kmb


Kelly Bergstrom

Photo of Kelly Bergstrom

Department of Communication & Media Studies

Associate Professor
on sabbatical July 2025-June 2026

Email: kmb@yorku.ca


Please note: While I am always happy to talk to potential graduate students, I will be on sabbatical from July 2025 to June 2026. My capacity for supervision and committees will be limited until I return.

Kelly Bergstrom is an Associate Professor in the Department of Communication and Media Studies at York University. Previously, she was an Assistant Professor in the School of Communications at the University of Hawai‘i at Mānoa and a Postdoctoral Fellow at York University’s Institute for Research on Digital Learning and a MITACS Postdoctoral Researcher at Big Viking Games.

Bergstrom’s research examines drop out and disengagement from digital cultures, with a focus on digital games and social media. She is co-editor of Internet Spaceships are Serious Business: An EVE Online Reader (University of Minnesota Press, 2016) and her work has been published in journals such as Feminist Media Studies, Critical Studies in Media Communication, and Social Media + Society.

More...

Degrees

PhD, York University
MA, University of Calgary
BA (Honours), Simon Fraser University
BFA, Simon Fraser University

Research Interests

Gender Issues , Labour, Game Studies, Feminist Media Studies, Leisure studies, True crime

Current Research Projects

Context Collisions and Critical Events: Investigating the True Crime Convention Circuit

    Summary:

    True crime—a media genre that examines the specific details of a crime and the individuals associated with (and impacted by) criminal events—has been popular since the 16th century. However, in part due to its natural fit with online participatory culture, true crime content has proliferated across social media and podcasting platforms—an estimated 24% of all podcasts available for streaming are now focused on true crime. Its popularity with audiences and profitability for advertisers has led to a new development: true crime conventions. These multi-day ticketed events push true crime out of a private mediated experience and into the public where fans, content creators, victims and their advocates, law enforcement, legal experts, and exonerated former suspects congregate in a shared physical location. I argue that these conventions are a site of context collapse, where a fan’s uncritical consumption of true crime media may be challenged by crossing paths with a victim or their family and as such, warrant critical investigation.

    See more
    Role: Principal Investigator

    Start Date:
      Month: Jun   Year: 2025

    End Date:
      Month: May   Year: 2027

    Funders:
    SSHRC IDG
Platforming Leisure: Navigating worker experiences of labour and leisure in the digital platform economy

    Summary:

    Platforming Leisure seeks to address the paucity of knowledge concerning platform-mediated work and leisure: what do digital platform workers do when they are “off the clock,” either by choice or when they are waiting between contracts? Building on existing scholarship and a pilot study about the leisure practices of students engaged in gig work, this project asks: how have digital labour platforms affected workers’ access to and experiences of leisure?

    See more
    Role: Principal Investigator

    Start Date:
      Month: Apr   Year: 2025

    End Date:
      Month: Mar   Year: 2029

    Collaborator: Co-Is: Denielle Elliott (Anthropology & Social Science), Hannah Johnston (School of Human Resource Management), sava saheli singh (Faculty of Education)
    Funders:
    SSHRC IG
Books

Publication
Year

Carter, M., Bergstrom, K., & Woodford, D. (Eds.). (2016). Internet spaceships are serious business: An EVE Online reader. University of Minnesota Press.

2016

Journal Articles

Publication
Year

Bergstrom, K., & Poor, N. (2023). We have always been social: Comparing social expressiveness between single-player and multiplayer gamers. Journal of Gaming & Virtual Worlds, 15(3), 247-266.

2023

Bergstrom, K. (2022). Ignoring the blood on the tracks: exits and departures from game studies. Critical Studies in Media Communication, 39(3), 173-180

2022

Bergstrom, K. and Poor, N. (2022). Signaling the Intent to Change Online Communities: A Case from a Reddit Gaming Community. Social Media + Society, 8(2), 1-10.

2022

Bergstrom, K. (2022). When a door becomes a window: Using Glassdoor to examine game industry work cultures. Information, Communication & Society, 25(6), 835-850.

2022

Bergstrom, K. (2021). Anti-social social gaming: community conflict in a Facebook game. Critical Studies in Media Communication, 38(1), 61-74.

2021

Bergstrom, K., & Poor, N. (2021). Reddit Gaming Communities During Times of Transition. Social Media+ Society, 7(2). DOI: 20563051211010167

2021

Bergstrom, K. (2021). What if we were all novices? Making room for inexperience in a game studies classroom. Digital Culture & Education, 13(2).

2021

Bergstrom, K. (2021). Who is playing Pokémon GO? An observational activity. Communication Teacher, 35(2), 93-97.

2021

Bergstrom, K. (2020). Destruction as Deviant Leisure in EVE Online. Journal of Virtual Worlds Research, 13(1).

2020

Bergstrom, K., & Neo, R. (2020). Searching for the stairway to heaven: information seeking about an illegal hiking trail in Hawaii. Leisure Studies, 39(5), 751-764.

2020

Bergstrom, K. (2019). Barriers to play: Accounting for non-participation in digital game play. Feminist Media Studies, 19(6), 841-857.

2019

Bergstrom, K. (2019). EVE Online is not for everyone: Exceptionalism in online gaming cultures. Human Technology, 15(3).

2019

Bergstrom, K. (2019). Moving beyond churn: Barriers and constraints to playing a social network game. Games and Culture, 14(2), 170-189.

2019

Bergstrom, K. (2019). Temporary break or permanent departure? Rethinking what it means to quit EVE online. Games and Culture, 14(3), 276-296.

2019

Conference Proceedings

Publication
Year

Bergstrom, K., & Sherman, J. (2021). Who Stays in the Game? Similarities and Differences Between Current and Former Digital Games Players. In Proceedings of the 54th Hawaii International Conference on System Sciences (pp. 2873-2882)

2021


Please note: While I am always happy to talk to potential graduate students, I will be on sabbatical from July 2025 to June 2026. My capacity for supervision and committees will be limited until I return.

Kelly Bergstrom is an Associate Professor in the Department of Communication and Media Studies at York University. Previously, she was an Assistant Professor in the School of Communications at the University of Hawai‘i at Mānoa and a Postdoctoral Fellow at York University’s Institute for Research on Digital Learning and a MITACS Postdoctoral Researcher at Big Viking Games.

Bergstrom’s research examines drop out and disengagement from digital cultures, with a focus on digital games and social media. She is co-editor of Internet Spaceships are Serious Business: An EVE Online Reader (University of Minnesota Press, 2016) and her work has been published in journals such as Feminist Media Studies, Critical Studies in Media Communication, and Social Media + Society.

Degrees

PhD, York University
MA, University of Calgary
BA (Honours), Simon Fraser University
BFA, Simon Fraser University

Research Interests

Gender Issues , Labour, Game Studies, Feminist Media Studies, Leisure studies, True crime

Current Research Projects

Context Collisions and Critical Events: Investigating the True Crime Convention Circuit

    Summary:

    True crime—a media genre that examines the specific details of a crime and the individuals associated with (and impacted by) criminal events—has been popular since the 16th century. However, in part due to its natural fit with online participatory culture, true crime content has proliferated across social media and podcasting platforms—an estimated 24% of all podcasts available for streaming are now focused on true crime. Its popularity with audiences and profitability for advertisers has led to a new development: true crime conventions. These multi-day ticketed events push true crime out of a private mediated experience and into the public where fans, content creators, victims and their advocates, law enforcement, legal experts, and exonerated former suspects congregate in a shared physical location. I argue that these conventions are a site of context collapse, where a fan’s uncritical consumption of true crime media may be challenged by crossing paths with a victim or their family and as such, warrant critical investigation.

    Project Type: Funded
    Role: Principal Investigator

    Start Date:
      Month: Jun   Year: 2025

    End Date:
      Month: May   Year: 2027

    Funders:
    SSHRC IDG
Platforming Leisure: Navigating worker experiences of labour and leisure in the digital platform economy

    Summary:

    Platforming Leisure seeks to address the paucity of knowledge concerning platform-mediated work and leisure: what do digital platform workers do when they are “off the clock,” either by choice or when they are waiting between contracts? Building on existing scholarship and a pilot study about the leisure practices of students engaged in gig work, this project asks: how have digital labour platforms affected workers’ access to and experiences of leisure?

    Project Type: Funded
    Role: Principal Investigator

    Start Date:
      Month: Apr   Year: 2025

    End Date:
      Month: Mar   Year: 2029

    Collaborator: Co-Is: Denielle Elliott (Anthropology & Social Science), Hannah Johnston (School of Human Resource Management), sava saheli singh (Faculty of Education)
    Funders:
    SSHRC IG

All Publications


Books

Publication
Year

Carter, M., Bergstrom, K., & Woodford, D. (Eds.). (2016). Internet spaceships are serious business: An EVE Online reader. University of Minnesota Press.

2016

Journal Articles

Publication
Year

Bergstrom, K., & Poor, N. (2023). We have always been social: Comparing social expressiveness between single-player and multiplayer gamers. Journal of Gaming & Virtual Worlds, 15(3), 247-266.

2023

Bergstrom, K. (2022). Ignoring the blood on the tracks: exits and departures from game studies. Critical Studies in Media Communication, 39(3), 173-180

2022

Bergstrom, K. and Poor, N. (2022). Signaling the Intent to Change Online Communities: A Case from a Reddit Gaming Community. Social Media + Society, 8(2), 1-10.

2022

Bergstrom, K. (2022). When a door becomes a window: Using Glassdoor to examine game industry work cultures. Information, Communication & Society, 25(6), 835-850.

2022

Bergstrom, K. (2021). Anti-social social gaming: community conflict in a Facebook game. Critical Studies in Media Communication, 38(1), 61-74.

2021

Bergstrom, K., & Poor, N. (2021). Reddit Gaming Communities During Times of Transition. Social Media+ Society, 7(2). DOI: 20563051211010167

2021

Bergstrom, K. (2021). What if we were all novices? Making room for inexperience in a game studies classroom. Digital Culture & Education, 13(2).

2021

Bergstrom, K. (2021). Who is playing Pokémon GO? An observational activity. Communication Teacher, 35(2), 93-97.

2021

Bergstrom, K. (2020). Destruction as Deviant Leisure in EVE Online. Journal of Virtual Worlds Research, 13(1).

2020

Bergstrom, K., & Neo, R. (2020). Searching for the stairway to heaven: information seeking about an illegal hiking trail in Hawaii. Leisure Studies, 39(5), 751-764.

2020

Bergstrom, K. (2019). Barriers to play: Accounting for non-participation in digital game play. Feminist Media Studies, 19(6), 841-857.

2019

Bergstrom, K. (2019). EVE Online is not for everyone: Exceptionalism in online gaming cultures. Human Technology, 15(3).

2019

Bergstrom, K. (2019). Moving beyond churn: Barriers and constraints to playing a social network game. Games and Culture, 14(2), 170-189.

2019

Bergstrom, K. (2019). Temporary break or permanent departure? Rethinking what it means to quit EVE online. Games and Culture, 14(3), 276-296.

2019

Conference Proceedings

Publication
Year

Bergstrom, K., & Sherman, J. (2021). Who Stays in the Game? Similarities and Differences Between Current and Former Digital Games Players. In Proceedings of the 54th Hawaii International Conference on System Sciences (pp. 2873-2882)

2021