Anthropologist (Digital Culture)
Greater Seattle Area
Anthropologist (Digital Culture)
Greater Seattle Area
I am a researcher specializing in digital cultures and how people around the world use technology. As a Ph.D. candidate in the Department of Screen and Media Studies at the University of Waikato in New Zealand, I use ethnographic methods to explore social learning in and around massively multiplayer online games (MMOGs) and virtual worlds. In the past I have worked in a variety of roles focused on user/customer/learner experiences, and have used a range of research methods to understand those perspectives.
I also work for Intrepid, a global evidence-based consultancy that provides customer insight and product/service innovation and strategy.
new media, market research, consumer insight, ethnography, anthropology, web development, usability, user experience, collaboration, communities, videogames, virtual worlds, social learning, education, collective intelligence, social media, social computing, social networking, personalization
(Privately Held; 11-50 employees; Market Research industry)
June 2007 — Present (1 year 5 months)
Using a combination of qualitative and quantitative methods, but with a particular focus on deep insights gained from ethnographic work, I design and conduct cross-cultural research projects aimed at illuminating and developing user and customer experiences.
(Public Company; Internet industry)
March 2006 — June 2007 (1 year 4 months)
Working with Games User Research, responsible for designing and conducting research studies for a variety of game titles, including console, PC (single player, multiplayer and massively multiplayer) and casual games. Designed and ran usability, playtest and ethnographic studies (lab and field studies), conducted focus groups and interviews, as well as analyzing and disseminating results and recommendations to development teams.
(Higher Education industry)
January 2005 — July 2005 (7 months)
Lecturer in mass communication and journalism programme.
(Privately Held; 1-10 employees; Internet industry)
September 2003 — April 2005 (1 year 8 months)
Led multi-disciplinary project teams in the design and development of effective learning solutions utilizing a range of media, including game/simulation-based resources. Designed and managed research projects, encompassing learner profile analyses and evaluation of education/training programs. Provided consulting services to organizations in the areas of training strategy & audits, solutions development, and product/service positioning. Developed and presented seminars/workshops on e-learning topics.
(Privately Held; 1001-5000 employees; Internet industry)
October 2000 — May 2002 (1 year 8 months)
Via intensive customer, usability and market research efforts, identified several key customer-driven initiatives and drove company-wide effort to revamp under-performing e-commerce site in the areas of search, browse, merchandising, product recommendations and analytics. Managed cross-functional teams, vendor relationships, and frequently liaised with senior management, market research firms, marketing/PR, and legal staff. Achieved overwhelmingly positive customer feedback, improvements in business metrics, and industry awards and kudos.
(Privately Held; 51-200 employees; Internet industry)
October 1998 — September 2000 (2 years)
Managed cross-functional teams and multiple stakeholders on client engagements ranging from educational sites to robust database-driven sites utilizing a variety of 3rd-party technologies. Won several industry awards for internal and client work. Developed and managed partner relationships with systems integrators, translation companies, educators, research firms and analysts. Led and documented internal and client research, strategy and requirements efforts.
(Public Company; 501-1000 employees; Internet industry)
March 1997 — May 2000 (3 years 3 months)
Ran the historical reenactment community for several years.
(Public Company; 51-200 employees; Information Technology and Services industry)
August 1995 — September 1997 (2 years 2 months)
(Public Company; 1001-5000 employees; Telecommunications industry)
April 1994 — August 1995 (1 year 5 months)
Ph.D., Screen and Media Studies, 2004 — 2008
New Zealand
M.Sc, Education, 2003
B.A., Anthropology, 1993
futurism, technology, virtual worlds, videogames, music, entertainment, social media, sustainability, social entrepreneurship, learning, transformation, knowledge, social networks, teamwork, leadership, 21st century skills, science, secular humanism
American Marketing Association, Association of Internet Researchers, Digital Games Research Association, Microsoft Social Computing Symposium, Burning Man, Terra Nova, Institute for Triple Helix Innovation, Games and Culture Journal (Editorial Review Board_, the EON Foundation (Trustee), BIL, The Singularity Summit, Lifeboat Foundation (Futurists Advisory Board), International Journal of Gaming and Computer-Mediated Simulations (Editorial Review Board). American Anthropological Association
Webby award nomination - 2000