Research

selected publications

Aldred, J. (2013). “Characters.” Book Chapter: The Routledge Companion to Video Game Studies, n.p.

Aldred, J. (2013). “Review: The Poetics of Slumberland: Animated Spirits and the Animating Spirit by Scott Bukatman.” Book Review.

Aldred, J. (2012). A Question of Character: Transmediation, Abstraction and Identification in Early Movie-Licensed Games. In Mark J.P. Wolf, ed., Before the Crash: Essays in Early Video Game History, Wayne State University Press.

Aldred, J. (2012). Entries for “The Sims series;” “Grand Theft Auto III; “”The Ultima series;” “Journalism;” and “Merchandising.” The Encyclopedia of Video Games. Ed. Mark J.P. Wolf. Greenwood Press.

Aldred, J. (2012). ‘I Am Beowulf! Now, It’s Your Turn’: Playing With (and as) the Digital Character in the Transmedia Franchise. The Oxford Handbook of Sound and Image in Digital Media. Eds. Amy Herzog, John Richardson, and Carol Vernallis. Oxford; New York: Oxford Unaiversity Press.

Aldred, J. (2011). From Synthespian to Avatar: Re-framing the role of the digital actor in Final Fantasyand The Polar Express. Mediascape (Winter 2011).

Aldred, J. and Greenspan, B. (2011) ‘A Man Chooses, A Slave Obeys’: BioShock and the Dystopian Logic of Convergence. Games and Culture 6.5 (September 2011): 479-496.

Aldred, J., Biddle, R., Eaket, C., Greenspan, B., Mastey, D., Tran, M.Q., and Whitson, J. (2007). Playscripts: A New Method for Analyzing Game Design and Play. In Proceedings of the 2007 Conference on Future Play (Toronto, Canada, November 14 – 17, 2007). ACM, New York, NY, 205-208.

Eaket, C., King, N., Greenspan, B., Tran, M.Q., and Whitson, J. (2008). Neo-Immersion: Awareness as a Measure of Engagement in Gameplay. In Proceedings of the 2008 Conference on Future Play (Toronto, Canada, November 3 – 5, 2008). ACM, New York, NY.

Eaket, C. (2008) .“Project [murmur] and the Performativity of Space.” Theatre Research in Canada. 29:1, Spring 2008.

Eaket, C. (2008). “Metropolitan Mimesis: Michael Kinnie’s City Stages.” Canadian Theatre Review #134. Spring 2008.

Eaket, C. (2005). “Locative Media.” Cartouche. Number 58, Summer.

Everrett, T., Théberge, P., and Devine, K. Living Stereo: Histories and Cultures of Multichannel Sound. London: Bloomsbury, 2015.

Everrett, T. (2014).  “Ears Wide Shut: Headphones and Moral Design.” PHD Dissertation, Carleton University.

Greenspan, B. (2015). “Are Digital Humanists Utopian?” Book Chapter: Debates in the Digital Humanities 2015, Matthew K. Gold and Lauren Klein, eds. University of Minnesota Press. Forthcoming.

Greenspan, B. (2015). “Don’t Make a Scene: Game Studies for an Uncertain World.” Journal Paper: Digital Studies/Le champ numérique 5: 2014-15. Forthcoming.

Greenspan, B. (2011). “Forget the true shape of the planet: The Anarchic Spaces of Greg Egan’s Distress.”  Book Chapter: Halfway House: The Poetics of Australian Spaces, 333-344pp. The University of New South Wales Press.

Greenspan, B. (2011). The New Place of Reading: Locative Media and the Future of Narrative. Digital Humanities Quarterly 5.3.

Greenspan, B. (2011). Songlines in the Streets: Story Mapping with Itinerant Hypernarrative. In New Narratives: Stories and Storytelling in the Digital Age, Ruth Page and Bronwen Thomas, eds. Lincoln, NE: University of Nebraska Press: 153-169.

Greenspan, B. (2011). A Brain is a Terrible Thing to Waste: Isolation U. and the Campus Zombie. In Generation Zombie: Essays on the Living Dead in Modern Culture, Stephanie Boluk and Wylie Lenz, eds. McFarland Press: 206-218.

Greenspan, B. (2008). “Surfing the Singularity: The Future of Narrative Media.” In The Influence of Imagination: Essays on Science Fiction and Fantasy as Agents of Social Change, Lee Easton and Randy Schroeder, eds. McFarland Press: 202-220. (Read the SFRA Review)

Greenspan, B., Dormann, C., Caquard, S., Eaket, C. and Biddle, R. (2006). “Live Hypernarrative and Cybercartography: You are Here, Now.” Cartographica 41.1: 35-46.

Khaled, R., Barr, P., Greenspan, B., and Biddle, R. StoryTrek: Experiencing Stories in the Real World. Proceedings of MindTrek ’11, 2011.

Kauhanen, M., Eaket, C., and Biddle, R. (2007). “Patterns for story authoring tools.” Proceedings of 12th European Conference on Pattern Languages of Programs (EuroPLoP 2008). Irsee, Germany; July.

Robertson, A. (2014). “Gaming with Ghosts: Hauntology, Metanarrative, and Gamespace in Video Games.” Masters Thesis, Carleton University.

Thorne, S. (2014). “The House of the Future: Mediating Open Enclosures.” Journal Paper: Digital Studies 14 (Special Issue), n. p.

Whitson, J. and Simon, B. (2014). “Game Studies meets Surveillance Studies at the Edge of Digital Culture.” Journal Paper: Surveillance and Society 12(3), n.p., Queens University.

Whitson, J. and Simon, B. (2014). Special Issue on Surveillance, Games and Play. Guest Editor: Surveillance and Society, Queens University.

Whitson, J. (2014). “Review of G. Kirkpatrick, Computer Games and the Social Imaginary.” Book Review

Whitson, J., Dormann, C., and Neuvians, M. (2013). “Once More with Feeling: Design patterns for affective play.” Journal Paper: Games and Culture 8(4), 215-237pp.

Whitson, J., and Greenspan, B. (2013). Whether to Play or Preserve the Past?: Creating The Forgotten Worker Quest. Proceedings Paper: Foundations of Digital Games 2013, 298-305pp. ACM.

Whitson, J. (2013). Gamasutra Game Developer Blog. Featured “expert” blog: Gamasutra.

Whitson, J. (2013). The Console Ship is Sinking and What this Means for Indies. Journal Paper: Loading…The Journal of the Canadian Game Studies Association 7(11), 122-129pp. Simon Fraser University

Whitson, J. (2013). Gaming the Quantified Self. Journal Paper: Surveillance and Society 11(1/2), 163-176pp. Queen’s University.

Whitson, J. (2012). PhD Thesis. Game Design by Numbers: Instrumental Play and the Quantitative Shift in the Digital Game Industry. Carleton University.

Whitson, J. (2011). La Revolution des Jeux Sociaux. In Socialisation et Communication dans les Jeux Video, ed. Charles Perraton, Magdo Fusaro et Maude Bonenfant. Montreal: Les Presses de L’Universite de Montreal: 41-64.

Whitson, J. (2010). Rule Making and Rule Breaking: Game Development and the Governance of Emergent Behaviour. fibreculture 16.

Whitson, J. (2009). “Surveillance and Democracy in the Digital Enclosure.” in Surveillance and Democracy, edited by K. D. Haggerty and M. Samatas. Oxford: Routledge.

Whitson, J. and Dormann, C. (2011). Social Gaming for Change: Facebook Unleashed. First Monday 16.10.

Whitson, J. & Doyle, A. (2008). “Second Life and Governing Deviance in Virtual Worlds.” in Technocrime: Technology, Crime, and Social Control, edited by S. Leman-Langlois. Cullompton, Devon: Willan Publishing.

selected presentations

Jessica Aldred

Aldred, J. (2010). “I am Beowulf! Now, It’s Your Turn’: Playing With (and as) the Digital Character in the Transmedia Franchise.” Presented at The Society for Cinema and Media Studies Conference, Los Angeles, CA. March 22, Westin Bonaventure.

Aldred, J. (2009). The Transmedia Franchise as ‘Immersive World’: Time, space and the problem of translation. Interacting With Immersive Worlds Conference, June 15-16, Brock University, St. Catharines, ON.

Aldred, J. (2009). ‘She’s Lovely, But Alas, Only Software’: The (not quite) human face of new media. Film Studies Association of Canada Conference, held in conjunction with the Congress of the Humanities and Social Sciences. May 28-31, Carleton University, Ottawa, ON.

Aldred, J. (2008). From Synthespian to Avatar: Re-framing the role of the digital actor in Final Fantasy and The Polar Express. Presented at The Society for Cinema and Media Studies Conference, Architectures of the Moving Image. March 9, Loews Phildelphia, PA.

Aldred, J. (2008). ‘I Don’t Enjoy Watching Strangers Bastardize My Baby Any More Than You Do’: The Doom film, Doom fans, and Convergence-Era Media Consumption. Presented at the Film Studies Association of Canada Graduate Colloquium, Feb. 16, University of Toronto

Lauren Burr

Burr, L. (2011). Lauren Burr’s House of Lexia: A Locative Remediation of Mark Danielewski’s House of Leaves. Storytrek

Chris Eaket

Eaket, C., Kauhanen, M., and Biddle, R. (2007). Patterns for story authoring tools. EurPLoP 2007. Irsee Monastary: Bavaria, Germany.

Eaket, C. (2009). Locative Media: The Performativity of Language in Real and Imaginary Spaces. Presented at Media in Transition 6: stone and papyrus, storage and transmission. Massachusetts Institute of Technology: Boston, MA.

Eaket, C. (2009). Life After Liveness, or, The Discipline of Performance in Late Capitalism. Presented to the Canadian Association of Theatre Research. Congress of the Humanities and Social Sciences. Carleton University: Ottawa, ON

Eaket, C. (2007). Pervasive Gaming: Experiments in Urban Storytelling. Presented to the Canadian Association of Theatre Research Congress of the Humanities and Social Sciences. Bridging Communities. University of Saskatchewan: Saskatoon, SK.

Eaket, C. (2006). Sounding Out the Stage: Radix Theatre’s Swedish Play. Presented to the Canadian Association of Theatre Research. Congress of the Humanities and Social Sciences. The City: A Festival of Knowledge. York University: Toronto ON.

Eaket, C. (2005). Project [murmur] and the Performativity of Space. Presented to the American Society for Theatre Research. Text and the City. Delta Chelsea Hotel:Toronto ON.

Eaket, C. (2005). Psychogeography & Cybercartography: Project [murmur]. Presented to the Canadian Association of Theatre Research Paradoxes of Citizenship: Environments, Exclusions, Equity. Congress of the Humanities and Social Sciences. Western University: London ON.

Eaket, C. (2004). Madness as an Institution: Grant Morrison’s Arkham Asylum. Presented to the Association of Canadian College and University Teachers of English. Confluence: Ideas, Identities, Place Congress of the Humanities and Social Sciences. University of Manitoba: Winnipeg MB.

Eaket, C. (2004). Iteration, Performativity, and the Compulsion to Repeat: In the Matter of J. Robert Oppenheimer. On Things Atomic Graduate Conference. University of Western Ontario: London ON.

Natalie King

King, N. (2009). Hypertext and the Postmodern Frankenstein.” Media in Transitions 6 International Conference. April 24-26. Massachusetts Institute of Technology, Boston, Massachusetts.

King, N. (2009). The Color of Entertainment: Implications of Race in Grand Theft Auto: San Andreas. Interacting with Immersive Worlds International Conference. June 15-16. Brock University, St. Catherines, Ontario.

Adrien Robertson

Robertson, A (2014). “‘Banal Multitudes.’ Roundtable: Immaterial Labor.” The Society for Utopian Studies 2014: Global Work and Play. October 23-26, Montreal, Quebec.

Robertson, A (2014). “Badly Bundled Heaps of Paper: Transmediating Queerness in Gone Home.” Interface 2014: Transmediating Culture. May 2-3, Carleton University, Ottawa, Ontario.

Robertson, A (2013). “Ghosts of the Future: Hauntology, Premediation, and Limbo.” Interface 2013: Creative and Critical Approaches in the Digital Humanities. May 3-5, Carleton University, Ottawa, Ontario.

Jenna Stidwill

Stidwill, J. (2014 June). “The Making-of the Animator: Hybrid Animation, D.I.Y. Culture, and the Stop-Motion Workshop as Media World.” The Animator. Society for Animation Studies, Sheridan College, Toronto, ON.

Stidwill, J. (2014 Oct). “Animating the Archive: Epic Mickey Re-imagines Animation History.” Global Work and Play. Society for Utopian Studies. October 23-26, Montréal, Quebec.

Stidwill, J. (2013, June). “Animation as Folklore.” Congress 2013. Film Studies Association of Canada, University of Victoria, Victoria, BC.

Stidwill, J. (2013, May). “The Folk of Final Fantasy: Folklore, Avatar Performance and Believability in Final Fantasy XI.” Interface 2013: Creative & Critical Approaches in the Digital Humanities, Institute for Comparative Studies in Literature, Art and Culture, Carleton University, Ottawa, ON.

Stidwill, J. (2013, Feb). “Monsters in the Archive: Folk Heritage, Whiteness and the Heterotopia in Grimm.” Southwest Texas Popular Culture Association, Albuquerque NM.

Stidwill, J. (2011, June). “State of the Art: The Author and the Machine in Wallace & Gromit.” Congress 2011. Film Studies Association of Canada, University of New Brunswick, Fredericton, NB.

Sarah Thorne

Thorne, S. (2015). “Transmediating Horror: Interactivity and Agency in Telltale’s The Walking Dead.” Canadian Communication Association, held in conjunction with the Congress of the Humanities and Social Sciences. June 3-5, University of Ottawa, Ottawa, Ontario.

Thorne, S. (2015). “Beyond the Specular Image of the Avatar: Reintroducing the Symbolic to Game Studies.” Canadian Game Studies Association, held in conjunction with the Congress of the Humanities and Social Sciences. June 3-5, University of Ottawa, Ottawa, Ontario.

Thorne, S. (2014). “‘The Bird or the Cage?’: The ‘False Shepherd’ of BioShock (In)finite’s Branching Narrative.” Society for Utopian Studies. October 23-26, Montréal, Quebec.

Thorne, S. (2014). “Narrating Play: Enjoyment and Play in Gamespaces.” Canadian Game Studies Association, held in conjunction with the Congress of the Humanities and Social Sciences. May 28-29, Brock University, St. Catharines, Ontario.

Thorne, S. (2014). “Golden Days, Silver Nights: Designing an Abducted Reality Game.” Poster and Demo Session. GRAND 2014. May 14-16, Ottawa, Ontario.

Thorne, S. (2014). “Narrating Play: Gamers as Authors.” Interface 2014: Transmediating Culture. May 2-3, Carleton University, Ottawa, Ontario.

Thorne, S. (2013). “Perverse and Interpassive Gaming.” Association for the Psychoanalysis of Culture and Society Annual Conference. November 1-3, Rutgers University, New Brunswick, New Jersey.

Thorne, S. (2013). “Appending Reality: Fantasizing About Play in Locative Games.” Apps and Affect. October 18-20, Western University, London, Ontario.

Thorne, S. (2013). “The House of the Future: Mediating Open Enclosures.” Canadian Society for Digital Humanities, held in conjunction with the Congress of the Humanities and Social Sciences. June 3-5, University of Victoria, Victoria, British Columbia.

Thorne, S. (2013). “Running in the Dark: Sound and Navigation in Amnesia: the Dark Descent.” Interface 2013: Creative and Critical Approaches in the Digital Humanities. May 3-5, Carleton University, Ottawa, Ontario.

Thorne, S. (2011). “Paper or Pixel: Transmediating Geoff Ryman’s 253.” Interacting with Immersive Worlds Conference. June 13, Brock University, St. Catharines, Ontario.

Thorne, S. (2011). “A (Re)Turn to the Uncanny Home.” Enter the Fray: Theory and Criticism in the Network-Centric World. April 7, Western University, London, Ontario.

Jennifer Whitson

Whitson, J. (2014). Making Play: Life and death inside Montreal’s independent game studios. Keynote: CGSA, St. Catharines, Ontario.

Whitson, J. (2013). The Gamification of Civic Engagement. Community Lecture: MOBMontreal Conversation Series, Montreal.

Whitson, J. (2009). The Role of Game Development in Directing Player Behaviour. Canadian Game Studies Association Conference, Montreal.

Whitson, J. (2009). Surveillance and Democracy in the Digital Enclosure. Interacting with Immersive Worlds International Conference. June 15-16. Brock University, St. Catharines, Ontario.

Whitson, J. (2009). Surveillance and Democracy in the Digital Enclosure. Media in Transitions 6 International Conference. April 24-26. Massachusetts Institute of Technology, Boston, Massachusetts.

Whitson, J. (2008). Visibility in the Metaverse: How Avatars Change Surveillance and Democracy Online, Surveillance and Democracy International Workshop. June 3. University of Crete, Rethymnon, Crete.

Brian Greenspan

Greenspan, B. (2015). Burning the Library: DH as Dystopia. Plenary talk for DHSI@Congress, Ottawa, May 31.

Greenspan, B. (2014). Are Digital Humanists Utopian? Global Work and Play: 39th Meeting of the Society for Utopian Studies, Montreal, October 23-26, 2014.

Greenspan, B. (2014). Utopia is Elsewhere: Just Follow the Crowd. Invited presentation for Imaginaries of the Future: Historicising the Present. Inaugural Leverhulme Workshop, Montreal, October 20-22, 2014.

Martin, K., Greenspan, B., and Quan-Haase, A. (2014). STAK – Serendipitous Tool for Augmenting Knowledge: Bridging Gaps between Digital and Physical Resources. Digital Humanities 2014, EPFL- University of Lausanne, Lausanne, July 7-12.

Greenspan, B. (2014). Co-creative Destruction: Virtual Demolition as Nonviolent Resistance. Paper Session: USS 2014: Utopia and Non-Violence; 15th International Conference of the Utopian Studies Society, Charles University, Prague, July 2-5.

Greenspan, B. (2014). At the Borders of Utopia: Reclaiming the Common through Locative Media. Paper Session: Digital Humanities Without Borders – Canadian Society for Digital Humanities 2014, Brock University.

Greenspan, B. (2014). New Worlds for New Media: A Digital Humanist’s Map of Utopia. Keynote lecture. Digital Utopias: Literary Space(s) in the Digital Age, EGSA Annual Conference, University of Texas- Arlington.

Greenspan, B. (2014). Positioning Pedagogy: Locative media in and around the classroom. Panel: Post-Literate Pedagogies: The Digital Gymnasium.

Greenspan, B. (2014). Producing the Common: A Transmedial Approach. Interface 2014: Transmediating Culture. Carleton University, May 2-4.

Greenspan, B. (2013). ‘We do not come as individuals’: Imaginary Media for Collective Dreaming. 38th Annual Meeting of the Society for Utopian Studies, Charleston, November.

Greenspan, B. (2013). The Last App: Archaeologies of Future Media. Apps and Affect Conference, Western University, October.

Greenspan, B. (2013). Golden Days, Silver Nights: Locating Utopia through Diminished Reality. Electronic Literature Organization, Paris, France, September.

Greenspan, B. (2013). Not in Kansas Anymore: Designing an Abducted Reality Game. Keynote.

Greenspan, B. (2013). Portals to Perfection: Finding America’s Lost Utopia. Invited presentation. Gaming Utopia panel, Technoculture, Art and Games Lab, Concordia University, April 18.

Greenspan, B. (2013). Dream Media: Remediating America’s Failed Utopia. Invited presentation for Utopography: Imaging, Representing and Critiquing Imagined Worlds. Baltic 39 Gallery and Northumbria University, Newcastle-upon-Tyne, UK, September.

Greenspan, B. (2013). Fragments of Hope: Abducted Reality Games as Collective Dreaming. DeFragging Game Studies: Digital Games Research Association Annual Conference, Atlanta, Georgia, August 26-29.

Quan-Haase, A., Martin, K., and Greenspan, B. (2013). Frayed @ the Edge: Augmenting Library Research with STAK. Canadian Society for Digital Humanities Annual Meeting, Victoria, BC, June.

Corrigan, P, Greenspan, B., Whitson, J., Aldred, J., and Everrett, T. (2013). A Playful Archive: The Heritage Passages Museum Exhibit and Locative Game. Poster Presentation. Society for Digital Humanities, June.

Whitson, J., and Greenspan, B. (2013). Whether to Play or Preserve the Past?: Creating The Forgotten Worker Quest. Serious Games Track, Foundation of Digital Games, Chania, Crete.

Greenspan, B. (2013). Mass Effects 2: NPCs and Other Things. Interface 2013: Creative and Critical Approaches in the Digital Humanities, Carleton University, May 3-5.

Greenspan, B. (2013). LookAround: Linking Bits to Books. HASTAC 2013, York University, April 25-27.

Greenspan, B. (2013). Roads to Nowhere: Finding Utopia With GPS.” Repositioning Narrative: Locative Media/GPS/Mobile Literature. American Comparative Literature Association Annual Conference, University of Toronto, April 4-7.

Greenspan, B. (2013). Mass Effects: Believable Avatars and Networked Engagement. Society for Cinema and Media Studies Annual Conference, Chicago.

Greenspan, B. (2012). The Digital Humanities and Other Utopias. Series Lecture: Electronic Textuality and Theory at Western, University of Western Ontario, London, Ontario.

Greenspan, B. (2012). The Noise of a Distant Crowd: Simulating Collective Belief.” Society for Utopian Studies 37th Annual Meeting, October 4-7, Toronto.

Greenspan, B. (2012). There Are No Islands in the Net: Digital Media and the New Spaces of Hope.” Utopian Studies Society Annual Meeting, July 4-7, Tarragona, Spain.

Greenspan, B. (2012). Cross Road, Occupy Square: Collective Belief Systems in Locative Games.” Canadian Game Studies Association (CGSA) Annual Meeting, June 29-30, Waterloo.

Greenspan, B. (2012). Heritage Passages Locative Game and Exhibit. Misc: Bytown Museum, Ottawa, Ontario.

Greenspan, B. (2012). Dream Mode: Utopian Rhetoric and Spatial Play. Keynote address. Multimodality: Considerations for Communication, Interpretation, and Adaptatation, The 17th Pacific Rim Conference on Literature and Rhetoric, University of Alaska Anchorage, March 9 & 10.

Greenspan, B. (2012). Travel/Literature: Reading Locative Narrative.” E-Reading: An Interdisciplinary Symposium. The Collaborative Program in Book History and Print Culture The Toronto Centre for the Book, and The Toronto Review of Books. Massey College, University of Toronto, March 31.

Greenspan, B. (2012). Getting Started with Mulitmodal Publishing”. Workshop for Multimodality: Considerations for Communication, Interpretation, and Adaptation. The 17th Pacific Rim Conference on Literature and Rhetoric, University of Alaska Anchorage, March 9-10.

Greenspan, B. (2011). Rendering the Multitude: Archival Credibility in Assassin’s Creed.” 36th Annual Meeting of the Society for Utopian Studies, Penn State, October.

Greenspan, B. (2011). Assassin’s Crowd: Politics, Games and Utopia.” Invited panelist for “Experiencing Stories with/in Digital Games” Colloquium No. 28, Les Entretiens Jacques Cartier 2011, Concordia University, October.

Greenspan, B. (2011). Virtually Perfect: New Media and the Future of Utopia. Series capstone lecture for Possible Worlds, Alternative Futures: Utopianism in Theory & Practice Seminar. The Graduate Center, City University of New York.

Greenspan, B. (2011). Gone Viral: Collaborative Media as Dystopia. Keynote address for Co-op Mode: Interactivity and Narrative, the Sixth Annual University of Ottawa English Graduate Conference.

Greenspan, B. (2011). Casual Revolutionaries: Work and Play in the Networked Utopia. Keynote address for the 2011 Free-Exchange Graduate Conference, Department of English, Calgary University.

Greenspan, B. (2011). Gaming the Brain Drain: Zombie Media Studies at Isolation U. Invited lecture for The Department of History and Humanities, Carlow University.

Greenspan, B. (2011). Panelist, Experiencing Stories with/in Digital Games, Colloquium No. 28 of Les Entretiens Jacques Cartier 2011.

Greenspan, B. (2011). Locating Utopia: Work and Play in Abducted Reality Games. Interacting with Immersive Worlds 2011, Brock University.

Greenspan, B. (2010). Locative Media and the Future of Narrative. The Future of Digital Studies 2010: The 5th Annual Digital Assembly Conference, February 25-27, University of Florida.

Greenspan, B. (2009). From Archives to Zombies: Some Utopian Applications of Spatial Hypernarrative. Society for Utopian Studies 34th Annual Meeting, Wrightsville Beach, North Carolina, October 2009.

Greenspan, B. and Biddle, R. (2009). It’s a Layered World: Designing a Spatial Hypernarrative System. Interacting with Immersive Worlds International Conference. June 15-16. Brock University, St. Catharines, Ontario.

Greenspan, B. and Biddle, R. (2009). Public Positions: The Spatial Biases of Locative Media. ACCUTE Digital and Literary Publics Session, held in conjunction with the Congress of the Humanities and Social Sciences, May 28-31, 2009, Carleton University, Ottawa, ON.

Greenspan, B. (2009). Deeper into the Locative: Situating William Gibson’s Spook Country. CAAS/ACCUTE American Landscapes Session, held in conjunction with the Congress of the Humanities and Social Sciences, May 28-31, 2009, Carleton University, Ottawa, ON.

Greenspan, B. and Biddle, R. (2009). The Bias of Hypertext: Linking Narrative and Locative Media. Media in Transition 6 International Conference. April 24-26. Massachusetts Institute of Technology, Boston, Massachusetts.

Greenspan, B. (2008). Playing with Change: Digital Game Platforms as Utopian Technology. Society for Utopian Studies 33nd Annual Meeting, Portland, Maine, October.

Greenspan, B. (2007). Affect or Anarchy? Building Affective Atlases with Itinerant Hypernarrative. Affective Atlas Symposium. The Design Institute, Royal Melbourne Institute of Technology, Australia, October.

Greenspan, B. (2006). Songlines in the Streets: Mapping the Story with Itinerant Hypertext.  International Conference on Narrative, Ottawa, April.

Greenspan, B. (2004). Planning through Playing: Post-Print Culture and the Simulated City. Print Culture and the City: An Interdisciplinary Conference, McGill University, March.

Greenspan, B. (2004). Finding the Funhouse: A Method for the Spatial Modeling of Annotated Narrative.” Spatial Hypertext Workshop, Hypertext ’05: The Association for Computing Machinery’s 15th Annual Conference on Hypertext and Hypermedia, University of Santa Cruz, August. http://www.carleton.ca/hyperlab/reports/abstract-greenspan-funhouse.pdf.

Greenspan, B. (2004). Planning through Playing: Post-Print Culture and the Simulated City. Print Culture and the City: An Interdisciplinary Conference, McGill University, March.