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Dr. Jonmichael Seibert Portrait

Dr. Jonmichael Seibert

Lecturer of Mass Media

  • PhD - Communication
    Florida State University
  • MA - Communication
    Baylor University
  • BA - Film and Digital Media
    Baylor University

Teaching Fields: Mass Media, Communication, New Media Technology, Entertainment Theory, Production. 

Dr. Seibert’s research broadly focuses on entertainment theory and new and emerging media technologies. He is interested in how the media we consume affect us as individuals as well as our culture and society at large. He has had a particular focus on the development and evolution of virtual reality and video games and how increases in player presence can impact them. Dr. Seibert has published his work journals such as Virtual Reality and Computers in Human Behavior and has presented research at both national and international conferences. Dr. Seibert also operates a small video game streaming channel on Twitch.tv when he isn’t too tired from his day job.

His research interests include Media Effects, Entertainment Theory, Video Games, Virtual Reality, and New Media.

Scholarship:

Seibert, J (2025, April). Grocery Shopping in the Forever War: Player responses to time-based failure states. Panel presented at the annual meeting of the Pop Culture Association, New Orleans LA.
Seibert, J (2025). You Are My People: Moral Disengagement and Reengagement in Destiny 2. In Kilmer, J. N., & Kowert, R. (Eds.), The Psychgeist of Pop Culture: Destiny (pp. 80-97). Psychgeist & Play Story Press. https://doi.org/10.17613/nfw2m-ebw20
Bunz, U., Seibert, J., & Hendrickse, J. (2020). From TAM to AVRTS: development and validation of the attitudes toward Virtual Reality Technology Scale. VIRTUAL REALITY.
Diwanji, V., Reed, A., Ferchaud, A., Seibert, J., Weinbrecht, V., & Sellers, N. (2020). Don't just watch, join in: Exploring information behavior and copresence on Twitch. Computers in Human Behavior, 105, 106221.
Ferchaud, A., Seibert, J., Sellers, N., & Escobar Salazar, N. (2020). Reducing mental health stigma through identification with video game avatars with mental illness. Frontiers in psychology, 11, 2240.