Nothing but a “titty streamer”: legitimacy, labor, and the debate over women’s breasts in video game live streaming B Ruberg, ALL Cullen, K Brewster Critical Studies in Media Communication 36 (5), 466-481, 2019 | 135 | 2019 |
(In) visibility in disability and assistive technology HA Faucett, KE Ringland, ALL Cullen, GR Hayes ACM Transactions on Accessible Computing (TACCESS) 10 (4), 1-17, 2017 | 48 | 2017 |
Making in Minecraft: A means of self-expression for youth with autism KE Ringland, LA Boyd, H Faucett, ALL Cullen, GR Hayes Proceedings of the 2017 conference on interaction design and children, 340-345, 2017 | 46 | 2017 |
“I play to win!”: Geguri as a (post) feminist icon in esports ALL Cullen Feminist Media Studies 18 (5), 948-952, 2018 | 41 | 2018 |
Necklines and'naughty bits' constructing and regulating bodies in live streaming community guidelines ALL Cullen, B Ruberg Proceedings of the 14th International Conference on the Foundations of …, 2019 | 37 | 2019 |
Feeling for an audience: The gendered emotional labor of video game live streaming B Ruberg, ALL Cullen Digital Culture & Society 5 (2), 85-102, 2019 | 31 | 2019 |
Diversity and inclusion in eSports programs in higher education: Leading by example at UCI K Amazan-Hall, JJ Chen, K Chiang, ALL Cullen, M Deppe, E Dormitorio, ... International Journal of Gaming and Computer-Mediated Simulations (IJGCMS …, 2018 | 31 | 2018 |
Practicing moderation: Community moderation as reflective practice ALL Cullen, SR Kairam Proceedings of the ACM on Human-computer Interaction 6 (CSCW1), 1-32, 2022 | 14 | 2022 |
A cultural approach to algorithmic bias in games A Trammell, ALL Cullen new media & society 23 (1), 159-174, 2021 | 9 | 2021 |
Just on the right side of wrong:(De) legitimizing feminism in video game live streaming ALL Cullen Television & New Media 23 (5), 542-552, 2022 | 8 | 2022 |
A Better World: Examples of Disability in Overwatch ALL Cullen, KE Ringland, CT Wolf First Person Scholar, 2018 | 5 | 2018 |
Game studies, futurity, and necessity (or the game studies regarded as still to come) ALL Cullen, R Scully-Blaker, IR Larson, K Brewster, RR Aceae, W Dunkel Critical Studies in Media Communication 39 (3), 201-210, 2022 | 4 | 2022 |
Real Life in Real Time: Live Streaming Culture J Brewer, B Ruberg, ALL Cullen, CJ Persaud MIT Press, 2023 | 1 | 2023 |
11 BabyRage: Playing while Pregnant in Live Streaming ALL Cullen Real life in real time: live streaming culture/edited by Johanna, 179, 2023 | 1 | 2023 |
Playing with the Double Bind: Authenticity, Gender, and Failure in Live Streaming ALL Cullen University of California, Irvine, 2022 | 1 | 2022 |
POSITIVE SPACES ALL Cullen University of West Florida, 2014 | 1 | 2014 |
Failing to See a Difference: Closing a Gender Gap in a Challenging Video Game CG Anderson, ALL Cullen Games and Culture 19 (3), 267-285, 2024 | | 2024 |
Introduction: The Revolution Is Streaming Live: Cultural Perspectives on the Age of Live Streaming B Ruberg, J Brewer, ALL Cullen, CJ Persaud | | 2023 |
Gaming sexism: Gender and identity in the era of casual video games, by Amanda C. Cote. ALL Cullen Transformative Works & Cultures 38, 2022 | | 2022 |
Live coding during lockdown CT Wolf, ALL Cullen XRDS: Crossroads, The ACM Magazine for Students 28 (2), 56-59, 2022 | | 2022 |