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

  1. Shaw, A., & Scott, D.T. (Eds.). (2018). Interventions: Communication Research and Practice. New York: Peter Lang.
  2. Sender, K., & Shaw, A. (Eds.). (2017) Queer Technologies: Affordances, affects, ambivalence. New York, NY: Routledge.
  3. Ruberg, B., & Shaw, A. (Eds.). (2017). Queer Game Studies. Minneapolis, MN: University of Minnesota Press.

Museum Catalogs/Curation

  1. Shaw, A., Rudolph, S., and Schnorrenberg, J. (2019). Rainbow Arcade: Over 30 years of queer video game history. Berlin: Schwules Museum/winterwork.
  2. 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.

Blind-Refereed Journal Articles

  1. Shaw, A. & Persaud, C.J. (2020). Beyond Texts: Using queer readings to document LGBTQ game content. First Monday 25(8):
  2. 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.
  3. 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
  4. 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
  5. 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
  6. 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.
  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 DOI: 10.1177/1555412016674809
  8. 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
  9. 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
  10. 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.
  11. 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.
  12. 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.
  13. 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
  14. 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
  15. 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
  16. Shaw, A. (2013). On not becoming gamers: Moving beyond the constructed audience. Ada: A journal of gender, new media and technology, 2, DOI: 10.7264/N33N21B3
  17. Shaw, A. (2012). Talking to gaymers: Questioning identity, community and media representation. Westminster Papers in Communication and Culture, 9(1), 67–89.
  18. 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
  19. 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.
  20. Shaw, A. (2009) Putting the gay in games: Cultural production and GLBT content in video games. Games and Culture, 4, 228–253.
      • *Reprinted in Zagal, J.P. (Ed.) (2012). The Video Game Ethics Reader (pp. 225–248). San Diego, CA: Cognella.

Blind-Refereed Conference Proceedings

  1. 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

  1. Shaw, A. (2019). Archival Serendipity, Excitement, and Whiplash: Affects and collisions in doing LGBTQ Game History. RomChip: A journal of game histories 1(2):
  2. 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:
  3. Shaw, A. (2018). Are we there yet? The politics and practices of intersectional game studies. The Velvet Light Trap 81: 76-80.
  4. Shaw, A. (2017). Diversity without defense: Reframing arguments for diversity in games. Kinephanos. July: 54-76. Retrieved from
  5. Shaw, A. (2017). What’s next?: The LGBTQ video game archive. Critical Studies in Media Communication 34(1): 88-94.
  6. 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.
  7. Chess, S., & Shaw A. (2016). We are all fishes now: DiGRA, feminism, and GamerGate. ToDiGRA, 2(2), 21–30.
  8. Shaw, A. (2015). Circles, charmed and magic: Queering game studies. QED: A Journal in GLTBQ Worldmaking, 2(2), 64–97.
  9. 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
  10. 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.
  11. Shaw, A. (2010). Beyond comparison: Reframing analysis of video games produced in the Middle East. Global Media Journal, 9,
  12. 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

  1. 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:
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. Griebling, B., & Shaw, A. (2011), Models of teaching and learning. In B. Zelizer (Ed.), Making the University Matter (15–16). New York, NY: Routledge.
  14. 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.
  15. 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.
  16. 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:

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.


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.


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