Blind-Referred Journal Articles

Martey, R., Shaw, A., Stromer-Galley, J., Kenski, K., Clegg, B.A., Folkestad, J.E., Saulneir, T., Strzalkowski, T. (Forthcoming). Testing the power of game lessons: The effects of art style and narrative complexity on reducing cognitive bias. International Journal of Communication.

Shaw, A. (2017). Encoding and decoding affordances: Stuart Hall and interactive media technologies. Media, Culture, and Society. Published OnlineFirst. 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., Stromer-Galley, J., Shaw, A., McKernan, B., Saulnier, T., McLaren, E., Rhodes, M., Folkestad, J., Taylor, S.M., Kenski, K., Cleeg, B., & Strzalkowski, T. (2016). Balancing play and formal training in the design of series games. Games and Culture. Published OnlineFirst. DOI:10.1177/1555412016674809

Shaw, A. and 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., Kenski, K., Stromer-Galley, J., Martey, R., Clegg, B., Lewis, J., Folkestad, J. and Strzalkowski, T. (2016). Serious Efforts at Bias Reduction: The Effects of Digital Games and Avatar Customization on Three Cognitive Biases. Journal of Media Psychology. DOI:

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.

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.

Chess, S. and 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. (Forthcoming). Sex and Violence in the Media (2nd Edition). 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.

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.

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.

Shaw, A. (2013) On Not Becoming Gamers: Moving beyond the constructed audience. Ada: A journal of gender, new media and technology, 2.

Shaw, A. (2012) Talking to Gaymers: Questioning identity, community and media representation. Westminster Papers in Communication and Culture, 9(1). P. 67-89

Shaw, A. (2012) Do you identify as a gamer: Gender, race, sexuality, and gamer identity. New Media and Society, 14(1): 25-41.

Shaw, A. (2010) What is Video Game Culture?: Cultural studies and game studies. Games and Culture, 5: 403-424.¬¬
*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. (Forthcoming). Video Games and Gaming Culture (Vol. 4). London: Routledge. P. 403-424.

Shaw, A. (2009) Putting the Gay in Game: Cultural production and GLBT content in video games. Games and Culture 4: 228-253.
*Reprinted in (2012) J. P. Zagal (ed.) The Video Game Ethics Reader. San Diego: Cognella, p. 225-248.


Invited or Editor Reviewed Journal Articles

Shaw, A. and Sender K. (2016) Queer Technologies: Affordances, affect, and ambivalence. Critical Studies in Media/Communication, 33 (10): 1-5.
*Republished in Sender, K., & Shaw, A. (Eds.). (2017) Queer Technologies: Affordances, affects, ambivalence. New York, NY: Routledge.

Chess, S. and 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.

Banet-Weiser, S., Baym, N., Coppa, F., Gauntlett, D., Gray, J., Jenkins, H. and 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:

Shaw, A. (2009) Women on Women: Lesbian identity, lesbian community and lesbian comics. Journal of Lesbian Studies 13: 88-97.
*Reprinted in (2009) S. Cooper (Ed.), Lesbian Images in International Popular Culture. London: Routledge.


Peer-reviewed 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.


Book Chapters

Shaw, A. (Forthcoming). Leisure Suit Larry and LGBTQ representation. In N. Huntemann & M. Payne (Eds.), How to Play Video Games (pp. TBD).. New York, NY: NYU Press.

Shaw, A. (2017).  Beyond sex and romance: LGBTQ representation in games and the Grand Theft Auto series. In P. Messaris & L. Humprehys (Eds.) Digital Media: Transformations in Human Communication (2nd Edition) (pp. TBD). New York, NY: Peter Lang.

Shaw, A., & Ruberg, B. (2017). Introduction: Why queer game studies now?. In B. Ruberg & A. Shaw (Eds.), Queer Game Studies (pp. TBD). Minneapolis, MN: University of Minnesota Press.

Shaw, A. (2017). The trouble with community. In B. Ruberg and A. Shaw (Eds.), Queer Game Studies (pp. TBD). Minneapolis, MN: University of Minnesota Press.

Shaw, A. and Chess, S. (2016). Reflections on the Casual Games Market in a Post—GamerGate World. In T. Leaver and M. Wilson (Eds.) Social, Casual, and Mobile Games: The Changing Gaming Landscape. New York: Bloomsbury Publishing, Inc. P. 277-289.

Folkestad, J.E., Robinson, D.H., McKernan, B., Martey, R.M., Rhodes, M.G., Stromer-Galley, J., Kenski, K, Cleeg, B.A., Shaw, A., and 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., and Ifenthaler, D. (Eds.) Serious Game Analytics: Methodologies for Performance, Measurement, Assessment, and Improvement. New York: Springer International Publishing. P. 275-300.

Shaw, A. (2014). Representation Matters (?): When, how and if representation matters to marginalized game audiences. In L. Lievrouw (Ed.) Challenging Communication Research. New York: Peter Lang. 105-120.

Shaw, A. (2013) A critical approach to marginalized audiences and representation. In E. de Gregorio-Godeo and A. M. Matrin-Albo (Eds.) Mapping Identities and Identification Processes: Approaches from Cultural Studies. Berlin and New York: Peter Lang. P. 133-148.

Shaw, A. (2013) How do you say gamer in Hindi: Exploratory research on the Indian digital game industry and culture. In N. Huntemann and B. Aslinger (Eds.) Gaming Globally. London: Palgrave. P. 226-250.

Griebling, B. and Shaw, A. (2012) Models of Teaching and Learning. In B. Zelizer (Ed.), Making the University Matter. New York: Routledge. 15-16.

Shaw, A. (2011) Towards an Ethic of Representation: Ethics and the representation of marginalized groups in video games. In K. Schrier and D. Gibson (Eds.), Designing Games for Ethics: Models, Techniques and Frameworks. Ethics and Game Design, vol. 2. New York: IGI Publishing. 159-177.

Shaw, A. (2010) Life, Neoliberal Style?: Lifestyle television, the neoliberal critique, and new ways of looking at both. In K. Sender and M. Kraidy (Eds.), The Politics of Reality Television: Global Perspectives. New York: 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. Thousand Oaks, CA: Sage. 333-348.


Museum Catalogs

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.


Encyclopedia Entries

Shaw, A. (2013) Console Video Games. In M. Danesi (Ed.) The Encyclopedia of Media and Communications. University of Toronto Press. P. 694-698.