Blind-Referred Journal Articles

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.

Shaw, A. (2017). Encoding and decoding affordances: Stuart Hall and interactive media technologies. Media, Culture, and Society 39(4): 592-602.

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., Clegg, B., & Strzalkowski, T. (2017). Balancing play and formal training in the design of series games. Games and Culture, 12(3): 269-291

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 trainingProcedia 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. (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.

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. (2016). 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. (Forthcoming). Are we there yet? The politics and practices of intersectional game studies. The Velvet Light Trap.

Shaw, A. (2017). Diversity without defense: Reframing arguments for diversity in games. Kinephanos July: 54-76.

Shaw, A. (2017). What’s next?: The LGBTQ video game archive. Critical Studies in Media Communication 34(1): 88-94.

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.