Biography
Assistant Instructional Professor, Master of Arts Program in the Humanities, Department of Cinema and Media Studies, The College
I received my PhD in Cinema and Media Studies from the University of Chicago in 2018 with a dissertation titled "'True 3D': The Form, concept, and Experience of Three-Dimensionality in 1990s Videogames." My research focuses on videogame history and theory; theories of space and place; genre history and theory; reception; and phenomenology - and I am committed to interdisciplinary work that places videogames within longer traditions of art, media, and architecture. I received my BA from Baylor University in 2006 and my MA in Cinema and Media Studies from UCLA in 2009.
I spend my free time wandering the Art Institute of Chicago and the city's many parks; taking and posting photographs; listening to and playing music; watching college football and basketball, US Women's soccer, and the Cubs; and trying to get cheap tickets to the Opera. Also, you can ask me about good food in Chicago - I've spent a decade eating my way across the city.
Current MAPH Courses
The Platformer: History and Theory of a Videogame Genre (Winter 2026)
[CMST 37871]
This course will provide an introduction to genre history and theory in videogame studies through a focus on the "platformer." Though not a common name outside of videogame culture, the platformer has introduced or popularized some of the medium's most recognizable figures (Mario, Sonic the Hedgehog, Donkey Kong) and gameplay mechanics (running, jumping, avoiding enemies, and collecting items). The genre has also been instrumental in and reflective of changes across the videogame medium. This course will emphasize both historical details and theoretical questions, such as: How have game genres been defined? How do distinct genres emerge and change over time? How do broader trends (technological, formal, industrial, discursive, experiential, etc.) influence individual genres, and what roles do individual genres play in these broader trends? What resources and methodologies exist for studying videogame genres?
Throughout the course we'll see the platformer alternate between an emphasis on linear, acrobatic movement across two-dimensional spaces and the free exploration of three-dimensional virtual worlds; between providing mascots for the biggest game companies and becoming a marker of independent, small-team production; and between being hailed as "revolutionary" and epitomizing the retro-nostalgic.
Classroom lecture and discussion of readings will be accompanied by weekly gameplay sessions on original hardware at the MADD Center.
Sonic the Hedgehog (Spring 2026)
[Course Numbers TBA]
In this course, we will use a single franchise – Sonic the Hedgehog – as an access point to study media history, aesthetics, social and cultural practice, and the relationships between games, film, and other artforms. Originally released in 1991 for Sega’s Genesis console, the Sonic series has spawned over three decades of games, cartoons, manga, novels, films, music, board games, action figures, fan art, cosplay, and merchandizing. Both the volume and the variety of these texts allow the Sonic corpus to be a focal point for questions with broader stakes for the study of games and media in general. Some of the questions we will be considering in this course include:
What has been the relationship between particular videogame characters and franchises and the business practices and strategies of entertainment industries? What form does stardom take in the world of digital games, and is it an appropriate concept to apply to a mascot like Sonic? How have established game franchises responded to major technological and aesthetic shifts in the medium? How might we understand the concept and practice of adaptation as applied to the digital games, and what does it reveal about the medium specificity of and the relationship between games, film, comics, novels, and other forms? What can a game franchise that has taken a wide variety of generic forms (platforming, racing, fighting, and pinball, to name just a few) tell us about how genre works as concept and system in digital games?