Adrienne Shaw
#170,962
Most Influential Person Now
Researcher, ORCID id # 0000-0001-5526-1839
Adrienne Shaw's AcademicInfluence.com Rankings
Adrienne Shawcommunications Degrees
Communications
#9616
World Rank
#13013
Historical Rank
Linguistics
#1664
World Rank
#2095
Historical Rank

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Communications
Adrienne Shaw's Degrees
- PhD Communication University of California, Berkeley
- Masters Communication University of California, Berkeley
- Bachelors Communication University of California, Berkeley
Why Is Adrienne Shaw Influential?
(Suggest an Edit or Addition)According to Wikipedia, Adrienne Shaw is an American game studies scholar and Associate Professor at Temple University in the Klein College of Media and Communication. She is known for her work on queer theory and LGBTQ representation in video games. She is the author of Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture, the co-editor of Queer Game Studies, and the founder of the LGBTQ Video Games Archive.
Adrienne Shaw's Published Works
Number of citations in a given year to any of this author's works
Total number of citations to an author for the works they published in a given year. This highlights publication of the most important work(s) by the author
Published Works
- A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity (2015) (329)
- Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2012) (298)
- What Is Video Game Culture? Cultural Studies and Game Studies (2010) (211)
- Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture (2015) (196)
- Putting the Gay in Games (2009) (92)
- Encoding and decoding affordances: Stuart Hall and interactive media technologies (2017) (77)
- The Internet Is Full of Jerks, Because the World Is Full of Jerks: What Feminist Theory Teaches Us About the Internet (2014) (75)
- On Not Becoming Gamers: Moving Beyond the Constructed Audience (2013) (67)
- Measuring Game Engagement (2014) (42)
- Identity, Identification, and Media Representation in Video Game Play: An audience reception study (2010) (32)
- Queer technologies: affordances, affect, ambivalence (2016) (30)
- Where is the Queerness in Games?: Types of Lesbian, Gay, Bisexual, Transgender, and Queer Content in Digital Games (2016) (28)
- Talking to Gaymers: Questioning Identity, Community and Media Representation (2012) (27)
- The Tyranny of Realism: Historical accuracy and politics of representation in Assassin’s Creed III (2015) (26)
- Rethinking Game Studies: A case study approach to video game play and identification (2013) (26)
- We don't need no stinkin' badges: The impact of reward features and feeling rewarded in educational games (2015) (25)
- Are We There Yet?: The Politics and Practice of Intersectional Game Studies (2018) (24)
- Putting the Gay in Games: Cultural Production and GLBT Content in Video Games (2009) (24)
- Queer Game Studies (2017) (24)
- Circles, Charmed and Magic: Queering Game Studies (2015) (22)
- Serious Efforts at Bias Reduction: The Effects of Digital Games and Avatar Customization on Three Cognitive Biases (2018) (18)
- Part 1. Woman's memories of homebirth 3-5 years on (1997) (16)
- Women's experience of having a hospital birth (1998) (16)
- We Are All Fishes Now: DiGRA, Feminism, and GamerGate (2016) (11)
- "He could be a bunny rabbit for all I care": Exploring identification in digital games (2011) (11)
- Counting Queerness in Games: Trends in LGBTQ Digital Game Representation, 1985‒2005 (2019) (11)
- Effective Mitigation of Anchoring Bias, Projection Bias, and Representativeness Bias from Serious Game-based Training (2015) (10)
- Testing the Power of Game Lessons: The Effects of Art and Narrative on Reducing Cognitive Biases (2014) (9)
- Depressive illness delayed Hamlet’s revenge (2002) (9)
- Cauda equina syndrome versus saddle embolism. (2008) (8)
- What’s next?: the LGBTQ video game archive (2017) (8)
- Women on Women: Lesbian Identity, Lesbian Community, and Lesbian Comics (2009) (8)
- Representations of Queer Identity in Games from 2013–2015 (2017) (6)
- Beyond Comparison: Reframing Analysis of Video Games Produced in the Middle East (2010) (5)
- "He could be a bunny rabbit for all I care!": Identification with video game characters and arguments for diversity in representation (2011) (5)
- Part 3. A decision with a lasting effect (1997) (5)
- Participations| Part 1: CREATIVITY (2014) (5)
- How Do You Say Gamer in Hindi?: Exploratory Research on the Indian Digital Game Industry and Culture (2013) (4)
- Testing the power of game lessons: The effects of art style and narrative complexity on reducing cognitive bias (2017) (4)
- Part 2. Deciding on a homebirth: help and hindrance (1997) (4)
- Opening a Conversation on Open Communication Research (2021) (3)
- Balancing Play and Formal Training in the Design of Serious Games (2017) (3)
- Toward an Ethic of Representation: Ethics and the Representation of Marginalized Groups in Videogames (2011) (3)
- Beyond texts: Using queer readings to document LGBTQ game content (2020) (3)
- A Critical Approach to Marginalized Audiences and Representation (2013) (2)
- The Influence of Computers, Interactive Games, and the Internet on a Child's Multicultural Worldview (2008) (2)
- A conversation: Queer digital media resources and research (2018) (2)
- Analytics-driven design: Impact and implications of team member psychological perspectives on a serious games (SGs) design framework (2015) (2)
- Kishonna L. Gray and David J. Leonard (Eds.), Woke Gaming: Digital Challenges to Oppression and Social Injustice (2019) (1)
- Does Anyone Really Identify with Lara Croft (2015) (1)
- The Temporal Attentive Observation (TAO) Scale: Development of an Instrument to Assess Attentive Behavior Sequences During Serious Gameplay (2018) (1)
- When and Why Representation Matters to Players (2015) (0)
- Feminist and Queer Game Studies (2019) (0)
- Womens' homebirth memories: a decision with a lasting effect? (1997) (0)
- Clichés versus Women (2015) (0)
- The Temporal Attentive Observation (TAO) Scale: Development of an Instrument to Assess Attentive Behavior Sequences During Serious Gameplay (2017) (0)
- Playing with privilege: Examining demographics in choosing player-characters in video games. (2022) (0)
- Archival Serendipity, Excitement, and Whiplash (2019) (0)
- Forum part I: creativity: participations: dialogues on the participatory promise of contemporary culture and politics (2014) (0)
- Making the LGBTQ Game Archive and Queerly Represent Me Database (2017) (0)
- Analyzing Iterative Training Game Design: A Multi-Method Postmortem Analysis of CYCLES Training Center and CYCLES Carnivale (2018) (0)
- Deciding to have a homebirth: womens' memories of help and hindrances 3-5 years on. (1997) (0)
- Introduction: Queer technologies: affordances, affect, ambivalence (2017) (0)
- How Do You Say Gamer in Hindi (2012) (0)
- Temporal Attentive Observation Scale (2020) (0)
- Word Count : 6768 Title : Five Approaches to Measuring Engagement : Comparisons by Video Game Characteristics Contact Details (2015) (0)
- From Custer’s Revenge and Mario to Fable and Fallout (2015) (0)
- The homebirth experience: womens' memories 3-5 years on. (1997) (0)
- Critical Audience Studies (2018) (0)
- “Yeah, I wrote that!”: Incorporating critical information literacy to build community inside and outside of Wikipedia (2021) (0)
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