Books (monographs)
Shaw, A. (2014). Gaming at the Edge: Sexuality and gender and the margins of gamer culture. Minneapolis, MN: University of Minnesota Press.
Edited Anthologies
- Punathambekar, A., Shaw, A., & Gray, J. (In Press). Planet Digital: A global digital cultures reader. NYU Press.
- Shaw, A., & Scott, D.T. (Eds.). (2018). Interventions: Communication Research and Practice. New York: Peter Lang.
- Sender, K., & Shaw, A. (Eds.). (2017) Queer Technologies: Affordances, affects, ambivalence. New York, NY: Routledge.
- Ruberg, B., & Shaw, A. (Eds.). (2017). Queer Game Studies. Minneapolis, MN: University of Minnesota Press.
Museum Catalogs/Curation
- Shaw, A., Rudolph, S., and Schnorrenberg, J. (2019). Rainbow Arcade: Over 30 years of queer video game history. Berlin: Schwules Museum/winterwork.
- Shaw, A. (2014). The tyranny of realism: Historical accuracy and politics of representation in Assassin’s Creed III. Not Yet Real: Videogames Theory Criticism Exhibition Catalogue. New York: The Goethe-Institut.
Anonymously-Refereed Journal Articles
- Kukshinov, E. & Shaw, A. (2022). Playing with privilege: Examining demographics in choosing player-characters in video games. Psychology of Popular Media 11(1): 90-101. https://doi.org/10.1037/ppm0000378
- Shaw, A. & Persaud, C.J. (2020). Beyond Texts: Using queer readings to document LGBTQ game content. First Monday 25(8): https://doi.org/10.5210/fm.v25i8.10439
- Shaw, A., Lauteria, E.W., Yang, H., Persaud, C.J., Cole, A.M. (2019). Counting Queerness in Games: Trends in LGBTQ digital game representation 1985-2005. International Journal of Communication 13: 1544-1569.
- Shaw, A., McKernan, B., Martey, R., Stromer-Galley, J., Saulnier, E., McLaren, E., Rhodes, M., Folkestad, J., Taylor, S., Kenski, K., Clegg, B., Strzalkowski, T. (2018). Analyzing iterative training game design: A multi-method postmortem analysis of CYCLES Training Center and CYCLES Carnivale. Multimodal Technologies and Interaction 2(3): 46. Retrieved from http://www.mdpi.com/2414-4088/2/3/46http://www.mdpi.com/2414-4088/2/3/46
- Shaw, A. (2017). Encoding and decoding affordances: Stuart Hall and interactive media technologies. Media, Culture, and Society 39(4): 592-602. DOI: 10.1177/0163443717692741
- Folkestad, J.E., McKernan, B., Train, S., Martey, R.M., Rhodes, M.G., Kenski, K., Shaw, A., Stromer-Galley, J., Clegg, B.A., Strzalkowski, T. (2017) The Temporal Attentive Observation Scale: Development of an instrument to assess attentive behavior sequences during serious gameplay. Technology, Knowledge, Learning. Published OnlineFirst. DOI: 10.1007/s10758-017-9302-7
- Martey, R., Shaw, A., Stromer-Galley, J., Kenski, K., Clegg, B.A., Folkestad, J.E., Saulneir, T., Strzalkowski, T. (2017). Testing the power of game lessons: The effects of art style and narrative complexity on reducing cognitive bias. International Journal of Communication 11: 1635-1660.
- Martey, R., Stromer-Galley, J., Shaw, A., McKernan, B., Saulnier, T., McLaren, E., Rhodes, M., Folkestad, J., Taylor, S.M., Kenski, K., Clegg, B., & Strzalkowski, T. (2017). Balancing play and formal training in the design of series games. Games and Culture, 12(3): 269-291 DOI: 10.1177/1555412016674809
- Shaw, A., Kenski, K., Stromer-Galley, J., Martey, R., Clegg, B., Lewis, J., Folkestad, J., & Strzalkowski, T. (2016). Serious efforts at bias reduction: The effects of digital games and avatar customization on three cognitive biases. Journal of Media Psychology. Published OnlineFirst. DOI:10.1027/1864-1105/a000174
- Shaw, A., & Friesem, E. (2016). Where is the queerness in games?: Types of lesbian, bisexual, transgender, and queer content in games. International Journal of Communication, 10, 3877–3889
- Shaw, A. (2015). Tyranny of realism: Historical accuracy and the politics of representation in Assassin’s Creed III. Loading…: Journal of Canadian Game Studies, 9(14), 4–24.
- Clegg, B.A., McKernan, B., Martey, R.M., Taylor, S. M., Stromer-Galley, J., Kenski, K., Saulnier, E. T., Rhodes, M. G., Folkestad, J. E., McLaren, E., Shaw, A., & Strzalkowski, T. (2015). Effective mitigation of anchoring bias, projection bias, and representativeness bias from serious game-based training. Procedia Manufacturing: Special issue (Proceedings of 6th International Conference on Applied Human Factors and Ergonomics). DOI:10.1016/j.promfg.2015.07.438.
- Chess, S., & Shaw, A. (2015). A conspiracy of fishes, or, how we learned to stop worrying about GamerGate and embrace hegemonic masculinity. Journal of Broadcasting and Electronic Media, 59(1), 208–220.
- *Reprinted in Angelini, J. (2017). Sex and Violence in the Media (2nd Edition). (pgs. 165-172) San Diego, CA: Cognella.
- McKernan, B., Martey, R. M., Stromer-Galley, J., Kenski, K., Clegg, B.A., Folkestad, J.E., Rhodes, M.G., Shaw, A., Saulnier, T.E., & Strzalkowski, T. (2015). We don’t need no stinkin’ badges: The impact of reward features and feeling rewarded in educational games. Computers in Human Behavior, 45, 299–306. DOI: 10.1016/j.chb.2014.12.028
- Martey, R., Kenski, K., Folkestad, J. Feldman, L., Gordis, E., Shaw, A., Stromer-Galley, J., Clegg, B., Zhang, H., Kaufman, N., Rabikn, A., Shaikh, S., & Strzalkowski, T. (2014). Measuring game engagement: Multiple methods and construct complexity. Simulation and Gaming, 45(4–5), 528–547. DOI: 10.1177/1046878114553575
- Shaw, A. (2013). Rethinking game studies: A case study approach to video game play and identification. Critical Studies in Media Communication, 13(5), 347–361. DOI: 10.1080/15295036.2012.701013
- Shaw, A. (2013). On not becoming gamers: Moving beyond the constructed audience. Ada: A journal of gender, new media and technology, 2, http://adanewmedia.org/2013/06/issue2-shaw/ DOI: 10.7264/N33N21B3
- Shaw, A. (2012). Talking to gaymers: Questioning identity, community and media representation. Westminster Papers in Communication and Culture, 9(1), 67–89.
- Shaw, A. (2011). Do you identify as a gamer?: Gender, race, sexuality, and gamer identity. New Media and Society, 14, 25–41. DOI: 10.1177/1461444811410394
- Shaw, A. (2010). What is video game culture?: Cultural studies and game studies. Games and Culture,5, 403–424. DOI: 10.1177/1555412009360414
- *Most downloaded article from this journal in 2009–2010.
- *Translated into Turkish for the Bilgi University Cultural Studies Journal: KULT, Fall
- 2011.
- *Reprinted in Wolf, M.J.P. (2016). Video Games and Gaming Culture (Vol. 4) (pp. 403–424). London: Routledge.
- Shaw, A. (2009) Putting the gay in games: Cultural production and GLBT content in video games. Games and Culture, 4, 228–253.
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- *Reprinted in Zagal, J.P. (Ed.) (2012). The Video Game Ethics Reader (pp. 225–248). San Diego, CA: Cognella.
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Anonymously-Refereed Conference Proceedings
- Clegg, B. A., Martey, R. M., Stromer-Galley, J., Kenski, K., Saulnier, T., Folkestad, J. E., McLaren, E., Shaw, A., Lewis, J. E., Patterson, J. D., & Strzalkowski, T. (2014). Game-based training to mitigate three forms of cognitive bias. Proceedings of Interservice/Industry Training, Simulation and Education Conference (I/ITSEC), 14180, 1–12.
Invited or Editor-Reviewed Journal Articles
- Shaw, A. (2025). Video games as cultural studies other. International Journal of Cultural Studies 28(2) https://doi.org/10.1177/13678779241295771
- Shaw, A. (2019). Archival Serendipity, Excitement, and Whiplash: Affects and collisions in doing LGBTQ Game History. RomChip: A journal of game histories 1(2): https://romchip.org/index.php/romchip-journal/article/view/92
- Fischer, M., Haimson, O.L., Rios, C., Shaw, A., Thakor, M., Gieseking, J.J., Cockayne, D. (2018). A conversation: Queer digital media resources and research. First Monday 23(7). DOI: https://doi.org/10.5210/fm.v23i7.9255
- Shaw, A. (2018). Are we there yet? The politics and practices of intersectional game studies. The Velvet Light Trap 81: 76-80.
- Shaw, A. (2017). Diversity without defense: Reframing arguments for diversity in games. Kinephanos. July: 54-76. Retrieved from http://www.kinephanos.ca/Revue_files/2017_Shaw.pdf
- Shaw, A. (2017). What’s next?: The LGBTQ video game archive. Critical Studies in Media Communication 34(1): 88-94.
- Shaw, A., & Sender K. (2016). Queer technologies: Affordances, affect, and ambivalence. Critical Studies in Media Communication,33(10), 1–5.
- *Reprinted in Sender, K., & Shaw, A. (Eds.). (2017) Queer Technologies: Affordances, affects, ambivalence. (pp. 1-5). New York, NY: Routledge.
- Chess, S., & Shaw A. (2016). We are all fishes now: DiGRA, feminism, and GamerGate. ToDiGRA, 2(2), 21–30.
- Shaw, A. (2015). Circles, charmed and magic: Queering game studies. QED: A Journal in GLTBQ Worldmaking, 2(2), 64–97.
- Shaw, A. (2014). The Internet is full of jerks, because the world is full of jerks: What feminist theory teaches us about the internet. Commentary on Feminist New Media Studies for Communication and Critical/Cultural Studies, 11(3), 273–277. DOI: 10.1080/14791420.2014.926245
- Banet-Weiser, S., Baym, N., Coppa, F., Gauntlett, D., Gray, J., Jenkins, H., & Shaw, A. (2014). Participations part 1: CREATIVITY. International Journal of Communication, 8, Forum, 1069–1088.
- Shaw, A. (2010). Beyond comparison: Reframing analysis of video games produced in the Middle East. Global Media Journal, 9, http://lass.calumet.purdue.edu/cca/gmj/sp10/graduate/gmj-sp10-grad-article-shaw.htm
- Shaw, A. (2009). Women on women: Lesbian identity, lesbian community and lesbian comics. Journal of Lesbian Studies, 13, 88–97.
- *Reprinted in Cooper, S. (Ed.) (2010). Lesbian Images in International Popular Culture. (pp. 84-93). New York, NY: Routledge.
Book Chapters
- Shaw, A. (2025). Is it all just cultural studies? One scholar’s journey into media and game studies. In A. Karabinus, C.A. Kocurek, C. Mejeur, & E. Vossen (Eds.), Historiographies of Game Studies: What it has been, what it could be. (609-630) Punctum Books.
- Gray, K.L., Reinhard, C.D., & Shaw, A. (2025). Conversation on Studying ‘Toxic’ Fans. In M. Click & S. Scott (Eds.), The Routledge Companion to Media Fandom, Second Edition (100-110) Routledge.
- DeVoe, K. & Shaw, A. (2021). “Yeah I wrote that!”: Incorporating critical information literacy to build community inside and outside of Wikipedia. In L. Bridges, R. Pun, & R. Artega (Eds.), Wikipedia and academic libraries: A global project. EPUB. DOI: https://doi.org/10.3998/mpub.11778416.ch2.en
- Shaw, A. (2019). Leisure Suit Larry and LGBTQ representation. In N. Huntemann & M. Payne (Eds.), How to Play Video Games (pp. 110-117). New York, NY: NYU Press.
- Shaw, A., Sender, K., & Murphy, P. (2018). Critical Audience Studies. In Oxford Encyclopedia of Communication and Critical Studies. Oxford University Press. doi:10.1093/acrefore/9780190228613.013.619
- Scott, D. T. & Shaw, A. (2018). Interventions: Introduction. In. A. Shaw & D.T. Scott (Eds.) Interventions: Communication Research and Practice (pp. 1-12). New York: Peter Lang.
- Shaw, A. (2017). Beyond sex and romance: LGBTQ representation in games and the Grand Theft Auto series. In P. Messaris & L. Humphreys (Eds.) Digital Media: Transformations in Human Communication (2nd Edition) (pp. 205-212). New York, NY: Peter Lang.
- Shaw, A., & Ruberg, B. (2017). Introduction: Imagining Queer Game Studies. In B. Ruberg & A. Shaw (Eds.), Queer Game Studies (pp. ix-xxxiii). Minneapolis, MN: University of Minnesota Press.
- Shaw, A. (2017). The trouble with community. In B. Ruberg and A. Shaw (Eds.), Queer Game Studies (pp. 153-162). Minneapolis, MN: University of Minnesota Press.
- Shaw, A., & Chess, C. (2016). Reflections the casual games market in a post-GamerGate world. In T. Leaver & M. Wilson (Eds.), Social, Casual, and Mobile Games: The changing gaming landscape (277–289). New York, NY: Bloomsbury.
- Folkestad, J.E., Robinson, D.H., McKernan, B., Martey, R.M., Rhodes, M.G., Stromer-Galley, J., Kenski, K, Cleeg, B.A., Shaw, A., & Strzalkowski, T. (2015). Analytics-driven design: Impact and implications of team member psychological perspectives on a serious games (SGs) design framework. In Loh, C.S., Sheng, Y., & Ifenthaler, D. (Eds.), Serious Game Analytics: Methodologies for performance, measurement, assessment, and improvement (275–300). New York, NY: Springer.
- Shaw, A. (2014). Representation matters (?): When, how and if representation matters to marginalized game audiences. In L. Lievrouw (Ed.), Challenging Communication Research (105–120). New York, NY: Peter Lang.
- Shaw, A. (2013). A critical approach to marginalized audiences and representation. In E. de Gregorio-Godeo & A. M. Matrin-Albo (Eds.), Mapping Identities and Identification Processes: Approaches from cultural studies (133–148). New York, NY: Peter Lang.
- Shaw, A. (2013). How do you say gamer in Hindi?: Exploratory research on the Indian digital game industry and culture. In N. Huntemann & B. Aslinger (Eds.), Gaming Globally (226–250). London, England: Palgrave.
- Griebling, B., & Shaw, A. (2011), Models of teaching and learning. In B. Zelizer (Ed.), Making the University Matter (15–16). New York, NY: Routledge.
- Shaw, A. (2011). Towards an ethic of representation: Ethics and the representation of marginalized groups in video games. In K. Schrier & D. Gibson (Eds.), Designing Games for Ethics: Models, techniques and frameworks (159–177). Ethics and Game Design, vol. 2. New York, NY: IGI Publishing.
- Shaw, A. (2010). Life, neoliberal style?: Lifestyle television, the neoliberal critique, and new ways of looking at both. In K. Sender & M. Kraidy (Eds.), The Politics of Reality Television: Global perspectives (pp. 61-64). New York: NY: Routledge.
- Shaw, A., & Linebarger, D. L. (2008). The influence of computers, interactive games, and the Internet on a child’s multicultural worldview. In J. K. Asamen, M. L. Ellis, & G. L. Berry (Eds.), The Handbook of Child Development, Multiculturalism, and Media (333–348). Thousand Oaks, CA: Sage.
Book Reviews
Shaw, A. (2021). Book review: Jaroslav Švelch, Gaming the Iron Curtain: How Teenagers and Amateurs in Communist Czechoslovakia Claimed the Medium of Computer Games. International Journal of Communication 15: 2915-2917: https://ijoc.org/index.php/ijoc/article/view/17934/3476
Shaw, A. (2019). Book review: Woke Gaming: Digital Challenges to Oppression and Social Injustice, Kishonna L. Gray and David J. Leonard (Eds.). International Journal of Communication 13: 3865-3868. https://ijoc.org/index.php/ijoc/article/view/12847/2759
Encyclopedia Entries
Shaw, A. (2013) Console video games. In M. Danesi (Ed.), The Encyclopedia of Media and Communications (694–698). Toronto, Canada: University of Toronto Press.
Digital Games
CYCLES Team. (2015). CYCLES and CYCLES Carnivale [digital game]. Troy, NY: 1st Playable Productions. http://www.1stplayable.com/what-we-do/CYCLES_19-casestudy.htm
Archives, Databases, and Exhibits
- 2015-present: Manage and curate the LGBTQ Game Archive: https://lgbtqgamearchive.com/
- 2020, December: Curated, processed, provided metadata for, and donated digital archive of The LGBTQ Video Game Archive Source Files, The Rainbow Arcade Collection, and the Joshua D. Savage Digital Game Documents Archive to the Strong Museum of Play in Rochester, New York. Omeka database: http://gamma.library.temple.edu/LGBTQ_GA/collections/browse
- 2017-2019: Co-curated Rainbow Arcade: A queer history of video games 1985-1918 at the Schwules Museum of Play, Berlin, Germany. Exhibit ran 14 December 2018-13 May 2019. https://www.schwulesmuseum.de/ausstellung/rainbow-arcade-a-queer-history-of-video-games-1985-2018/?lang=en