|PDRA in the Business School||A124||+44 (0) 191 33 40471|
|Assistant Professor (Teaching), Digital Humanities and Modern Literature in the Department of English Studies||Room ERA68, Elvet Riverside I||+44 (0) 191 33 42564|
Mondays, 14.00-15.00 (term time). No need to book, just drop in via Zoom.
I am Assistant Professor (Teaching) in Digital Humanities and Modern Literature, and Senior Fellow of the Higher Education Academy. My research and scholarship interests cover the digital humanities, digital pedagogy and learning technology, and the creative industries.
I have a particular specialism in video games and literature and, currently, in the use of VR and 360 video in teaching and learning English.
I teach on various modules within English Studies at Durham, including a Level 3 special topic on video games and literary adaptation. Other modules include Literary Theory and the MA dissertation, as well as digital humanities for the Liberal Arts programme.
I was (2022-2023) Principal Investigator for 'Theatre in the Round', a scholarship project funded by Durham Centre for Academic Development that examines whether the use of 360 video and virtual reality headsets might enhance students' ability to perceive critical issues in dramatic performance.
I also collaborate with Dr Teti Dragas on Durham's Digital Storytelling programme, where we pioneered the use of DS in English Studies.
Alongside Durham, I teach as an Associate Lecturer in Arts at the Open University. I previously taught Theory at the University of Sunderland and Singapore University of Social Sciences.Research
I research broadly in the fields of contemporary fiction, science fiction, and the digital humanities. I am preparing a monograph on Demons of the Digital Age: Artificial Intelligence and Simulation in Literature, Cinema and Video Games and am drafting a second on Video Games and Literary Adaptation.
From November 2017 to March 2019 I was post-doctoral research associate on the project Creative Fuse North East, which seeks to enhance the innovative work of creative, digital and IT businesses by engaging them with universities. I maintain an interest in creativity, the crossover of skills between the arts and humanities and digital, and cultural metrics; this research informs current scholarship projects on equipping English graduates with the digital skills required by the creative industries.Impact and Engagement
Alongside teaching within the Department I edit and maintain the award-winning research and dissemination blog, Research in English At Durham (READ), and associated social media feeds; this has one of the widest reaches of any English department on social media in the UK.
- Digital humanities
- Video game narratives
- 2023: Senior Fellow Higher Education Academy:
- 2022: Durham University Teaching and Learning Award: Winner in the category Excellence in Student Academic Support
- 2019: Global Undergraduate Awards (Literature Panel Judge): Appointed judge for the Global Undergraduate Awards (Literature)
- 2019: Shortlisted, WonkHE Awards: Shortlisted for the 2019 WonkHE Awards in the 'Leadership, Management, and Governance' category, for article on Creative Cities and the Future of Higher Education
Chapter in book
- Brown, A. (in press). Is posthuman incest possible? Science fiction and the futures of the body. In M. Leeson (Ed.), Incest in contemporary literature. Manchester University Press
- Brown, A. (2014). The Sense of an Ending: The Computer Game Fallout 3 as a Serial Fiction. In R. Allen, & T. van den Berg (Eds.), Serialization in Popular Culture. Routledge
- Brown, A. (2014). Renaissance Demons and Posthuman Cyborgs: Ambroise Paré’s On Monsters and Marvels and Donna Haraway’s “Cyborg Manifesto”. In A. Wood, & B. Shillace (Eds.), Unnatural Reproductions and Monstrosity: The Birth of the Monster in Literature, Film, and Media. Cambria
- Brown, A. (2011). E-Volutionary Fictions: The Darwinian Algorithm in Literature and Computer Games. In N. Saul, & S. James (Eds.), The Evolution of Literature in European Cultures. Rodopi
- Brown, A. (in press). Communication Technology and Narrative: Letters, Instant Messaging, and Mobile Phones in Three Romantic Novels. Poetics Today: International Journal for Theory and Analysis of Literature and Communication, 36(1-2), https://doi.org/10.1215/03335372-2879838
- Brown, A., Virdee, D., & Shack, A. (2021). Prestige and Gatekeeping in Postgraduate Journals: The Case of Postgraduate English. https://doi.org/10.14324/111.444.2398-4732.1191
- Cockshut, L., Brown, A., & Hardey, M. (2020). Social innovation and the university: the impact of intervention for the micro creative economy in North East England. Social Enterprise Journal, 16(2), 203-220. https://doi.org/10.1108/sej-03-2019-0017
- Brown, A. (2016). What Game Worlds Can Teach Us About Literary Worlds. Alluvium, 5(2), https://doi.org/10.7766/alluvium.v5.2.01
- Brown, A. (2013). Are Videogame Narratives Postmodern?. Alluvium, 2(3),
- Brown, A. (2012). Ulysses as a Role Playing Game. Alluvium, 1(5),
- Brown, A. (2012). Grand Theft Auto as a Cognitive Map of the Postmodern Condition
- Brown, A. (2008). Uniting the Two Cultures of Body and Mind in A.S. Byatt’s A Whistling Woman. Journal of literature and science, 1(1),
- Brown, A. (2008). Pitchforks at the Library Doors: Literary Studies in the Digital Age
- Brown, A. (2008). Rereading Posthumanism in The War of the Worlds and Independence Day. e-sharp, 12,
Other (Digital/Visual Media)
- Brown, A. (2019). Creative cities and the future of higher education. [Blog]
- Brown, A. (2018). Making Pictures Speak. [Website]