Publications


If you’re interested in reading in-depth about some of the work I’ve done or projects I’ve been involved in, please check below! Links will be attached to references as they go live. Open access to scholarship is important to me, so if you can’t find or access anything listed here you can reach out to me at amandalawsoncullen@gmail.com for a copy.

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Amanda L. L. Cullen. (2022). Playing with the Double Bind: Authenticity, Gender, and Failure in Live Streaming. Dissertation; University of California, Irvine.

Amanda L. L. Cullen. (2022). [Review] Gaming Sexism: Gender and Identity in the Era of Casual Games by Amanda C. Cote. Transformative Works and Cultures, no. 38.

Amanda L. L. Cullen, Rainforest Scully-Blaker, Ian R. Larson, Kat Brewster, Ryan Rose Aceae, William Dunkel. (2022). Game Studies, Futurity, and Necessity (Or the Game Studies Regarded as Still to Come). Critical Studies in Media Communication.

Amanda L. L. Cullen and Sanjay R. Kairam. (2022). Practicing Moderation: Community Moderation as Reflective Practice. Proceedings of the 25th ACM Conference on Computer-Supported Cooperative Work and Social Computing.

Amanda L. L Cullen. (2022). Just on the Right Side of Wrong: (De)Legitimizing Feminism in Video Game Live Streaming. Television & New Media.

Christine T. Wolf and Amanda L. L. Cullen. (2022). Live Coding During Lockdown. XRDS: Crossroads, The ACM Magazine for Students.

Aaron Trammell and Amanda L. L. Cullen. (2021). A Cultural Approach to Algorithmic Bias in Games. New Media & Society, 23, no. 1.

Bonnie Ruberg and Amanda L. L. Cullen. (2020). Feeling for an Audience: The Gendered Emotional Labor of Video Game Live Streaming. Digital Culture & Society.

Matt Knutson, Amanda L. L. Cullen, Evan Conaway. (2020). Living by the Code: Drafting and Enacting Community Guidelines for a More Inclusive Esports Environment. Proceedings of the 2019 Esports Research Conference. ETC Press.

Bonnie Ruberg, Amanda L. L. Cullen, Kathryn B. Brewster. (2019). Nothing but a ‘Titty Streamer’: Legitimacy, Labor, and the Debate over Women’s Breasts in Video Game Live Streaming. Critical Studies in Media Communication.

Amanda L. L. Cullen and Bonnie Ruberg (2019). Necklines and ‘Naughty Bits’: Constructing and Regulating Bodies in Live Streaming Community Guidelines. Proceedings of Foundations of Digital Games 2019 (FDG’19).

Khaila Amazan-Hall, Jen Jen Chen, Kathy Chiang, Amanda L. L. Cullen, et al. (2018). Diversity and Inclusion in Esports Programs in Higher Education: Leading by Example at UCI. International Journal of Gaming and Computer-Mediated Simulations, 10, no 2.

Amanda L. L. Cullen. (2018). “I play to win!”: Geguri as a (post)feminist icon in esports. Feminist Media Studies, 18, no. 5.

Spencer Ruelos and Amanda L. L. Cullen. (2018). A Ludicrous Relationship? A Conversation between Anthropology and Game Studies. Platypus. Committee on the Anthropology of Science, Technology, and Computing.

Amanda L. L. Cullen, Kathryn E. Ringland, Christine T. Wolf. (2018). A Better World: Representations of Disability in Overwatch. First Person Scholar.

Heather A. Faucett, Kate E. Ringland, Amanda L. L. Cullen, Gillian R. Hayes. (2017). (In)Visiblity in Disability and Assistive Technology. ACM Transactions on Accessible Computing (TACCESS) 10, no. 4.

Kathryn E. Ringland, LouAnne Boyd, Heather Faucett, Amanda L. L. Cullen, and Gillian R. Hayes. (2017). Making in Minecraft: A Means of Self-Expression for Youth with Autism. In Proceedings of the 2017 Conference on Interaction Design and Children (IDC ’17). ACM, New York, NY, USA, 340-345.

Amanda L. L. Cullen. (2014). “Positive Spaces: An Ethnographic Assessment of the Influence of the Internet on LGBT Identity.” Master’s Thesis, ProQuest/UMI Dissertation Publishing. UMI Number: 1564634.