PEER-REVIEWED JOURNAL ARTICLES (15)
*Indicates shared co-first authorship
Ball, C. (2023). The Effects of Nature-Based Travel in Virtual Reality: The Role of Spatial Presence and Narrative Engagement. Cyberpsychology, Behavior, and Social Networking, Online First. DOI: 10.1089/cyber.2022.0240
Huang, K.-T.*, Ball, C.*, & Francis, J. (2023). The Perceived Impacts of COVID-19 on Users’ Acceptance of Virtual Reality Hardware: A Digital Divide Perspective. American Behavioral Scientist, Online First. https://doi.org/10.1177/00027642231156775
Ball, C.*, Huang, K. T.*, & Francis, J. (2021). Virtual reality adoption during the COVID-19 pandemic: A uses and gratifications perspective. Telematics and Informatics, 65, 101728.
Robinson, L., Schulz, J., Ball, C., et al. (2021). Cascading Crises: Society in the Age of
COVID-19. American Behavioral Scientist. DOI:10.1177/00027642211003156
Robinson, L., Schulz, J., Dunn, A.,…Ball, C….Quan-Haase, A. (2020). Digital inequalities 2.0: Legacy inequalities in the information age. First Monday, 25 (7), ff10.5210/fm.v25i7.10842ff. ffhalshs-02889893
Robinson, L., Schulz, J., Dunn, A.,…Ball, C….Quan-Haase, A. (2020). Digital inequalities 3.0: Emergent inequalities in the information age. First Monday, 25 (7), ff10.5210/fm.v25i7.10844ff. ffhalshs-02889891f
Ball, C., Huang, K.-T., Francis, J., Kadylak, T., & Cotten, S. R. (2020). A Call for Computer Recess: The Impact of Computer Activities on Predominantly Minority Students’ Technology and Application Self-Efficacy. American Behavioral Scientist, Online First. DOI:10.1177/0002764220919142
Huang, K., Ball, C., Cotten, S., & O’Neal, L. (2020). Effective Experiences: A Social Cognitive Analysis of Young Students’ Technology Self-Efficacy and STEM Attitudes. Social Inclusion, 8(2), 213-221. DOI:10.17645/si.v8i2.2612
Fordham, J., Ball. C. (2019). Framing Mental Health within Digital Games: A Case Study of Hellblade. JMIR Mental Health, 6(4), e12432. DOI: 10.2196/12432
Huang, K., Ball, C., Francis, J., Ratan, R., Boumis, J., Fordham, J. (2019). Augmented versus Virtual Reality in Education: An Exploratory Study Examining Science Knowledge Retention when using AR/VR Mobile Applications. Cyberpsychology, Behavior, and Social Networking. Online First. DOI: 10.1089/cyber.2018.0150.
Ball, C.,Huang, K., Cotten, S.R., Rikard, R.V. (2018). Gaming the SySTEM: The Relationship between video games and the Digital and STEM Divides. Games and Culture, Online First. DOI: 10.1177/1555412018812513.
Ball, C., Francis, J., Huang, K. T., Kadylak, T., Cotten, S. R., & Rikard, R. V. (2017). The Physical–Digital Divide: Exploring the Social Gap Between Digital Natives and Physical Natives. Journal of Applied Gerontology, Online First. DOI: 10.1177/0733464817732518.
Ball, C., Huang, K. T., Rikard, R. V., & Cotten, S. R. (2017). The emotional costs of computers: an expectancy-value theory analysis of predominantly low-socioeconomic status minority students’ STEM attitudes. Information, Communication & Society, Online First. DOI: 10.1080/1369118X.2017.1355403.
Ball, C., Huang, K. T., Cotten, S. R., & Rikard, R. V. (2017). Pressurizing the STEM Pipeline: an Expectancy-Value Theory Analysis of Youths’ STEM Attitudes. Journal of Science Education and Technology, 26(4), 372-382. DOI: 10.1007/s10956-017-9685-1
Ball, C., Huang, K. T., Cotten, S. R., Rikard, R. V., & Coleman, L. O. (2016). Invaluable values: an expectancy-value theory analysis of youths’ academic motivations and intentions. Information, Communication & Society, 19(5), 618-638. DOI: 10.1080/1369118X.2016.1139616.
PEER-REVIEWED BOOK CHAPTERS (6)
Ball, C., Huang, K.T., Lee, J., Lim, C. (Accepted for publication). Digital Divide in the Age of Extended Realities. To appear in Ahn, S.J., & McEwan, B. (Eds.), The Virtual Reality Debate: Questioning Future Realities. Routledge.
Ball, C. (2020). Use of Media in Promoting STEM in Childhood and Adolescence. In The International Encyclopedia of Media Psychology, J. Bulck (Ed.). DOI:10.1002/9781119011071.iemp0219
Francis, J., Ball, C., Kadylak, T., Cotten, S.R. (2019). Aging in the Digital Age: Conceptualizing Technology Adoption and Digital Inequalities. In B. Neves & F. Vetere (Eds.), Aging & Emerging Technologies: designing and evaluating emerging technologies for older adults. Springer Books.
Ball, C., & Fordham, J. (2017). Big Daddy: Weaponized Fatherhood. In R. Mejia, J. Banks & A. Adams (Eds.), The 100 Greatest Video Game Characters. Lunham, MD: Rowman & Littlefield.
Ball, C., & Fordham, J. (2017). E.T. the Extraterrestrial: Buried Alive. In R. Mejia, J. Banks & A. Adams (Eds.), The 100 Greatest Video Games. Lunham, MD: Rowman & Littlefield.
Fordham, J., Ball, C. (2017). Street Fighter: Here Comes The Original Challenger!. In R. Mejia, J. Banks & A. Adams (Eds.), The 100 Greatest Video Games. Lunham, MD: Rowman & Littlefield.
PEER-REVIEWED CONFERENCE PROCEEDINGS (10)
Ball, C., Huang, K.-T., & Francis-Levin, J. (2025). Beyond the hype: longitudinal trends in virtual reality perceptions beyond the COVID-19 pandemic. Information Research an International Electronic Journal, 30(iConf), 260–279. https://doi.org/10.47989/ir30iConf47356
Huang, K.-T., Francis-Levin, J., Ball, C. (2024). Assessing VR technology adoption and use among mid-life and older adults. Gerontechnology, 23(2), 1-1
https://doi.org/10.4017/gt.2024.23.s.1158.opp
Huang, K. T., & Ball, C. (2024). The Influence of AI Literacy on User’s Trust in AI in Practical Scenarios: A Digital Divide Pilot Study. Proceedings of the Association for Information Science and Technology, 61(1), 937-939.
Ball, C., & Huang, K. T. (2023). Generative Artificial Intelligence (GAI) Divide: An Empirical Examination of the Micro–Macro Factors that Predict GAI Knowledge and Use. Proceedings of the Association for Information Science and Technology, 60(1), 878-880.
Ball, C. (2020). First-Person Narratives: Examining Narrative Persuasion in Virtual Reality. In DiGRA’20–Abstract Proceedings of the 2020 DiGRA International Conference: Play Everywhere, Tampere, Finland.
Ball, C., & Fordham, J. (2020). Lagging Behind: An Examination of Digital Inequality in Gaming and Esports. In DiGRA’20–Abstract Proceedings of the 2020 DiGRA International Conference: Play Everywhere, Tampere, Finland.
Ball, C., & Fordham, J. (2018). Monetization is the Message: A Historical Examination of Video Game Microtransactions. In DiGRA’18–Abstract Proceedings of the 2018 DiGRA International Conference: The Game is the Message, Turin, Italy.
Fordham, J., & Ball, C. (2018). To Hell and Back: Hellblade’s Depiction of Mental Illness and Its Impact. In DiGRA’18–Abstract Proceedings of the 2018 DiGRA International Conference: The Game is the Message, Turin, Italy.
Cotten, S. R., Francis, J., Kadylak, T., Rikard, R. V., Huang, T., Ball, C., & DeCook, J. (2016). A tale of two divides: Technology experiences among racially and socioeconomically diverse older adults. Proceedings of the International Conference on Human Aspects of IT for the Aged Population (pp. 167-177). Springer, Cham.
Huang, K., Cotten, S. R., & Ball, C. (2015). Threatened by Stereotype: An investigation of the effect of stereotype threat on female and minority students’ STEM learning in the context of a computer intervention. Proceedings of the iConference 2015.
Photo Credit: Michelle Hassel

