leith, A. & Williams, D. (2019). Women Keep it Real: Avatar Gender Choice in League of Legends. CyberPsychology and Behavior. [PDF]
  • Williams, D. & Kim, D. (2019). Third Places in the Ether Around Us: Layers on the Real World. In Dolley, J. & Bosman, C. Rethinking Third Places: Informal Public Spaces and Community Building. [PDF] (proof)
  • Williams, D. (2018). For better or worse: Game structure and mechanics driving social interactions and isolation. In Ferguson, C. Video Game Influences on Aggression, Cognition, and Attention. [PDF]
  • Kahn, A. & Williams, D. (2016). We’re all in this (game) together: Transactive Memory Systems, Social Presence, and Team Structure in Multiplayer Online Battle Arenas. Communication Research, p. 1-31. [PDF]
  • Stokes, B. & Williams, D. (2015). Gamers Who Protest: Small-Group Play and Social Resources for Civic Action. Games and Culture. [PDF]
  • Meng, J., Shen, C., & Williams, D. (2015, in press). Channels Matter: Multimodal Connectedness, Types of Co-Players and Social Capital for Multiplayer Online Battle Arena Gamers. Computers in Human Behavior. ( in press )
  • Kahn, A. S., Shen, C., Lu, L., Ratan, R. A., Coary, S., Hou, J., Meng, J., Osborn, J. C., Williams, D. (2015). The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations. Computers in Human Behavior, 49, 354-361. [PDF]
  • Ratan, R., Taylor, N., Hogan, J., Kennedy, T. & Williams, D. (2015). Stand by your Man: An Examination of Gender Disparity in League of Legends. Games & Culture, 10(5). [ Via GDrive ]
  • Lu, L., Shen, C., & Williams, D. (2014). Friending your way up the ladder: Connecting massive multiplayer online game behaviors with offline leadership. Computers in Human Behavior, 35(0), 54-60. [PDF]
  • Kahn, A., Ratan, R. & Williams, D. (2014) Why We Distort in Self-Report: Predictors of Self-Report Errors in Video Game Play. Journal of Computer Mediated Communication, 19 (4). [Available online]
  • Lehdonvirta, V., Ratan, R., Kennedy, K., & Williams, D. (2014). Pink and Blue Pixel$:  Gender and Economic Disparity in Two Massive Online Games. The Information Society. 30(4), 243-255. [PDF]
  • Williams, D. & Kahn, A. (2013). Games, Online and Off. In Dutton, W. (Ed.) The Oxford Handbook of Internet Studies. Oxford: Oxford University Press. [PDF]
  • Shen, C., Monge, P. & Williams, D. (2013). The Evolution of Social Ties Online: A Longitudinal study of a massively multiplayer online game. Journal of the American Society for Information Science and Technology (JASIST). [PDF]
  • Shen, C., Monge, P. & Wiliams, D. (2012) Virtual Brokerage and Closure:Network Structure and Social Capital in a Massively Multiplayer Online Game. Communication Research. [PDF]
  • Williams, D., S. Poole, N. Contractor & J. Srivastava (2012). The Virtual World Exploratorium. Communication Methods and Measures. [PDF]
  • Wang, J. Huffaker,  D.A., Treem, J.W., Fullerton, L., Ahmad, M.A., Williams, D., Poole, M.S., Contractor, N. (2011). Focused on the Prize: Characteristics of Experts in Massive Multiplayer Online Games.  First Monday, 16(8).  [Available online]
  • Shen, C., Monge, P. & Williams, Dmitri (2011) The Evolving Virtual Relationships: A Longitudinal Analysis of Player Social Networks in a Large MMOG. [Available online]
  • Keegan, B., M. Ahmad, J. Srivastava, D. Williams, N. Contractor (2011). Dark Gold: Statistical Properties of Clandestine Networks in Massively Multiplayer Online Games. International Journal of Social Computing and Cyber-Physical Systems. [PDF]
  • Borbora, Z., Hsu,  K., Srivastava, J. &  Williams, D.  (2011) Churn Prediction in MMORPGs using player motivation theories and ensemble approach. Proceedings of SocialCom-11. Boston (MIT), Oct. 9-11. [PDF]
  • Ahmad, M., Keegan, B., Sullivan, S., Williams, D., Srivastava, J. & Contractor, N. (2011) Illicit Bits: Detecting and Analyzing Contraband Networks in Massively Multiplayer Online Games. Proceedings of SocialCom-11. Boston (MIT), Oct. 9-11 [PDF]
  • Keegan, B., Ahmad, M., Williams, D., Srivastava, J., Contractor, N. (2011)  Sic Transit Gloria Mundi Virtuali? Promise and Peril at the Intersection of Computational Social Science and Online Clandestine Organizations. Proceedings of ACM WebScience 2011. Koblenz, Germany. June 14-17. [PDF]
  • Ahmad, M., Keegan, B., Williams, D., Srivastava, J., Contractor, N. (2011) Trust Amongst Rogues? A Hypergraph Approach for Comparing Clandestine Trust Networks in MMOGs. Proceedings of Fifth International AAAI Conference on Weblogs and Social Media (ICWSM 2011). [PDF]
  • Keegan, B., Ahmad, M., Williams, D., Srivastava, J., Contractor, N. (2011)  What Can Gold Farmers Teach Us About Criminal Networks?  ACM Crossroads (17) 3, p. 11-15. [PDF]
  • Ahmad, M., Borbora, Z., Shen, C., Srivastava, J. & Wiliams, D. (2011) Guilds Play in MMOs: Rethinking Common Group Dynamics Models. Prceedings of SocInfo 2011, October 6-8, 2011 [PDF]
  • Williams, D., T. Kennedy & R. Moore (2011). Behind the Avatar: The Patterns, Practices and Functions of Role Playing in MMOs. Games & Culture. [PDF]
  • Martins, N., D. Williams, R. Ratan & K. Harrison (2010, in press). Virtual Muscularity: A Content Analysis of Male Video Game Characters. Body Image: An International Journal of Research. [PDF]
  • Mahmassani, H., R. Chen, Y. Huang, D. Williams, N. Contractor (2010). Time to Play? Activity Engagement in Multiplayer Online Role-Playing Games. Transportation Research Record: Journal of the Transportation Research Board. 2157. P. 129-137. [PDF]
  • B. Keegan, M. Ahmad, J. Srivastava, D. Williams, N. Contractor (2010). Dark Gold: Statistical Properties of Clandestine Networks in Massively Multiplayer Online Games. Proceedings of IEEE, SocialComm-10.** Also: International Journal ofSocial Computing and Cyber-Physical Systems [Pre-press version]
  • Williams, D. (2010). The mapping principle, and a research framework for virtual worlds. Communication Theory. [PDF]
  • Shen, C & D. Williams (2010). Unpacking Time Online: Connecting Internet and MMO use with Psycho-social Well-being. Communication Research. [PDF]
  • Ratan, R., Chung, J., Shen, C., Poole, M. & Williams, D. (2010, in press). Schmoozing and Smiting: Trust, Social Institutions and Communication Patterns in an MMOG. Journal of Computer Mediated Communication. [Available online]
  • Williams, D. (2010). The perils and promise of large-scale data extraction. Chicago: MacArthur Foundation. [Pre-press version DOC]
  • Caplan, S., D. Williams & N. Yee. (2009). Problematic internet use and psychosocial well-being among MMO players. Computers in Human Behavior. 25(6) p. 1312-1319. [Pre-press version]
  • Huh, S. & D. Williams (2009). Dude looks like a lady: Gender swapping in an online game. In Online worlds: Convergence of the real and the virtual, Bainbridge, W. (Ed.). New York: Springer. [PDF]
  • Xiong, L., R. Ratan & D. Williams (2009, in press). Location-based mobile games: A theoretical framework for research. In A. deSouza e Silva & D. Sutko (Eds.) Hybrid Reality Games: Reconfiguring Social and Urban Networks Via Locative Media. New York, New York: Peter Lang Publishers. [ Not for posting, email me for a copy. ]
  • Williams, D., M. Consalvo, S. Caplan & N. Yee. (2009). Looking for gender (LFG): Gender roles and behaviors among online gamers. Journal of Communication. 59, p. 700-725. [PDF]
  • Martins, N., D. Williams, R. Ratan & K. Harrison (2009). A Content Analysis of Female Body Imagery in Video Games. Sex Roles. 61(11-12) p. 824-836. [Pre-press version]
  • Huang, Y., M. Zhu, J. Wang, N. Pathak, C. Shen, B. Keegan, D. Williams, N. Contractor (2009). The Formation of Task-Oriented Groups: Exploring Combat Activities in Online Games. Proceedings of IEEE, SocialComm-09. [Pre-press version]
  • Huang, Y., C. Shen, D. Williams & N. Contractor. (2009) Virtually There: The Role of Proximity and Homophily in Virtual World Networks. Proceedings of IEEE, SocialComm-09. [PDF]
  • Huffaker, D., Wang, A., Treem, J.,  Ahmad, M.A., Fullerton, L., Williams, D.,  Poole, M.S., Contractor, N. (2009). The Social Behaviors of Experts in Massive Multiplayer Online Role-playing Games.  Proceedings of the 2009 IEEE, SocialCom-09. [PDF]
  • Ahmad, M., B. Keegan, J. Srivastava, D. Williams, N. Contractor (2009). Mining for Gold Farmers: Automatic Detection of Deviant Players in MMOGs. Proceedings of IEEE, SocialComm-09. [Pre-press version]
  • Castronova, E., Williams, D., Huang, Y., Shen, C., Keegan, B., Ratan, R. (2009). As real as real? Macroeconomic behavior in a large-scale virtual world. New Media & Society. 11(5) p. 685-707. [PDF]
  • Williams, D., N. Martins & M. Consalvo & J. Ivory (2009). The virtual census: Representations of gender, race and age in video games. New Media & Society. 11(5) p. 815-834. [PDF]
  • Ivory, J., Williams, D., Martins, N. & Consalvo, M. (2009). Swearing off obscenity: A content analysis of profanity in video games. CyberPsychology and Behavior. 12(4) p 457-460. [PDF]
  • Williams, D., N. Yee & S. Caplan (2008). Who Plays, How Much, and Why? A Behavioral Player Census of Virtual World. Journal of Computer Mediated Communication. [PDF]
  • Williams, D. & L. Xiong (2008). Herding Cats Online: Challenges in Deriving a Sample from Online Communities. In Hargittai, E. (Ed.). Research Methods from the Trenches: The Nitty-Gritty of Empirical Social Science Research. Ann Arbor, Michigan: University of Michigan Press. [Pre-press version DOC]
  • Williams, D., S. Caplan & L. Xiong (2007). Can You Hear Me Now? The Impact of Voice in an Online Gaming Community. Human Communication Research. 33, p. 427-449. [PDF]
  • Williams, D. (2007). The Impact of Time Online: Social Capital and Cyberbalkanization. CyberPsychology & Behavior. 8, p. 580–584. [Pre-press version DOC]
  • Williams, D. (2007). Afterword: The Return of the Player. In Selfe, C. & Hawisher, G. (Eds.) Gaming Lives in the 21st Century: Literate Connections. New York: Palgrave Macmillian. [Buy from Amazon]
  • Williams, D. (2006). Groups and Goblins: The Social and Civic Impact of Online Gaming. Journal of Broadcasting and Electronic Media. 50(4), p. 651-670. [Journal site]
  • Williams, D., N. Ducheneaut, L. Xiong, Y. Zhang, N. Yee & E. Nickell (2006). From tree house to barracks: The social life of guilds in World of Warcraft. Games & Culture, 1(4), p. 338-361. [PDF]
  • Steinkuehler, C. & D. Williams (2006). Where Everybody Knows Your (Screen) Name: Online Games as ‘Third Places.’ Journal of Computer-Mediated Communication. 11(4). [Available online]
  • Williams, D. (2006) A (Brief) Social History of Video Games. In Vorderer, P & Bryant, J. (Eds.) Playing Computer Games: Motives, Responses, and Consequences. Mahwah , NJ : Lawrence Erlbaum. [DOC]
  • Williams, D. (2006). On and off the ‘net: Scales for social capital in an online era. Journal of Computer-Mediated Communication, 11(2), article 11. [Available online] You do not need to ask permission to use the scale.
  • Williams, D. (2006). Virtual Cultivation: Online Worlds, Offline Perceptions. Journal of Communication. 56(1), p. 69-87. [PDF]
  • Williams, D. (2006). Why Game Studies Now? Gamers Don’t Bowl Alone. Games & Culture. 1(1), p. 13-16. [PDF]
  • Williams, D. (2005). Bridging the Methodological Divide in Game Research. Simulation & Gaming. 36(4), p. 447-463. [PDF]
  • Williams, D. & Skoric, M. (2005). Internet Fantasy Violence: A Test of Aggression in an Online Game. Communication Monographs, 22(2), p. 217-233. [PDF]
  • Valentino, N., Hutchings, V., & Williams, D. (2004). Advertising and the Architecture of Political Judgment: Consequences for Knowledge, Information Seeking, and Candidate Preference. Journal of Communication. 54(2), p. 337-354. [PDF]
  • Williams, D. (2003). The Video Game Lightning Rod: Constructions of a New Media Technology, 1970-2000. Information, Communication and Society, 6(4), p. 523-550. [PDF]
  • Williams, D. (2002). Synergy Bias: Conglomerates and Promotion in the News. Journal of Broadcasting and Electronic Media, 46(3), p.453-472. [PDF]
  • Williams, D. (2002). A Structural Analysis of Market Competition in the U.S. Home Video Game Industry. International Journal on Media Management, 4(1), p. 41-54. [PDF]

_Book reviews

  • Williams, D. (2007). Alexander Galloway’s ‘Gaming: Essays on algorithmic culture.’ International Journal of Communication. 1. [PDF]
  • Williams, D. (2003). The Medium of the Video Game by Mark J.P. Wolf. Popular Communication. 1(4), p. 251-253. [PDF]

_Dissertation

Dissertation: “Trouble in River City: The Social Life of Video Games.”
• Field experiment, content analysis, participant observation and historical study of game effects and sociopolitical factors. [DOC]
• Defended, December 11, 2003.

Awards

• ICA Biennial Herbert S. Dordick Dissertation Award

• NCA Miller Dissertation Award

_Presentations

  • Williams, D., Yee, N. & Caplan, S. (2008, November 22). Who Plays, How Much, and Why? A Behavioral Player Census of a Virtual World. National Communication Association Conference. San Diego, California.
  • Chung, J., Shen, C., Xiong, L. & Williams, D. (2008, November 24). Pwn the Mob, Noob: Chat, Grouping and Trust Within MMOs. National Communication Association Conference. San Diego, California.
  • Huh, S., Ratan, R. & Williams, D. (2008, November 24). Going (Online) With the Flow: Modeling Flow Within a Large Social Online World. National Communication Association Conference. San Diego, California.
  • Martins, N., Williams, D., Consalvo, M., & Ivory, J. (2008, November 21). A Content Analysis of Female Body Imagery in Video Games. National Communication Association Conference. San Diego, California
  • Williams, D. (2008, October 15-18). Get in the Game: Innovations in Ethnographic Game Research. Association of Internet Researchers Conference. Copenhagen, Denmark.
  • Williams, D. (2008, October 15-18). State of MMO Game Studies: Identities, Participatory Culture, and Structural Forces. Association of Internet Researchers Conference. Copenhagen, Denmark.
  • Williams, D. (2008, October 15-18). Women and Men at Play: Gender Differences in Motivations, Practices, and Intimate Relationships Among MMO Players. Association of Internet Researchers Conference. Copenhagen, Denmark.
  • Williams, D. (2008, July 10-11). The Virtual World Exploratorium Project: Initial Findings and Future Directions. Games, Learning and Society Conference. Madison, Wisconsin.
  • Poole, S., Contractor, N., Williams, D. & Srivastrava, J. (2008, June 19). Virtual World: An Exploratorium for Theorizing and Modeling the Dynamics of Network and Group Behavior. Manchester, England.
  • Williams, D. (2008, May 10). Relationships between “WoW” and the “Real World”. Convergence of the Real and the Virtual. Held on the Warcraft Earthen Ring Server.
  • Williams, D. (2008, February 16). Virtual World Metrics and Low-Hanging Fruit. Metaverse U, Stanford University, Palo Alto, California.
  • Williams, D. (2008, February 11). The Virtual World Exploratorium Project. Virtual Worlds and New Realities in Commerce, Politics, and Society Conference, Emory University, Atlanta. Williams, D. (2007, April 20). Code and Community: The Future of Online Games. Interfaces and Visualizations Conference. Urbana, Illinois.
  • Williams, D. (2007, March 8 and 9). Addiction and Video Games. Game Developers Conference. San Jose, California.
  • Williams, D. (2006, November 30). Online Metrics and Methods. NYLS/Terra Nova State of Play Symposium. New York, New York.
  • Williams, D. (2006, December 1). A Research Agenda, With Warnings. NYLS/Terra Nova State of Play Symposium. New York, New York.
  • Williams, D., Caplan, S. & Xiong, L. (2006, June 19). Can you hear me now? The social impact of voice on internet communities. International Communication Association Conference. Dresden, Germany. Wotal, B., Green, H., Williams, D. & Contractor, N. (2006, April 25-30). “WoW!: The Dynamics of Knowledge Networks in Massively Multiplayer Online Role Playing Games (MMORPG).” Sunbelt XXVI International Sunbelt Social Network Conference. Vancouver, British Columbia.
  • Williams, D. (2005, June 24). “The Social Impact of Online Games.” Games, Learning and Society Conference. Madison , Wisconsin.
  • Wotal, B., Green, H., Williams, D. & Contractor, N. (2006, April 25-30). “WoW!: The Dynamics of Knowledge Networks in Massively Multiplayer Online Role Playing Games (MMORPG).” Sunbelt XXVI International Sunbelt Social Network Conference. Vancouver, British Columbia.
  • Williams, D. (2005, June 24). “The Social Impact of Online Games.” Games, Learning and Society Conference. Madison , Wisconsin.
  • Wotal, B., Green, H., Williams, D. & Contractor, N. (2006, April 25-30). “WoW!: The Dynamics of Knowledge Networks in Massively Multiplayer Online Role Playing Games (MMORPG).” Sunbelt XXVI International Sunbelt Social Network Conference. Vancouver, British Columbia.
  • Williams, D. (2005, June 24). “The Social Impact of Online Games.” Games, Learning and Society Conference. Madison, Wisconsin.
  • Steinkuehler, C. & Williams, D. (2005, June 19). “Where Everybody Knows Your (Screen) Name: The Third Place in Online Games.” DiGRA Conference. Vancouver, B.C.
  • Williams, D. (2005, June 17). “A Brief Social History of Video Games.” DiGRA Conference. Vancouver, B.C.
  • Williams, D. (2005, May 27). “Virtual Cultivation: Online Worlds, Offline Perceptions.” International Communication Association Conference. New York City, New York.
  • Williams, D. (2005, March 8). “What Academic Can and Can’t Tell You About Your Games.” Game Developers Conference. San Francisco, California. [Roundtable Panel]
  • Williams, D. (2003, November 22). “The Social Impact of an Online Game.” National Communications Association Conference, Miami Beach, Florida.
  • Williams, D. (2003, October 18). “Bridging, Bonding and Slaying the Evil Foo: Social Capital in an Online Game.” Association of Internet Researchers Annual Conference 4.0, Toronto, Ontario.
  • Williams, D. & Skoric, M. (2003, July 30). “Massively Mulitplayer Mayhem: Aggression in an Online Game.” Association for Education in Journalism and Mass Communication Conference. Kansas City, Missouri.
  • Knobloch, S., Keplinger, C. & Williams, D. (2003, July 30). “Thrilling News: Factors Generating Suspense During News Exposure.” Association for Education in Journalism and Mass Communication Conference. Kansas City, Missouri.
  • Williams, D. (2003, May 27). “Gains and Losses Online and Off: Bridging and Bonding Social Capital in Weak- and Strong-tie Networks.” International Communication Association Conference. San Diego, California.
  • Williams, D. (2002, July 17). “Structure and Competition in the U.S. Home Video Game Industry.” Presented at the International Communications Association Conference. Seoul, South Korea. Top Three Paper Award, Communication and Technology Division.
  • Valentino, N. Hutchings, V. & Williams, D. (2002, April 26). “Advertising and the Architecture of Political Judgment: Consequences for Knowledge, Information Seeking, and Candidate Preference.” Presented at the Midwest Political Science Association Conference. Chicago, Illinois.
  • Williams, D. (2002, April 4). “Media Constructions of Video Games, 1970-2000.” Presented at the ESRC Playing With the Future Conference. Manchester, England.
  • Valentino, N., Hutchings, V., Philpot, T., & Williams, D. (2001, August 30). “When Enough is Enough, and When It Isn’t: Political Advertising, Partisan Threat, and Selective Information Seeking on the Internet.” Presented at the American Political Science Association. San Francisco, California.
  • Williams, D. (2001, May 27). “Bots and e-commerce: Fluid Markets and the Death of Retail?” Presented at the International Communications Association Conference. Washington, D.C.
  • Williams, D. (1999, October). “Synergy Bias: A Content Analysis of Evening Network News Examining Parent-Company Influence.” Presented at the Midwest Association for Public Opinion Research. Chicago, Illinois. Top Three Student Paper Award. (Revision presented at the Association for Education in Journalism and Mass Communication, Phoenix, Arizona, August, 2000)