Synthetic Reality & XR

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Research theme

How gaming culture and production practices shape virtual reality, augmented reality, AI, and the people who adopt them. This work develops what I call the Synthetic Reality Industry framework.

Publications

  • Foxman, M., Ratan, R. A., Peña, J., Beyea, D., Klebig, B., & Leith, A. P. (2026). Editorial: Exploring Meaningful Extended Reality (XR) Experiences: Psychological, Educational, and Data-Driven Perspectives. Frontiers in Virtual Reality. Read → (opens in a new tab)
  • Leith, A. P., Lim, C., Foxman, M., Beyea, D., Jeong, D. (2025). Stress and Coping in VRChat: A Mixed-Method Case Study of the Use of VRChat as a Coping Tool During the COVID-19 Pandemic. Computers in Human Behavior Reports. Read → (opens in a new tab)
  • Lim, C., Ratan, R., Pandita, S., Foxman, M., Hales, G. E., Liu, H., Lei, S. K., & Beyea, D. (2025). Openness to the Metaverse Workplace: Zoom Fatigue and Metaverse Information Seeking Mediate Gender Inequities. Human Behavior and Emerging Technologies. Read → (opens in a new tab)
  • Beyea, D., Foxman, M., Ratan, R., Klebig, B., Leith, A., & Chen, V. H. H. (2025). Metaverse-Mediated Communication: A Call for Theory-Driven XR Research. Journal of Media Psychology 37(2). Read → (opens in a new tab)
  • Lim, C., Ratan, R., Foxman, M., Meshi, D., Liu, H., Hales, G., & Lei, Y. (2024). An Avatar’s Worth: Valuation of avatar customization for the metaverse workplace is predicted by virtual meeting fatigue, gaming habits, and being a woman or person of color. Computers in Human Behavior, 158. Read → (opens in a new tab)
  • Foxman, M. (2022). Gaming the System: Playbour, Production, Promotion and the Metaverse. Baltic Screen Media Review, 10(2), 224–233. Read → (opens in a new tab)
  • Foxman, M., Beyea, D., Leith, A. P., Ratan, R. A., Chen, V. H. H., & Klebig, B. (2022). Beyond genre: Classifying virtual reality experiences. IEEE Transactions on Games, 14(3), 466–477. Read → (opens in a new tab)
  • Alexanian, S., Foxman, M., & Pimentel, D. (2022). Virtual reality and music’s impact on psychological well-being. Frontiers in Rehabilitation Sciences. Read → (opens in a new tab)
  • Foxman, M., Markowitz, D. M., & Davis, D. Z. (2021). Defining empathy: Interconnected discourses of virtual reality’s prosocial impact. New Media & Society, 23(8), 2167–2188. Read → (opens in a new tab)
  • Pimentel, D., Foxman, M., Davis, D. Z., & Markowitz, D. M. (2021). Virtually real, but not quite there: Social and economic barriers to meeting Virtual Reality’s true potential for mental health. Frontiers in Virtual Reality. Read → (opens in a new tab)
  • Foxman, M. (2019). United We Stand: Platforms, Tools and Innovation with the Unity Game Engine. Social Media + Society, 5(4). Read → (opens in a new tab)
  • Foxman, M. (2025). Immersive Journalism with Augmented and Virtual Reality. In N. Dahmen & T. J. Thomson (Eds). The Routledge Companion to Visual Journalism (pp. 397–408). Routledge.
  • Foxman, M., Burrell, S., Arangelov, V., Cote, A. C., & Clements, J. (2025). Seeing Into the Future: Opportunities and Challenges for Immersive Media in Esports Player and Fan Experiences. Book of Abstracts: Online Esports Research Network Conference 2025. Read → (opens in a new tab)
  • Milik, O. T., Jang, D., Foxman, M., Klebig, B., Beyea, D., Leith, A. P., & Ratan, R. A. (2025). Focusing on Virtual Groups: A Method for Focus Group Interviews in XR/VR Group Settings. AoIR Selected Papers of Internet Research. Read → (opens in a new tab)
  • Milik, O., Foxman, M., Jang, D., Lin, Q., Waier, J., Zheng, A., Bouzek, D., Klebig, B., Leith, A., Beyea, D., & Ratan, R. (2024). “Beyond Meet Space: Running a Focus Group Study in VR.” Meaningful Play 2024 Conference Proceedings. Read → (opens in a new tab)
  • Langston, K., Saqib, B., McDonald, W., Zheng, A., Lerner, K., Lover, A., Winn, B., Leith, A., Foxman, M., & Ratan, R. (2024). Designing a Nondisruptive Game Mechanic for Meetings in Virtual Reality. Meaningful Play 2024 Conference Proceedings. Read → (opens in a new tab)
  • Foxman, M., Bouzek, D., Ratan, R., & Leith, A. P. (2023). Virtually Limited: Boundaries of Play in Virtual Reality Production. DiGRA ’23 – Proceedings of the 2023 DiGRA International Conference: Limits and Margins of Games. Read → (opens in a new tab)
  • Leith, A., Foxman, M., Onuche, M., Ratan, R., & Lim, C. (2023). Mixed Feelings and Realities: Joyful to Nauseating Sentiments About VR on Twitter. DiGRA ’23 – Proceedings of the 2023 DiGRA International Conference: Limits and Margins of Games. Read → (opens in a new tab)
  • Foxman, M., Leith, A. P., Beyea, D., Klebig, B., Chen, V. H. H., & Ratan, R. (2020). Virtual Reality Genres: Comparing Preferences in Immersive Experiences and Games. Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play, 237–241. Read → (opens in a new tab)
  • Foxman, M. & Burrell, S. (2025). Theories in XR, 2024. Social Grammars of Virtuality, no. 3. University of Pennsylvania. Read → (opens in a new tab)
  • Foxman, M., Burrell, S., & Rahman, W. (2024). Theories in XR, 2023. Social Grammars of Virtuality, no. 2. University of Pennsylvania. Read → (opens in a new tab)
  • Foxman, M. (2023). Dis/Unity: Why game engines are central to the metaverse. Critical Augmented and Virtual Reality Researchers Network (CAVRN). Read → (opens in a new tab)
  • Foxman, M. (2023). Theories in XR, 2022. Social Grammars of Virtuality, no. 1. University of Pennsylvania. Read → (opens in a new tab)

In the news

  • Foxman, M. (2021, July). Translating Game Studies, VR and the Metaverse for Journalists and the Public. Spartie Lab Podcast. Read → (opens in a new tab)

Talks and presentations

Show 30 talks
  • Foxman, M. (2026, June). Thinking through Play in Immersive Learning. Presented at the International Conference of the Immersive Learning Research Network (iLRN) 2026, Virtual.
  • Beyea, D., Ratan, R., Foxman, M., Peña, J., Leith, A. P., Milik, O., Liu, J., Lim, C., & Klebig, B. (2026, June). To Err Is Human: Reviewing and Explicating the Uncanny Valley of the Mind. Presented at the 76th Annual International Communication Association Conference, Cape Town.
  • Burrell, S. L., Rahman, M. W. U., Foxman, M., Cote, A., & Arangelov, V. A. (June, 2025). “In a Crowd, Alone,”: An Experimental Review of Virtual Reality Uses in E-Sports Spectatorship. Presented at the 75th Annual International Communication Association Conference, Denver.
  • Leith, A. P., Lim, C., Foxman, M., Beyea, D. G., & Jeong, D. C. (June, 2025). Stress and Coping in VRChat: A Mixed-Method Case Study of the Use of VRChat as a Coping Tool During the COVID-19 Pandemic. Presented at the 75th Annual International Communication Association Conference, Denver.
  • Milik, O., Foxman, M., Chen V. H. H., Pandita, S., Leith, A. P., & Ratan, R. (June, 2025). Looking Beyond Meet Space: Presenting a Research Platform in VRChat. Presented at the 75th Annual International Communication Association Conference, Denver.
  • Leith, A. P., Foxman, M., Lim, C., & Beyea, D. G. (2025, June). What ASD Finds in VRChat: The Potential for VR to Address the Communication Barriers Faced by Individuals With Autism Spectrum Disorder. Presented at the 75th Annual International Communication Association Conference, Denver.
  • Lim, C., Ratan, R., Foxman, M., Meshi, D., Liu, H., Hales, G., & Lei, Y. (2024. June). “An Avatar’s Worth: Valuation of Avatar Customization for the Metaverse Workplace is Predicted by Virtual Meeting Fatigue, Gaming Habits and Being a Woman or Person of Color.” Presented at the 74th Annual International Communication Association Conference, Gold Coast.
  • Foxman, M. & Girginova, K. (2024, May). “Rethinking Methods, Theories, and Subjects.” Presented at Meaningful XR 2024, Palo Alto.
  • Chia, A., & Foxman, M. (2023, June). “Producing the Post-Gamer: Game Engines as Tools for Ideological Expansion.” Presented at the Digital Games Research Association (DiGRA) 2023, Seville.
  • Leith, A. P., Foxman, M., Onuche, M., & Bouzek, D. (2023, May). “Diffusion of Gratification: The Reception of VR as a Modality for Remote Work and Meetings.” Presented at the 73rd Annual International Communication Association Conference, Toronto.
  • Burrell, S., Cote, A., Rahman, W., & Foxman, M. (2022, November). “Identification, Spectatorship, and the Role of Virtual Reality in Collegiate Esports Fandom.” Presented at the 108th Annual National Communication Association Convention, New Orleans.
  • Ratan, R. A., Liu, H., Hales, G. E., Lim, C., Foxman, M., Lei, Y., Lee, J., & Meshi, D. (2022, November). “The Metaverse Spend: Game Purchasers Perceive More Virtual Value.” Presented at the 108th Annual National Communication Association Convention, New Orleans.
  • Foxman, M., Beyea, D. G., Leith, A. P., Ratan, R. A., Chen, V. H. H., & Klebig, B. (2021, May). “Hardly Just Hardware: Understanding Games and Genres in Virtual Reality Experiences.” Presented at the International Communication Association 71st Annual Conference, Virtual.
  • Foxman, M. (2021, March). “Replaying Reality: Play in Contemporary Digital Innovations and Immersive Media.” Presented at the Society for Cinema and Media Studies Conference, Virtual.
  • Foxman, M. (2020, May). “Making the Virtual a Reality: Playful Labor and the Oculus Rift in the Diffusion of Innovation.” Presented at the International Communication Association 70th Annual Conference, Virtual.
  • Foxman, M., & Nieborg D. B. (2019, May). “Cheating the Game Industry: Autonomy and Play with the Unity Game Engine.” Presented at the International Communication Association 69th Annual Conference, Washington, DC.
  • Foxman, M. (2019, May). “A 360° Turn: Contemporary Uses and Practices of VR Journalism.” Presented at the International Communication Association 69th Annual Conference, Washington, DC.
  • Foxman, M., Markowitz, D. M., & Davis, D. Z. (2019, May). “Defining Empathy: Conflicting Discourses of Virtual Reality’s Impact.” Presented at the International Communication Association 69th Annual Conference, Washington, DC.
  • Foxman, M. (2019, April). “Treading the Same Path: Issues of Race and Gender for Early Adopters of Commercial Virtual Reality.” Presented at the Popular Culture Association/American Culture Association National Conference, Washington, DC.
  • Foxman, M. (2019, April). “Virtually Everything: Immersive Media as a Techno-Fix to Gaming’s Problems.” Presented at What is Technology?, Portland.
  • Foxman, M. (2019, April). “Playing at Reality: The Playbor Production System in Commercial Virtual Reality.” Presented at CounterPlay ‘19: Playing at the Edge: International Play Festival, Aarhus.
  • Foxman, M. (2018, October). “United We Stand: Platforms, Tools and Innovation with the Unity Game Engine.” Presented at The Platformization of Cultural Production Workshop, Toronto.
  • Foxman, M. (2018, May). “Virtually Everywhere. Game Industry Logic in the Early Adoption of Immersive Technology.” Presented at Games Everywhere, Gaming Everywhere the ICA Game Studies Division Pre-Conference, Prague.
  • Foxman, M. (2017, September). “Gaming the System: Playing with the Game Design Paradigm in Immersive Media.” Presented at Shaping Attitudes Across Realities IFIP ICEC 2017 Workshop, Tsukuba.
  • Foxman, M. (2025, November). “Thinking about Synthetic Reality: Considering Game’s Influence on Immersive Media.” iCAN Fall Meeting, Portland.
  • Foxman, M. & Davis, D. Z. (2023, October). “Extending Reality: Emerging Issues and Ethics of XR.” Surveillance Studies Network, Eugene.
  • Foxman, M. (2022, July). “Playbour, User-Generated Content and the Metaverse: Origins, Infrastructures and Examples.” “The ‘Plumbing’ of the Metaverse” workshop. DiGRA 2022, Krakow.
  • Foxman, M. (2022, May). “Let’s Get Meta! Challenges and Opportunities of the Metaverse.” Find Your Reality Day, Eugene.
  • Foxman, M. (2019, September). “United We Stand: Platform Tools and the Unity Game Engine.” Portland State University Communications Colloquium, Portland.
  • Foxman, M. (2018, September). “Virtually Everywhere: The Booms, Busts and Lessons from VR’s Early Adopters.” The American Marketing Association of Portland: The Reality of Virtual Reality as a Marketing Strategy, Portland.