kmb


Kelly Bergstrom

Photo of Kelly Bergstrom

Department of Communication & Media Studies

Associate Professor
Interim Director, Institute for Technoscience & Society (ITS)

Office: Victor Phillip Dahdaleh (DB) Building, 2010
Phone: 416-736-2100 Ext: 77849
Email: kmb@yorku.ca

Accepting New Graduate Students


Kelly Bergstrom is an Assistant Professor in the Department of Communication and Media Studies at York University. Prior to her return to Canada, she was an Assistant Professor in the School of Communications at the University of Hawai‘i at Mānoa. Previously, she was 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.

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Degrees

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

Research Interests

Gender Issues , Communications, Game Studies, Feminist Media Studies, Social Media
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


Current Courses

Term Course Number Section Title Type
Winter 2024 AP/CMDS4206 3.0 M Digital Labour SEMR



Kelly Bergstrom is an Assistant Professor in the Department of Communication and Media Studies at York University. Prior to her return to Canada, she was an Assistant Professor in the School of Communications at the University of Hawai‘i at Mānoa. Previously, she was 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 , Communications, Game Studies, Feminist Media Studies, Social Media

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


Current Courses

Term Course Number Section Title Type
Winter 2024 AP/CMDS4206 3.0 M Digital Labour SEMR