Kenneth S McAllister
- Associate Dean, Research / Program Innovation
- Professor, Public / Applied Humanities
- Professor, Second Language Acquisition / Teaching - GIDP
- Professor, Teaching/Learning and Sociocultural Studies
- Professor, School of Information
- Professor, Institute for LGBT Studies
- Member of the Graduate Faculty
- (520) 626-2363
- Modern Languages, Rm. 345F3
- Tucson, AZ 85721
- mesmer@arizona.edu
Biography
A Professor of Public & Applied Humanities, Ken S. McAllister specializes in the early history of Western rhetorics, rhetorics of technology, and computer game studies. He has authored or co-authored six books, three edited collections, and dozens of articles and book chapters on media history, theory, and analysis. In his role as Co-Director of the Learning Games Initiative Research Archive—one of the largest publicly accessible collections of computer games and related material in the world—he has also published and lectured widely on the politics and processes of digital artifact archiving and preservation.
Ken is currently serving as the Associate Dean of Research and Program Innovation in the College of Humanities, is Co-Chair of the Research Computing Governance Council's Data Visualization Committee, and is a founding partner of the UA CATalyst Studio (ne: iSpace), a campus-located maker lab accessible to all students, staff, and faculty interested in exploring immersive VR, augmented reality, 3D modeling and additive manufacturing, motion capture, Arduino and Raspberry Pi development, and other innovative tools for transdisciplinary scholars and teachers.
Degrees
- Ph.D. English--Rhetoric
- University of Illinois at Chicago, Chicago, Illinois, United States
- (Un)Plugging Technology: Articulating Digital Discourse through a Rhetoric of Popular Computing (Thesis Advisors: William A. Covino & James J. Sosnoski)
- M.A. Creative Writing--Poetry
- University of Illinois at Chicago, Chicago, Illinois, United States
- B.A. English--American Literature
- University of Illinois at Chicago, Chicago, Arizona, United States
Work Experience
- University of Arizona, Tucson, Arizona (2015 - Ongoing)
- University of Arizona, Tucson, Arizona (2015 - Ongoing)
- University of Arizona, Tucson, Arizona (2013 - 2014)
- University of Arizona, Tucson, Arizona (2011 - 2014)
- College of Humanities (2009 - 2010)
- University of Arizona, Tucson, Arizona (2004 - 2010)
- University of Arizona, Tucson, Arizona (1998 - 2004)
- University of Illinois at Chicago, Chicago, Illinois (1994 - 1996)
- University of Illinois at Chicago, Chicago, Illinois (1992 - 1998)
- State of Illinois (1992 - 1994)
- Mac's Electro-Diner (1991 - 1998)
- Academic Computing, Inc. (1982 - 1991)
Interests
Research
applied humanities, history of rhetoric, classical and medieval rhetoric, Marxist theory, computational rhetorics, history of technology, digital humanities, maker culture, high performance computing in the humanities, computer game studies, history of magic, video game studies, archival studies, new media studies, woodworking, banjo
Teaching
applied humanities, history of rhetoric, classical and medieval rhetoric, Marxist theory, computational rhetorics, history of technology, digital humanities, maker culture, computer games, history of magic, video games
Courses
2023-24 Courses
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Directed Research
INFO 692 (Spring 2024)
2022-23 Courses
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Independent Study
PAH 599 (Spring 2023) -
Dissertation
ENGL 920 (Fall 2022)
2021-22 Courses
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Dissertation
ENGL 920 (Spring 2022) -
Dissertation
ENGL 920 (Fall 2021)
2020-21 Courses
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Dissertation
ENGL 920 (Spring 2021) -
Dissertation
ENGL 920 (Fall 2020)
2019-20 Courses
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Dissertation
ENGL 920 (Spring 2020) -
Internship
PAH 693 (Spring 2020) -
Dissertation
ENGL 920 (Fall 2019) -
Independent Study
PAH 599 (Fall 2019)
2018-19 Courses
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Dissertation
ENGL 920 (Spring 2019) -
Internship
PAH 693 (Spring 2019) -
Dissertation
ENGL 920 (Fall 2018) -
Senior Capstone
EAS 498 (Fall 2018)
2017-18 Courses
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Dissertation
ENGL 920 (Spring 2018) -
Dissertation
ENGL 920 (Fall 2017)
2016-17 Courses
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Dissertation
ENGL 920 (Spring 2017) -
Independent Study
ENGL 599 (Spring 2017) -
Dissertation
ENGL 920 (Fall 2016) -
Introduction to Publishing
ENGL 389 (Fall 2016)
2015-16 Courses
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Dissertation
ENGL 920 (Spring 2016)
Scholarly Contributions
Books
- Kaufman, R., Nichols, R., Mcallister, K. S., & Ruggill, J. E. (2017). Inside the Video Game Industry: Game Developers Talk About the Business of Play. New York: Routledge (Taylor & Francis Group).
- Mcallister, K. S., & Ruggill, J. E. (2015). Tempest: Geometries of Play. Ann Arbor: University of Michigan Press. doi:10.3998/lvg.13030180.0001.001
- Mcallister, K. S., Ruggill, J. E., Mcallister, K. S., & Ruggill, J. E. (2013). Invention, authorship, and massively collaborative media. Taylor and Francis. doi:10.4324/9780203136010
- Mcallister, K. S., & Ruggill, J. E. (2012). AZ 100 Indie Film: A State of Arizona Centennial Celebration. Tucson: Confluencenter for Creative Inquiry/Arizona Media Arts Center.
- Mcallister, K. S., & Ruggill, J. E. (2011). Gaming Matters: Art, Science, Magic, and the Computer Game Medium. Tuscaloosa: University of Alabama Press.
- Chaney, J. R., Mcallister, K. S., & Ruggill, J. E. (2009). The Computer Culture Reader. Newcastle: Cambridge Scholars Publishing.
- Mcallister, K. S., & Ruggill, J. E. (2008). Fluency in Play: Computer Game Design for Less Commonly Taught Language Pedagogy. Tucson: Center for Educational Resources in Culture, Language, and Literacy—A U.S. Department of Education Title VI National Foreign Language Resource Center.More infoFunded by a competitive grant from the Center for Educational Resources in Culture, Language, and Literacy.
- Mcallister, K. S. (2006). Game Work: Language, Power, and Computer Game Culture (Albma Rhetoric Cult & Soc Crit). University Alabama Press.
- McAllister, K. S., & Ruggill, J. (2005). Game Studies: A Report on the State of the Field. The International Digital Media and Arts Association Journal 2.1.
- McAllister, K. S. (2004). Capitalizing on Play: The Politics of Computer Gaming. Works & Days 43/44 v. 22.
- McAllister, K. S. (2004). Game Work: Language, Power, and Computer Game Culture. Tuscaloosa: University of Alabama Press.
- Covino, W. A., & Mcallister, K. S. (1998). (un)plugging technology: articulating digital discourse through a rhetoric of popular computing. University of Illinois at Chicago.
Chapters
- Crisman, J., McAllister, K. S., & Ruggill, J. (2020). In Praise of Stupid: Games, Play, and Ideology in the Smart City. In Games and Play in the Creative, Smart & Sustainable City.
- Ruggill, J. E., & Mcallister, K. S. (2018). Tempest: Archives/Archiving. In How to Play Video Games. New York: New York University Press.
- 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.
- Mcallister, K. S., Ruggill, J. E., Conradi, T., Conway, S., deWinter, J., Hanson, C., Kocurek, C., Moberly, K., Nichols, R., Nohr, R., & Ouellette, M. (2016). ‘Is a Man Not Entitled to the Sweat of His Brow?’: Apportioned Commodity Fetishism and the Transformative Power of Game Studies. In Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives(pp 96-122). Hershey, PA: IGI Global.
- Reynolds, R. H., Mcallister, K. S., & Ruggill, J. E. (2016). Game Culture. In Debugging Game History: A Critical Lexicon(pp 187-94). Cambridge: MIT Press.
- Ruggill, J. E., & Mcallister, K. S. (2016). E(SRB) is for Everyone: Game Ratings and the Practice of Content Evaluation. In Video Game Policy: Production, Distribution, and Consumption(pp 71-84). New York and London: Routledge (Taylor & Francis Group).
- Ruggill, J. E., Mcallister, K. S., Mcallister, K. S., & Ruggill, J. E. (2016). E(SRB) is for everyone: Game ratings and the practice of content evaluation. In Video Game Policy: Production, Distribution, and Consumption. Routledge. doi:10.4324/9781315748825More infoIntroduction Steven Conway & Jennifer deWinter Section I: Intellectual Property, Privacy, and Copyright 1. Laws of the Game: Intellectual Property in the Video Game Industry Mark Methenitis 2. Digital Locks, Labor, and Play in Canada's Copyright Policy: Filtering Power through Configurations of Game Development Owen Livermore 3. The Princess Doesn't Leave the Castle: How Nintendo's WiiWare Imprisons Indie Game Design Theo Plothe 4. Policies, Terms of Service, and Social Networking Games Stephanie Vie Section II: Rating Systems and Cultural Politics 5. E(SRB) Is for Everyone: Game Ratings and the Practice of Content Evaluation Judd Ethan Ruggill and Ken S. McAllister 6. Games for Grown-Ups?: An Historical Account of the Australian Classification System Steven Conway and Laura M. Crawford 7. Rockstar versus Australia Mark Finn 8. Play Britannia: The Development of U.K. Video Game Policy Ren Reynolds Section III: Violence in Video Games 9. Re-conceptualizing Game Violence: Who Is Being Protected and from What? Gareth Schott and Frans Mayra 10. Playing Around with Causes of Violent Crime: Violent Video Games as a Diversion from the Policy Challenges Involved in Understanding and Reducing Violent Crime James D. Ivory and Adrienne Holz Ivory 11. Banning Violent Video Games in Switzerland: A Public Problem Going Unnoticed Michael Perret 12. Toxic Gamer Culture, Corporate Regulation, and Standards of Behavior among Players of Online Games Thorsten Busch, Kelly Boudreau, and Mia Consalvo Section IV: Politics and Regulations 13. The Right to Play in the Digital Era Tom Apperley 14. Against the Arcade: Video Gaming Regulation and the Legacy of Pinball Carly A. Kocurek 15. Curt Schilling's Gold Coins: Lessons for Creative Industry Policy in Light of the 38 Studios Collapse Randy Nichols 16. The Ban on Gaming Consoles in China: Protecting National Culture, Morals, and Industry within an International Regulatory Framework Bjarke Liboriussen, Andrew White, and Dan Wang 17. Regulating Rape: The Case of RapeLay, Domestic Markets, International Outrage, and Cultural Imperialism Jennifer deWinter Afterword Ashley S. Lipson
- Grewell, G., Mcallister, K. S., & Ruggill, J. E. (2015). "You Really Do Have Brain-Damage, Don’t You?”: Ridicule as Game Mechanic in the Portal Series. In “The Cake is a Lie”: Polyperspektivische Betrachtungen des Computerspiels am Beispiel von Portal(pp 323-48). Münster/Berlin: Lit-Verlag.
- Mcallister, K. S., Ruggill, J. E., Mcallister, K. S., & Ruggill, J. E. (2015). E(SRB) is for everyone: Game ratings and the practice of content evaluation. In Video Game Policy: Production, Distribution, and Consumption(pp 71-84). Taylor and Francis. doi:10.4324/9781315748825-6
- Ruggill, J. E., & McAllister, K. S. (2014). Against the Use of Computer Games in the Classroom: The Wickedness of Ludic Pedagogies. In The Game Culture Reader(pp 86--102). Cambridge Scholars Publishing.
- Ruggill, J. E., & Mcallister, K. S. (2014). Foreword. In Computer Games and Technical Communication: Critical Methods & Applications at the Intersection(pp xvii-xviii). Surrey: Ashgate Publishing.
- Ruggill, J. E., & Mcallister, K. S. (2013). Invention, Authorship, and Massively Collaborative Media. In Media Authorship(pp 137-50). New York: Routledge.
- Mcallister, K. S., & Ruggill, J. E. (2010). "Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play Studies. In Utopic Dreams and Apocalyptic Fantasies: Critical Approaches to Researching Video Game Play(pp 43-58). Lanham: Lexington Books/Rowman & Littlefield.
- Ruggill, J. E., Mcallister, K. S., & Chaney, J. R. (2009). Introduction: Without Analogy. In The Computer Culture Reader(pp 1-8). Newcastle: Cambridge Scholars Publishing.
- Mcallister, K. S., & Ruggill, J. E. (2006). Video Game. In American Icons: An Encyclopedia of the People, Places, and Things that have Shaped Our Culture(pp 727-32). Westport: Greenwood Press.
- Sosnoski, J., Jones, S., Carter, B., Carter, B., Mcallister, K. S., Moeller, R. M., Mir, R., & Mcallister, K. S. (2006). Virtual Harlem as a Collaborative Learning Environment: A Project of the University of Illinois at Chicago’s Electronic Visualization Lab. In The International Handbook of Virtual Learning Environments. Springer, Dordrecht. doi:10.1007/978-1-4020-3803-7_54
- Menchaca, D., Ruggill, J. E., & Mcallister, K. S. (2004). How to Run a Game Night. In Game Work: Language, Power, and Computer Game Culture(pp 181-98). Tuscaloosa: University of Alabama Press.
Journals/Publications
- Ruggill, J., Rios, F., Laserre, M., McAllister, K. S., Laserre, M., McAllister, K. S., Rios, F., & Ruggill, J. (2020). Sustaining Software Preservation Efforts Through Use and Communities of Practice. International Journal of Digital Curation, 15(1). doi:10.2218/ijdc.v15i1.696
- Melo, M., Bentley, E., Mcallister, K. S., & Cortez, J. M. (2019). Pedagogy of Productive Failure: Navigating the Challenges of Integrating VR into the Classroom. The Journal of Virtual Worlds Research, 12(1). doi:10.4101/jvwr.v12i1.7318More infoThe surge of popular interest in virtual reality (VR), largely driven by recent advances making the hardware and software for VR development and use accessible to average consumers, is showing all the signs of a durable trend. One of those signs is active uptake in the academy, both for research (where it was pioneered) and in the classroom (where its footing is less certain). To be sure, VR offers exciting and relatively underdeveloped pedagogical terrain for teachers looking to enhance their curricula by deploying technologies that might optimize the learning process. This article offers a critical reflection on one such effort, specifically, our academic team’s grant-funded digital humanities research project called Focused Associational Thinking-Virtual Reality (FAT-VR). The main premise of the project was to create a virtual reality environment where students could cultivate creative fluency in divergent thinking. Such competencies are thought to afford students with a means of “thinking things together” in the service of transdisciplinary inquiry and problem solving. This essay recounts how, as we attempted to “move forward” by harnessing VR, we often found ourselves going “backward” and “in circles” due to technological glitches and challenging student feedback. Putting our digital pedagogy project in conversation with phenomenological philosophy and critical theory, we offer a provocation on how forward motion can sometimes set us back pedagogically, and how disorienting experiences—even failure—can become productive.
- Mcallister, K. S., & Ruggill, J. E. (2018). Playing to Death. American Journal of Play.
- Mcallister, K. S. (2016). Rhetoric and the Digital Humanities. Jim Ridolfo and William Hart-Davidson (eds.).. Digital Scholarship in the Humanities, 31(1), 221-223. doi:10.1093/llc/fqv059More infoRhetoric and the Digital Humanities. Jim Ridolfo and William Hart-Davidson (eds.). Chicago: The University of Chicago Press, 2015. ISBN: 328. 978-0-226-17669-7. I wrote my first real piece of software in 1982. It was a little FORTRAN 77 program that allowed me to compare the amount of time I spent on ‘Education' (i.e. going to high school and doing homework) to the amount of time I spent on ‘Electronic Recreation' (i.e. going to the arcade). Named ‘Homework' (so that when my mother asked me what I did after school I had a good answer), the program was meant to help me irrefutably argue that I was not, despite accusations to the contrary, neglecting my studies in favor of playing (among other favorites) Tempest , Zaxxon , and Pole Position . In other words, my first program was also my first foray into rhetoric and digital humanities (DH). Predictably I suppose, when I finally had ‘Homework' debugged enough to give me information I could make sense of, I was chagrined to learn that the accusations were true. After 2 weeks of rigorously tracking my daily routine, the program told me that I spent almost 20% more time engaged in activities related to digital play than analog learning. Not to be undone by my own creation, by the following week I had added more categories to the software, making it account for activities like ‘Transportation' (I had to take the bus to the arcade, during which time I could do actual homework), ‘Observation' (in a busy arcade, one often spends as much time gleaning play strategies from others as actually playing—arguably more like research than entertainment), and ‘Writing' (my friends and I routinely wrote and traded play tips—usually during geometry class, ironically—for the newest machines, which upon reflection seemed as important for my English class as it was for my hobby). By the end of another 2 … mesmer{at}u.arizona.edu
- Ruggill, J. E., Conradi, T., Conway, S., Mcallister, K. S., Nohr, R. F., Rohle, T., Mcallister, K. S., & Ruggill, J. E. (2014). Game studies as field, formation, and geography: a conversation. Reconstruction: Studies in Contemporary Culture, 14.4.
- Ruggill, J. E., & Mcallister, K. S. (2013). Union Yes? Computer Game Design, Management, and Labor Relations. G|A|M|E: The Italian Journal of Game Studies, 2(2), Web.
- Ruggill, J. E., Mcallister, K. S., Mcallister, K. S., & Ruggill, J. E. (2013). Union yes? Computer game design, management, and labor relations. GAME – Games as Art, Media, Entertainment.
- Licona, A. C., Mcallister, K. S., Russell, S. T., Ruggill, J. E., Russell, S. T., Ruggill, J. E., Mcallister, K. S., & Licona, A. C. (2012). Straight, Queer, or Academic?.. The Chronicle of higher education.
- Mcallister, K. S. (2012). How To Do Things With Videogames. Ian Bogost.. Literary and Linguistic Computing, 27(2), 230-232. doi:10.1093/llc/fqr053
- Ruggill, J. E., & Mcallister, K. S. (2012). Testing, Testing, One, Two, Three: Quality Assurance and Game Development. Journal of Gaming and Virtual Worlds, 4(3), 289-95.
- Mcallister, K. S., & Ruggill, J. E. (2011). On the Practice of Contemporary Computer Game Development: An Interview with Ryan Kaufman. Journal of Media Practice, 12(1), 89-93.
- Ruggill, J. E., & Mcallister, K. S. (2011). Computer Game Archiving and the Serious Work of Silliness. Animation Journal, 19, 67-77.
- Ruggill, J. E., & Mcallister, K. S. (2011). Moving Targets: The Constant Change of Mobile Game Development. Eludamos. Journal for Computer Game Culture, 5(1), 93-98.
- Mcallister, K. S., & Ruggill, J. E. (2010). "Stay Small and Keep it All": Making a Big Splash in Boutique Game Development. Eludamos. Journal for Computer Game Culture, 4(1), 103-07.
- Mcallister, K. S., & Ruggill, J. E. (2010). No B.S.: The Contemporary Practice of Game Education, Design, and Development. Eludamos. Journal for Computer Game Culture, 4(1), 117-22.
- Ruggill, J. E., & Mcallister, K. S. (2010). Development in Context. Eludamos. Journal for Computer Game Culture, 4(1), 101.
- Ruggill, J. E., Nichols, R. J., Moeller, R. M., & Mcallister, K. S. (2010). Preface: A Community of Players. Eludamos. Journal for Computer Game Culture, 4(2), 133.
- deWinter, J., Griffin, D., Mcallister, K. S., Moeller, R. M., & Ruggill, J. E. (2010). Computer Games Across the Curriculum: A Critical Review of an Emerging Techno-Pedagogy. Currents in Electronic Literacy, 11, Web.More infoReprinted in _Gaming as Imagination Technology_. Ed. Lonny J. Avi Brooks and Barbara Keyser. San Diego: Cognella, 2013. 69-82.
- deWinter, J., Mcallister, K. S., & Ruggill, J. E. (2010). Evoking the Inexpressible: The Fine Art and Business of Games. Eludamos. Journal for Computer Game Culture, 4(2), 109-15.
- Lowood, H., Monnens, D., Vowell, Z., Ruggill, J. E., Mcallister, K. S., & Armstrong, A. (2009). Before It's Too Late: A Digital Game Preservation White Paper. American Journal of Play, 2(2), 139-66.
- Thompson, J., Mcallister, K. S., & Ruggill, J. E. (2009). Onward Through the Fog: Computer Game Collection and the Play of Obsolescence. M/C Journal, 12(3), Web.
- Ruggill, J. E., & Mcallister, K. S. (2006). The Wicked Problem of Collaboration. M/C Journal, 9(2), Web.
- Mcallister, K. S., & Ruggill, J. E. (2005). Preface. The International Digital Media and Arts Association Journal, 2(1), 2.
- Mcallister, K. S., & Ruggill, J. E. (2005). Special Issue. The International Digital Media and Arts Association Journal, 2(1), 1-84.More infoGuest editor
- Ruggill, J. E., Moeller, R. M., Pearce, B., & Mcallister, K. S. (2005). Teaching Media Culture with Computer Games. The International Digital Media and Arts Association Journal, 2(1), 53-58.
- Sosnoski, J. J., & Mcallister, K. S. (2005). Circuitous Subjects in Their Time Maps. JAC: A Journal of Composition Theory, 25(1), 31-53.More infoNewsPeek, a selective home-publishable semiautomatic electronic news paper that knows the reader, [is] made of material drawn daily from Dow Jones News Retrieval, Nexis, XPress, and wire services, along with television news. Walter [Bender, the director of the project] punches it up on his monitor screen. Topic headlines in different colors indicate "international," "Technical," "Financial," "Mail," "People," etc. When he slides his finger across the screen, the image on the screen slides with him, revealing more text. He runs his finger across a lead paragraph, and that story fills the screen. He calls for other newsclips on the topic, and three come up, one of them colored pale yellow like aging newsprint, indicating it's an old item. Illustrations on the screen in color, such as the map of Cuba or the photograph of the President, are drawn locally from a videodisc capable of holding 54,000 such images, the sort of thing that might be mailed out monthly by a subscription service. When Walter touches an article under "Today," suddenly the illustration comes to life, flames and smoke pouring up, a television voice announcing, "In Mount Bellevue, Texas, today there was an explosion at an oil refinery that set off a spectacular fire. Flames from burning propane, butane, and gasoline towered 800 feet...." The clip was captured from the evening news by NewsPeek and formatted into the presentation. The most significant item on NewsPeek's front page... [is] the user's own electronic mailbox.... "It's news only to him, but it's the most important of all." (Media Lab 37)
- Menchaca, D., Ruggill, J. E., & Mcallister, K. S. (2004). The Gamework. Communication and Critical/Cultural Studies, 1(4), 297-312.
- Moeller, R. M., & Mcallister, K. S. (2002). Playing with Techne: A Propaedeutic for Technical Communication. Technical Communication Quarterly, 11(2), 185-206. doi:10.1207/s15427625tcq1102_5More infoFrustrated by textbooks that push technical communication students prematurely into workplace scenarios, as well as theories that condemn techne in order to advance a particular agenda, we offer a perspective on techne that respects the formative-not professional-situation of technical writing students and emphasizes the importance for technical writers to attend to history, artistry, and well-developed social relations in their work. We offer historically grounded, creative meditations on techne that emphasize its manifold nature: it is conversational, ingenious, cunning, full of trickery, and unpredictably artistic. Such meditations can replace overly complex workplace scenarios in technical communication classrooms, particularly when an instructor wishes to emphasize knowledge making rather than the mechanics and politics of document production.
Proceedings Publications
- McAllister, K. S. (2014). Game Studies, Culture, Play, and Practice Wrap-up and Roundup. In The 35th Annual Conference of The Southwest Popular/American Culture Association.
- Lowood, H., Armstrong, A., Monnens, D., Vowell, Z., Ruggill, J. E., Mcallister, K. S., Donahue, R., & Pinchbeck, D. (2009, September). Before It’s Too Late: Preserving Games Across the Industry/Academia Divide. In DiGRA '09 - Breaking New Ground: Innovation in Games, Play, Practice and Theory, 5, 1-7.
- Ruggill, J. E., Ruggill, J. E., Mcallister, K. S., Mcallister, K. S., Menchaca, D., & Menchaca, D. (2003, Spring). The Game-work: Toward an Art of Computer Game Analysis. In Southwest/Texas Popular and American Culture Associations, 784-91.
- Aguirre, N., Lateef, S., Dorwick, K., Fletcher, J., Sosnoski, J. J., & Mcallister, K. S. (1996). If they build it, they will come (panel): creating a virtual academic department in cyberspace—a presentation by the E-works collective of the University of Illinois at Chicago. In Proceedings of the 24th annual ACM SIGUCCS conference on User services - SIGUCCS '96, 11-12.
Presentations
- McAllister, K. S., & Ruggill, J. (2017, February). Game Studies Wrap-Up Session. Southwest Popular/American Culture Association Conference. Albuquerque, NM: Popular Culture Association and the American Culture Association.
- Mcallister, K. S., & Ruggill, J. E. (2017, October). Futility, Futurity, and Junk: Thoughts on the Theory and Practice of Computer Game Archiving. ZeM Events. Potsdam, Germany: ZeM—Brandenburgisches Zentrum für Medienwissenschaften.
- Mcallister, K. S., & Ruggill, J. E. (2014, October). Show & Tell: Tales from the (Video Game) Archive, Part II. Confluencecenter Show & Tell Series. Tucson, AZ: Confluencecenter for Creative Inquiry/Playground Bar and Lounge.
- Mcallister, K. S., & Ruggill, J. E. (2013, October). Why Playing Games Makes for Good Homework. Vegas Valley Book Festival. Las Vegas, NV: Vegas Valley Book Festival.
- Mcallister, K. S., & Ruggill, J. E. (2012, October). Show & Tell: Tales from the (Video Game) Archive. Confluencecenter Show & Tell Series. Tucson, AZ: Confluencecenter for Creative Inquiry/Playground Bar and Lounge.
- Ruggill, J. E., & Mcallister, K. S. (2011, November). Gonzo Archiving: Arcana, Apocrypha, and a Boatload of Computer Games. The 39th Annual Museum Computer Network Conference. Atlanta, GA: The Museum Computer Network.
- Ruggill, J. E., & Mcallister, K. S. (2010, November). Computer Game Archiving and the Serious Work of Being Silly. Reimagining the Archive: Remapping and Remixing Traditional Models in the Digital Era. Los Angeles, CA: University of California, Los Angeles.
- Ruggill, J. E., & Mcallister, K. S. (2008, April). Game to Learn. Center for Educational Resources in Culture, Language, and Literacy Workshop. Tucson: Center for Educational Resources in Culture, Language, and Literacy.
- Ruggill, J. E., & Mcallister, K. S. (2008, October). Innovative Technology Tools for the Foreign Language Classroom. Arizona Language Association Fall Conference. Phoenix, AZ: Arizona Language Association.
- Mcallister, K. S., & Ruggill, J. E. (2007, Fall). Contemporary Computer Game-Based Training and Development. Monthly Training Breakfast. Tucson, AZ: American Society for Training and Development, Greater Tucson Chapter.
- Mcallister, K. S., & Ruggill, J. E. (2007, March). What Marketing and Communications Professionals Really Need to Know About Web 2.0. UA Marketing Group. Tucson, AZ: University of Arizona.
- Ruggill, J. E., Mcallister, K. S., & Wyman, M. T. (2006, October). Educational Game Design and Development. The International Digital Media and Arts Association Conference. Oxford, OH: The International Digital Media and Arts Association.
- Mcallister, K. S., & Ruggill, J. E. (2005, Fall). The Art and Industry of Computer Games. Sun City Vistoso Kiwanis Club Officers Installation Dinner. Tucson, AZ: Sun City Vistoso Kiwanis Club.
- Ruggill, J. E., & Mcallister, K. S. (2005, June). Game to Teach: Using and Building Games for Indigenous Language Education. American Indian Language Development Institute. Tucson, AZ: University of Arizona.
- Ruggill, J. E., & Mcallister, K. S. (2005, October). Introduction to Game Studies. The International Digital Media and Arts Association Conference. Orlando, FL: The International Digital Media and Arts Association.
- Ruggill, J. E., & Mcallister, K. S. (2005, October). Introduction to Machinimation. The International Digital Media and Arts Association Conference. Orlando, FL: The International Digital Media and Arts Association.
- Ruggill, J. E., & Mcallister, K. S. (2005, September). Gaming with Kids: The Problems and Potentialities of Using Computer Games in Elementary School Curricula. College of Education Seminar Series on Instructional Technologies. Tucson, AZ: University of Arizona.
- Ruggill, J. E., & Mcallister, K. S. (2005, Summer). How to Build Games for Fun and Profit. Summer Event Series. Tucson, AZ: Tucson-Pima Public Library - Joel D. Valdez Main Library.
- Ruggill, J. E., Mcallister, K. S., & Pearce, B. (2005, October). Critical Play: Computer Games in the University Classroom. The International Digital Media and Arts Association Conference. Orlando, FL: The International Digital Media and Arts Association.
- Mcallister, K. S., Ruggill, J. E., Menchaca, D., Pearce, L., & Reed, J. (2003, May). Playing to Learn: Using Computer Games in the Writing Classroom. Computers and Writing: Discovering Digital Dimensions. West Lafayette, IN: Computers and Writing.
Creative Productions
- Ruggill, J. E., & Mcallister, K. S. (2015. Your Parents’ Video Games. Pima County Public Library, Woods Branch, Summer Reading Program. Tucson, AZ: Pima County Public Library.More infoExhibition
- Ruggill, J. E., & Mcallister, K. S. (2013. Archiving Gaming. Phoenix Art Museum. Phoenix, AZ: Phoenix Art Museum.More infoExhibition
- Ruggill, J. E., & Mcallister, K. S. (2007. SimUniverse: A Brief Look at the History of a Learning Technology. University of Arkansas. Fayetteville, AR: University of Arkansas.More infoExhibition
- Mcallister, K. S., Ruggill, J. E., Travers, B., & Martin, J. (2006. Documenting Digital Play: Computer Games and their Communities. University of Arizona Libraries. Tucson, AZ: University of Arizona Libraries.More infoExhibition
- Mcallister, K. S., & Ruggill, J. E. (2005. Playing with History: A Hands-on Exhibit for Understanding the Evolution of Human-Computer Interfaces. Learning Technologies Center. Tucson, AZ: University of Arizona.More infoExhibition
- Mcallister, K. S., Ruggill, J. E., & Battle, S. (2005. Game Time: 30 Years of Computer Games, Gimmicks, and Gewgaws. iDEAs Exhibition. Orlando, FL: The International Digital Media and Arts Association.More infoExhibition
Others
- Mcallister, K. S., & Ruggill, J. E. (2016, August 27). Power Up or Down: Are Video Games Ruining Us? Research Says Effects are Diverse, Unpredictable. Arizona Republic.
- McAllister, K. S. (2014). Introducing the New UA School of Information.
- McAllister, K. S., Cheshire, A., Bruck, M., Melo, M., & Rick, D. (2014). Don't Mind the Gap: Teaching Humanists How to (Re)Think in Parallel (White Paper).
- Mcallister, K. S., & Ruggill, J. E. (2013, January 28). Resistance is Futile. You will be Assimilated. MediaCommons.
- Ruggill, J. E., & Mcallister, K. S. (2013, June 20). The Everyday Play of Collaboration. The New Everyday: A MediaCommons Project.
- Licona, A. C., Mcallister, K. S., Russell, S., & Ruggill, J. E. (2012, January 20). Straight, Queer, or Academic? A Couple of Couples Talk Research Relationships in Higher Ed. The Chronicle of Higher Education.
- Ruggill, J. E., & Mcallister, K. S. (2012, October 10). A Modest Proposal for Immodest Times? Those Ready to Retire Cannot Go, While Those Inclined to Stay Face Tremendous Pressure to Leave. The Chronicle of Higher Education.
- Mcallister, K. S., & Ruggill, J. E. (2010, January 15). An Academic Bestiary for the Intrepid Job Seeker: During the Campus Visit, Predator, Prey, and Pedant Alike Come Together and Woe to Those Ill-prepared for the Encounter. The Chronicle of Higher Education.
- Lowood, H., Monnens, D., Armstrong, A., Ruggill, J. E., Mcallister, K. S., Vowell, Z., & Donahue, R. (2009, Spring). Before It's Too Late: A Digital Game Preservation White Paper. International Game Developers Association.
- Mcallister, K. S., & Ruggill, J. E. (2009, Fall). "Can't Hardly Overdo It": Game Education and the Pursuit of Collaboration. Game Education Network.
- Ruggill, J. E., & Mcallister, K. S. (2007, February 9). Beyond the Steady State. Flow.
- Ruggill, J. E., & Mcallister, K. S. (2005, January 21). A Couple of Rare Birds: How Can You Summarize Two Scholarly Careers in a Single Two-page Cover Letter?. The Chronicle of Higher Education.
- Ruggill, J. E., & Mcallister, K. S. (2005, June 24). Game Over: A Couple of Game Studies Scholars, Who Aren't a Couple in the Romantic Sense, Come Up Short in Their Dual Job Search. The Chronicle of Higher Education.
- Ruggill, J. E., & Mcallister, K. S. (2005, March 18). Team Job Interviews: Two Scholars in Game Studies Share What It’s Like to Endure the Interview Gantlet with a Partner. The Chronicle of Higher Education.
- Ruggill, J. E., & Mcallister, K. S. (2005, September 23). An Analog Form in a Digital Box: Sitcoms, Mitcoms, and New Media Pliancy. Flow.
- Ruggill, J. E., & Mcallister, K. S. (2005, Spring). The International Digital Media and Arts Association Journal.
- Ruggill, J. E., & Mcallister, K. S. (2004, October 8). Game for Anything: Academic Couple Seeks Open-Minded Institution for Nontraditional Relationship. The Chronicle of Higher Education.