Assistant Professor


Room: K9661


Sarah Christina Ganzon

Sarah Christina Ganzon is an Assistant Professor of the School of Communication at SFU. Her research revolves mostly around the areas of game studies and digital fandom. Recently, she finished her thesis on otome games in English, and otome game players. She holds a PhD in Communication Studies at Concordia University and an MA in English Literature from Cardiff University. Previously, she also taught courses in the University of the Philippines, University of Santo Tomas, Far Eastern University and Concordia University.



  • Phd in Communication Studies, Concordia University
  • MA in English Literature, Cardiff University
  • BA English Studies (Cum Laude), University of the Philippines


Journal articles:

Ganzon, S. C. (2022). Towards Intersectional and Transcultural Analysis in the Examination of Players and Game Fandoms. Critical Studies in Media Communication.

-----------------. (2019). Growing the Otome Game Market: Fan Labor and Circulation. Human Technology 15(3), pp. 347–366

-----------------. (2018). Investing Time for Your In-Game Boyfriends and BFFs: Time as Commodity and the Simulation of Emotional Labor in Mystic Messenger. Games and Culture. Doi:

---------------. (2019). AlDub Nation: Fandom, the Filipino diaspora, and media convergence in the Philippine context. Transformative Works and Cultures 30.

Book chapters:

Ganzon, S. C. (2018). Make Love Not War: Female Power and the Emotional Labor of Peace in Code: Realize—The Guardian of Rebirth and Princess Arthur. In Heidi Macdonald (Ed.), Digital Love: Romance and Sexuality in Video Games, NY: CRC Press.

----------------. (2018). “Sweet Solutions for Female Gamers”: Cheritz, Korean Otome Games and Global Otome Game Players. In Heidi Macdonald (Ed.), Digital Love: Romance and Sexuality in Video Games, NY: CRC Press.

----------------. (2013). “Control, Destroy, Merge, Refuse, Retake: Players, the Author Function and the Mass Effect Ending Controversy.” In Eric Forcier and Tawnya Ravy (Eds), Immersive Worlds and Transmedia Narratives. Oxford: Inter-Disciplinary Press.


Gender, Race and Sexuality in Games, Transcultural Fandoms and Player Practices, Intersectionality, Affect and Embodiment in Games, Player Communities and/as Political Fandoms, Informal Media Economies