This page contains citations and abstracts for my published work.

Peer-Reviewed Articles

West, Sara, & Pope, Adam R. (2018). Corporate Kairos and the Impossibility of the Anonymous, Ephemeral Messaging Dream. Submitted to Present Tense Journal, Special Issue The Rhetorics of Platforms. Retrieved from

Abstract: Can anonymity exist in a world of monetized social media platforms built on leveraging advertising revenue to support the physical infrastructure needed to maintain a social media empire? In this piece, we argue, by tracing the history of two ephemeral social media apps that have evolved on divergent trajectories—Snapchat and Yik Yak—that the answer to this question is no. Using the concept of corporate kairos, which we define as a purely transactional form of rhetorical velocity in which corporate users can pay to control certain kairotic factors, we discuss that why Snapchat succeeds whereas other platforms like Yik Yak ultimately fail.

West, Sara. (2017). Confronting Negative Narratives: Challenges of Teaching Professional Social Media Usage. Business and Professional Communication Quarterly, 80(4), 409-425.

Abstract: Because social media skills are increasingly viewed as essential for professionals, social media is incorporated frequently in business communication courses. When students are asked to consider professional uses of social media, however, they are often unwilling to critically engage these technologies. This article continues discussions of students’ reticence due largely to negative cultural narratives that label social media as unprofessional, or that link social media only with reputation management. Using student interviews and writing from a social media writing course, I discuss challenges posed by students’ adherence to these narratives and conclude with five suggestions for implementing social media successfully.

West, Sara. (2016). Yik Yak and the Knowledge Community. Communication Design Quarterly, 4(2B), 11-21.

Abstract: Yik Yak is an anonymous, location-based social networking application that is extremely popular on college campuses across the United States. Because it is known mainly for the controversies it breeds, both scholars and professionals have largely overlooked Yik Yak’s complexities and have instead focused on its more negative traits. This article discusses Yik Yak as a site for critical research, especially in the field of technical and professional communication. Yik Yak fuses physical and virtual space, places an emphasis on interactivity, and subverts traditional user hierarchies. By examining these characteristics and the posts that users generate, this article explores how Yik Yak serves as an impetus for the formation of knowledge communities—communities in which individuals work together to create and maintain collective knowledge. This article also advocates further critical study of Yik Yak communities and posits Yik Yak communication patterns have important implications for communication designers.


Other Publications (Non-Refereed)

West, Sara. (2017) S-Town and the Discomfort of Multimodality. In Digital Rhetorical Collaborative. Retrieved from

Description: In this post, I looking at the multimodal nature of S-Town, very similar to that of Serial. But while Serial’s website single-handedly introduced all the facets of the podcast (including court documents, maps, transcripts, etc.), S-Town’s story has been told not only across media but across different media outlets as well. In this text, I first introduce S-Town and situate myself as author of this piece. Then I discuss S-Town’s particular multimodality, and I also consider how it brings about some discomfort for fans of the series. Finally, I draw some implications for teachers of digital rhetoric, podcasting specifically.

West, Sara, & Dieterle, Brandy. (2016). Pokémon Go and Collaborative Gameplay. In Digital Rhetoric Collaborative. Retrieved from

Description: In this blog entry, we consider how the collaborative aspects of Pokémon Go attracted users. We begin with a “cliff notes” style explanation of the game and its initial appeals for users. We conclude by questioning the staying power of the game in light of the recent downturn in active users, and by encouraging conversation about the future of augmented reality games and interactive applications like this one.