Joshua J Zimmerman
- Assistant Professor of Practice, Public / Applied Humanities
Contact
Degrees
- Ph.D. Rhetoric, Composition, and the Teaching of English
- University of Arizona, Tucson, Arizona, United States
- M.A. Rhetoric, Composition, and the Teaching of English
- University of Arizona, Tucson, Arizona, United States
- B.A. English - Writing and Linguistics
- University of Nebraska - Omaha, Omaha, Nebraska, United States
Awards
- Digital Humanities Summer Institute Scholarship
- Digital Humanities Summer Institute, Summer 2023
- University of Arizona College of Humanities Distinguished Undergraduate Advising/Mentoring Award
- University of Arizona - College of Humanities, Spring 2023 (Award Nominee)
Interests
Research
Games, Play, New Media, Community, Online Communication
Courses
2025-26 Courses
-
Applied Humanities Practice
PAH 201 (Spring 2026) -
Global Game Cultures & Histori
PAH 231 (Spring 2026) -
Video Game Studies
PAH 331 (Spring 2026) -
Applied Humanities Practice
PAH 201 (Fall 2025) -
Tabletop Games
PAH 332 (Fall 2025) -
The Video Game Industry
PAH 330 (Fall 2025)
2024-25 Courses
-
Play: An Interactive Intro
PAH 160D1 (Summer I 2025) -
Video Games as Artifacts
PAH 230 (Summer I 2025) -
Applied Humanities Practice
PAH 201 (Spring 2025) -
Global Game Cultures & Histori
PAH 231 (Spring 2025) -
Video Game Studies
PAH 331 (Spring 2025) -
Play: An Interactive Intro
PAH 160D1 (Fall 2024) -
Tabletop Games
PAH 332 (Fall 2024) -
Video Games as Artifacts
PAH 230 (Fall 2024)
2023-24 Courses
-
Game Sights, Sounds & Stories
PAH 150A1 (Spring 2024) -
Global Game Cultures & Histori
PAH 231 (Spring 2024) -
Video Game Studies
PAH 331 (Spring 2024) -
Independent Study
PAH 699 (Fall 2023) -
Play: An Interactive Intro
PAH 160D1 (Fall 2023) -
The Video Game Industry
PAH 330 (Fall 2023) -
Video Games as Artifacts
PAH 230 (Fall 2023)
2022-23 Courses
-
Game Sights, Sounds & Stories
PAH 150A1 (Spring 2023) -
Global Video Game Cultures
PAH 231 (Spring 2023) -
Video Game Studies
PAH 331 (Spring 2023) -
Play: An Interactive Intro
PAH 160D1 (Fall 2022) -
The Video Game Industry
PAH 330 (Fall 2022) -
Video Games as Artifacts
PAH 230 (Fall 2022)
2021-22 Courses
-
Play: An Interactive Intro
PAH 160D1 (Summer I 2022) -
Game Sights, Sounds & Stories
PAH 150A1 (Spring 2022) -
Global Video Game Cultures
PAH 231 (Spring 2022) -
Video Game Studies
PAH 331 (Spring 2022) -
Play: An Interactive Intro
PAH 160D1 (Fall 2021) -
The Video Game Industry
PAH 330 (Fall 2021) -
Video Games as Artifacts
PAH 230 (Fall 2021)
2020-21 Courses
-
Game Sights, Sounds & Stories
PAH 150A1 (Spring 2021) -
Global Video Game Cultures
PAH 231 (Spring 2021) -
Great Ideas of the Info Age
ISTA 100 (Spring 2021) -
Play: An Interactive Intro
PAH 160D1 (Spring 2021) -
Video Game Studies
PAH 331 (Spring 2021) -
Game Sights, Sounds & Stories
PAH 150A1 (Fall 2020) -
Great Ideas of the Info Age
ISTA 100 (Fall 2020) -
Play: An Interactive Intro
PAH 160D1 (Fall 2020) -
The Video Game Industry
PAH 330 (Fall 2020) -
Video Games as Artifacts
PAH 230 (Fall 2020)
2019-20 Courses
-
Great Ideas of the Info Age
ISTA 100 (Summer I 2020) -
The Video Game Industry
PAH 330 (Summer I 2020) -
Game Sights, Sounds & Stories
PAH 150A1 (Spring 2020) -
Great Ideas of the Info Age
ISTA 100 (Spring 2020) -
Play: An Interactive Intro
PAH 160D1 (Spring 2020) -
The Video Game Industry
PAH 330 (Spring 2020) -
Game Sights, Sounds & Stories
PAH 150A1 (Fall 2019) -
Great Ideas of the Info Age
ISTA 100 (Fall 2019) -
Play: An Interactive Intro
PAH 160D1 (Fall 2019) -
The Video Game Industry
PAH 330 (Fall 2019)
2018-19 Courses
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Great Ideas of the Info Age
ISTA 100 (Summer I 2019) -
Play: An Interactive Intro
PAH 160D1 (Summer I 2019) -
Game Sights, Sounds & Stories
PAH 150A1 (Spring 2019) -
Great Ideas of the Info Age
ISTA 100 (Spring 2019) -
Play: An Interactive Intro
PAH 160D1 (Spring 2019) -
Great Ideas of the Info Age
ISTA 100 (Fall 2018)
2017-18 Courses
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Great Ideas of the Info Age
ISTA 100 (Summer I 2018) -
Great Ideas of the Info Age
ISTA 100 (Spring 2018) -
Great Ideas of the Info Age
ISTA 100 (Fall 2017)
2015-16 Courses
-
Technical Writing
ENGL 308 (Spring 2016)
Scholarly Contributions
Chapters
- Zimmerman, J. J. (2021). Public and Applied Humanities (PAH) 330 – The Video Game Industry: An Introduction to the Business of Making Money with Play. In Teaching The Game: A Collection of Syllabi for Game Design, Development, and Implementation.(pp 148 - 162). ETC Press.
- Zimmerman, J. J. (2021). The World Through Another's Eyes. In Wildcat Perspectives(pp np). UA Pressbooks.
- Zimmerman, J. J., & Johnson, A. (2019). Roll for Seduction: Sex as Forbidden Play in Critical Role and The Adventure Zone Fan Fiction. In .” Representing Kink: Fringe Sexuality and Textuality in Literature, Digital Narrative, and Popular Culture(pp 157 - 174). Lexington Books.
- Zimmerman, J. J., Mcallister, K. S., & Ruggill, J. E. (2018). The Overhead Projector: Visuality and Materiality. In Routledge Companion to Media Technology and Obsolescence. New York: Routledge.
- Zimmerman, J. (2016). Psyche and Eros: Rhetorics of Secrecy and Disclosure inGame Developer–Fan Relations. In Technical Communication and Video Games. Taylor and Francis. doi:10.4324/9781315573243-17More infoThis chapter discusses Custer's who walks through the pedagogic application of a course to teach layered literacies. It examines a postmortem, a reflection of sorts, which ruminates on the process of making a game. The chapter provides four of the members of a student team that took on a project to gamify a cardiac rehabilitation center's diabetes education program present a postmortem of the development of the game, which was entitled New Me. It describes teaching technical communication in graduate school; class was built on the following premise based on Gee's call for assignments. The chapter presents the class as a simulated game development company. Active development of the project evolved in three iterative stages for which used the software development terms Alpha, Beta, and Release Candidate. The Alpha Stage was a High Concept Document (HCD), which included some amazing sketches, very clear descriptions of the general reward system, and navigation of the game.
Journals/Publications
- Zimmerman, J. (2025). Queer temporality, chrononormativity and monstrous composition in gameplay compilation videos. Journal of Gaming and Virtual Worlds, 17(Issue 2). doi:10.1386/jgvw_00130_1More infoIn this article, I examine gameplay compilation videos – videos which compile gameplay, cutscenes and other materials from a computer game – through the lenses of Jack Halberstam’s and Elizabeth Freeman’s respective works on queer temporality, Bo Ruberg’s work on queer play in computer games and Sara Howe’s work on ‘monstrous’ fan compositions and composition practices. Starting from Ruberg’s supposition that Halberstam and Freeman’s theories of chrononormativity extend into game worlds and play – i.e. that there is a temporally normative way to play – this article argues that compilation videos operate as ‘temporal monstrosities’, which both record and are themselves instantiations of queer temporality. I examine two different types of compilation videos and analyse how they employ Howe’s monstrous compositional practices to instantiate queer temporality. Finally, I offer thoughts on future research potential and the videos possible use as archival objects.
- Zimmerman, J. J. (2017). Computer Game Fan Communities, Community Management, and Structures of Membership. Games and Culture, 14(7-8), 896-916. doi:10.1177/1555412017742308More infoCommunity management is an important but relatively understudied facet of computer game development. This article begins filling this gap by examining how community managers in the computer game industry manage communities of players through the establishment of structures of membership: positions and practices designed to encourage membership hierarchies. Beginning with the construction of an analytical framework through which to understand different subcommunity activities, this article then examines structures of membership at every stage of Kim’s membership life cycle and, ultimately, how those structures help to attract, educate, and retain dedicated community members.
