Project Research

Here is some of the research by our team that informs Play the Knave


Sarah Asnaashari, Gina Bloom, and Amanda Shores. “Teaching Shakespeare through Performance in the 21st Century: Play the Knave in the English Language Arts Classroom.”


Gina Bloom, Sawyer Kemp, Nicholas Toothman, and Evan Buswell. “‘A Whole Theatre of Others’: Amateur Acting and Immersive Spectatorship in the Digital Shakespeare Game Play the Knave.” Shakespeare Quarterly, special issue on “#Bard,” ed. Douglas Lanier, 67.4 (Winter 2016): 408-430.


Gina Bloom. “Videogame Shakespeare: Enskilling Audiences through Theater-Making Games,” Shakespeare Studies 43, special forum on “Skill,” ed. Evelyn Tribble.

Colin Milburn, Mondo Nano: Fun and Games in the World of Digital Matter (Duke University Press).


Michael Neff, “Lessons from the Arts: What the Performing Arts Literature Can Teach Us about Creating Expressive Character Movement,” in Nonverbal Communication in Virtual Worlds, ETC Press, 2014.


Gina Bloom, “Games,” Early Modern Theatricality, Oxford Twenty-First Century Approaches to Literature. Henry S. Turner, ed. (Oxford University Press).


Gina Bloom, “‘My Feet See Better Than My Eyes’: Spatial Mastery and the Game of Masculinity in Arden of Faversham’s Amphitheater,” in Theatre Survey 53.1.


Gina Bloom, “‘Boy Eternal’: Aging, Games, and Masculinity in The Winter’s Tale,” in English Literary Renaissance 40.3.

Gina Bloom, “Manly Drunkenness: Binge Drinking as Disciplined Play,” in Masculinity and the Metropolis of Vice, 1550-1650, Amanda Bailey and Roze Hentschell, eds. (Palgrave).

Colin Milburn, “Digital Matters: Video Games and the Cultural Transcoding of Nanotechnology, in Governing Future Technologies: Nanotechnology and the Rise of an Assessment Regime, eds. Mario Kaiser, Monika Kurath, Sabine Maasen, and Christoph Rehmann-Stuuer (Springer).


Colin Milburn, “Atoms and Avatars: Virtual Worlds as Massively Multiplayer Laboratories,” Spontaneous Generations 2.