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Assistant Professor

Dissertation Research

Education

Ph.D., Pennsylvania State University
B.S., Pennsylvania State University

Dr. Bridget Blodgett is an associate professor in the College of Arts and Sciences at the University of Baltimore. Her research analyzes Internet culture and the social impacts thereof on offline life. Her current research takes a critical eye to online game communities regarding gender, inclusiveness, and identity. Much of her recent work is best summarized in Toxic Geek Masculinity in Media (with Anastasia Salter) released in 2017 by Palgrave MacMillan. She has also presented generative text work in the Journal of Persona Studies and platform data analysis for a book chapter in Alternative Genealogies in Digital Humanities and conference papers at Society for Cinema and Media Studies and Association of Internet Research.

Gender and sexuality, popular culture, and social media

JavaScript, C#, PHP, Python programming
Game design, media and cultural studies

Intellectual Contributions

Book Chapters

Salter, A., & Blodgett, B. (2025). When Platforms Fall: Scraping and Interpreting Fandom Data in Tumultuous Times.

Salter, A., & Blodgett, B. (2025). #Kilgraved: Geek Masculinity and Entitlement in Marvel’s Villains.

Salter, A., & Blodgett, B. (2025). When Platforms Fall. Routledge. 81-89.

Blodgett, B. (2023). Get your hero on, dude!" Charting Jake’s Growth as a Positive Masculine Role Model in Adventure Time. McFarland & Co.

Blodgett, B. (2021). Training Designer Two: Ideological Conflicts in Feminist Games + Digital Humanities. Punctum Books.

Salter, A. M., & Blodgett, B. (2021). Training Designer Two: Ideological Conflicts in Feminist Games + Digital Humanities. Punctum Books. 271-294.

Salter, A., & Blodgett, B. (2021). Training Designer Two. punctum books. 271-293.

Salter, A., & Blodgett, B. (2021). Fanfiction, Transformative Works, and Feminist Resistance in Digital Culture. Cambridge University Press. 271-285.

Refereed Journal Articles

Blodgett, B. (2020). Media in the Post #GamerGate Era: Coverage of Reactionary Fan Anger and the Terrorism of the Privileged. Television & New Media. 21(2), 184-200.

Conference Proceedings

Salter, A., & Blodgett, B. (2022). Unspeakable Games: itch.io and the Search for a Feminist Game Platform.

Salter, A., & Blodgett, B. (2021). Shun Any Title: #ComicsGate, #MoveTheNeedle, and the Fan Betrayed. Society of Media Studies.

Presentations

Blodgett, B., & Walsh, G. Society of Cinema and Media Studies, "Retro Walt Disney World and Making a Modern History and Place of Park Attractions," Boston, MA. (2024).

Contracts, Grants and Sponsored Research

Walsh, Greg , Blodgett, Bridget , Vincenti, Giovanni , "Investigating the promise of mixed-reality for families" Sponsored by Meta (sub-award from University of Iowa), Private, $105000. (2023 - 2025).

Walsh, Greg , Blodgett, Bridget , Vincenti, Giovanni , Newman, Cory , "XR for Youth Ethics Consortium" Sponsored by Meta, The University of Baltimore, $102424. (2023 - 2024).

Research in Progress

"An Acceptable Death: Gendered Grief in Video Games" (Writing Results)
This paper examines how different video games present the experience of grief and loss to the audience. It uses a feminist lens to interpret the actions and narrative of those games to build a framework around how expected outcomes of grief are gender specific and how games help to reinforce this binary division of expectations.

"Homestuck, Fandom, and History" (On-Going)
This book examines the development, community, and fall of the Homestuck fandom. In an interview, Andrew Husse described to Homestuck as one of continual escalation: “I tried to make Homestuck the thing that taps all the untapped potential. At least when it comes to the web format, circa 2009-2016.I don't know if you could do much more with it than was done, unless you start grasping at straws for new ridiculous things to try out. Which Homestuck did a lot of itself, the further it went along. There's always more to try” The comic and associated media forms have often been called the Ulysses of the Internet. However, Homestuck has a collective experience not received nearly the attention it deserves. Given its documented reach (with over 46,000 works in the Homestuck tag on Archive of Our Own, and a Kickstarter campaign for an adventure game spin-off with 24,346 backers pledging a total of $2,485,506, among other impressive records), the work and community played a powerful role in the formation of online culture and was a central formative narrative for many (likely reaching a lot more readers than Ulysses itself)

"Tocix Geek Masculinity 2.0" (Writing Results)
Palgrave requested a second edition of our book. We have chosen to do a thorough re-write with updated examples, further political connections between the topics and broader culture, and two new chapters.