Representative research and creative areas of work include:
- Aesthetics and information theory in augmented and virtual reality
- Educational technology and learning games
- Aesthetic and technical developments within histories of digital media
- Digital badges and games for change
- Interactive sculpture and responsive environments
- Narrative and the player in digital games
- Use of new sensing and display technologies to tell interactive stories
- Electronic literature and game studies
- Women’s history and media representation
- Game design and integrating wearables and sensors in games
- Digital labor and media industry studies
- Digital storytelling and cultural heritage
