RESEARCH 

Stephanie Orme's research has been published in peer-reviewed publications, including the #1 journal in communication, New Media and Society, and has written many chapters for edited volumes, including Woke Gaming: Digital Challenges to Oppression and Social Justice and The Cambridge History of the Graphic Novel

Her current research projects include studying moral decision-making in video games, parasocial relationships in live-streaming culture, and player experiences with play and spectating gameplay.

SELECTED WORKS

A. Nyström*, B.McCauley, J. Macey, T. Scholz, N. Besombes, J. Cestino, J. Hiltscher, S. Orme, R. Rumble, & Maria Törhönen. (2022). Current issues of sustainability in esports. International Journal of Esports. Accessible at https://www.ijesports.org/article/94/html.

S. L. Anderson, & Orme, S. (2022). Mental health, illness, crunch, and burnout: Discourses in video game culture. Proceedings from the 55th Annual Hawaii International Conference on System Sciences. January 4-7, 2022. Computer Society Press, 2022.


Orme, S. (2021). “Just Watching:” A qualitative analysis of non-players’ motivations for video game spectatorship. New Media & Society. https://doi.org/10.1177/1461444821989350

Orme, S. (2020). Playing to win: The global esports industry and key issues. In R. Kowert & T. Quandt (Eds.), The Video Game Debate 2 (pp. 66-80). New York: Routledge.

Orme, S. (2020). Sexism in geek culture. In A. M. Bean, E. S. Daniel, & S. Dactyl (Eds.), Integrating geek culture into therapeutic practice: A clinician’s guide to geek therapy (pp. 245-258). Fort Worth, TX: Leyline.  

Orme, S. (2018). “Everyone Can Make Games” and the Post-Feminist Myth of Gender Equality in Gaming Culture. In A. Brock, K. L. Gray, D. J. Leonard (Eds.), Woke Gaming: Digital Challenges to Social Injustice. Seattle, WA: University of Washington Press.

McAllister, M. P., & Orme, S.  (2018).  Cinema’s discovery of the graphic novel: Mainstream and independent adaptation. In J. Baetens, H. Frey, & S. Tabachnick (Eds.), The Cambridge History of the Graphic Novel. Cambridge, UK: Cambridge University Press.

Ferchaud, A., Grzeslo, J., Orme, S., & LaGroue, J. (2018). Parasocial attributes and YouTube personalities: Exploring content trends across the most subscribed YouTube channels. Computers in Human Behavior. doi:10.1016/j.chb.2017.10.041


McAllister, M. P., & Orme, S.  (2017).  The impact of digital media on advertising: Five cultural dilemmas.  In P. Messaris & L. Humphreys (Eds.), Digital media: Transformations in human communication (2nd ed.) (pp. 71-78).  New York: Peter Lang.

Orme, S. (2016). Femininity and fandom: The dual-stigmatization of female comic book fans. The Journal of Graphic Novels and Comics 7(4), 403-416. doi: 10.1080/21504857.2016.1219958