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Maxwell Foxman

Assistant Professor
Phone: 541-346-3615
Office: 1715 Franklin Blvd., Rm 131
City: Eugene
Research Interests: Game Studies, Game Journalism, Esports, Virtual Reality, Augmented Reality, Immersive Media, Gamification


Maxwell Foxman (Ph.D. Communications; Columbia University) is an Assistant Professor of Media Studies and Game Studies at the University of Oregon at the School of Journalism and Communication. His primary research focus is on how games and play interact with non-game context and media professions. This has focused in a number of overlapping realms immersive media (Virtual Reality/Augmented Reality/XR), Game JournalismEsports and Game Production.

Foxman is the co-author, with David B. Nieborg of Mainstreaming and Game Journalism (available Open Access via MIT Press) which looks both at the history and current conditions of game(s) journalism, as well as the process by which games may (or may not) be understood as a "mainstream" medium. In addition, his work has appeared in a wide variety of outlets, including New Media & SocietySocial Media + Society and IEEE: Transactions on Games.

Foxman is the co-director of the Esports and Games Research (EGR) Lab, a consortium of scholars in and outside of UO that focuses on collegiate esports in terms of the Student Esports Ecosystem; Diversity, Equity and Inclusion; Alumni and Professionalization; and Fandom and Consumer Behavior

For updated information on Foxman's work, see his full CV at




Nieborg, D. B. & Foxman M. (2023). Mainstreaming and Game Journalism. Cambridge, Massachusetts: MIT Press.

Recent Articles

For a full list go to

Harris, B., Foxman, M., & Partin, W. (2023). “Don’t make me ratio you again”: How political influencers encourage platformed political participationSocial Media + Society. 9(2).

Foxman, M. (2022). Gaming the System: Playbour, Production, Promotion and the MetaverseBaltic Screen Media Review. 10(2). 224-233.

Foxman, M. (2021). Making the Virtual a Reality: Playful Work and Playbour in the Diffusion of Innovations. Digital Culture & Society. 7(1), 91-110.

Foxman, M., Beyea, D., Leith, A. P., Ratan, R. A., Chen, V. H. H., & Klebig, B. (2021). Beyond genre: Classifying virtual reality experiencesIEEE Transactions on Games

Xie, E., Foxman, M., & Xu, S. (2021). From public sphere to magic circle: playful publics on the Chinese internetInternet Histories, 5(3-4), 359–375.

Foxman, M., Markowitz, D. M., & Davis, D. Z. (2021). Defining empathy: Interconnected discourses of virtual reality’s prosocial impactNew Media & Society, 23(8), 2167–2188.

Recent Public Reports

Foxman, M. (2023). Theories in XR, 2022. Social Grammars of Virtualiy, no. 1. University of Pennsylvania.

Foxman, M. (2022). Lessons for Journalists from Virtual Worlds. Tow Center for Digital Journalism.