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Amanda L. L. Cullen
Amanda L. L. Cullen
Blizzard Entertainment
No verified email - Homepage
Title
Cited by
Cited by
Year
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
1302019
(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
482017
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
462017
“I play to win!”: Geguri as a (post) feminist icon in esports
ALL Cullen
Feminist Media Studies 18 (5), 948-952, 2018
402018
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
362019
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
312018
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
272019
Practicing moderation: Community moderation as reflective practice
ALL Cullen, SR Kairam
Proceedings of the ACM on Human-computer Interaction 6 (CSCW1), 1-32, 2022
122022
A cultural approach to algorithmic bias in games
A Trammell, ALL Cullen
new media & society 23 (1), 159-174, 2021
82021
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
72022
A Better World: Examples of Disability in Overwatch
ALL Cullen, KE Ringland, CT Wolf
First Person Scholar, 2018
52018
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
32022
11 BabyRage: Playing while Pregnant in Live Streaming
ALL Cullen
Real life in real time: live streaming culture/edited by Johanna, 179, 2023
12023
POSITIVE SPACES
ALL Cullen
University of West Florida, 2014
12014
Introduction: The Revolution Is Streaming Live: Cultural Perspectives on the Age of Live Streaming
B Ruberg, J Brewer, ALL Cullen, CJ Persaud
2023
Real Life in Real Time: Live Streaming Culture
J Brewer, B Ruberg, ALL Cullen, CJ Persaud
MIT Press, 2023
2023
Failing to See a Difference: Closing a Gender Gap in a Challenging Video Game
CG Anderson, ALL Cullen
Games and Culture, 15554120231162424, 2023
2023
" Gaming sexism: Gender and identity in the era of casual video games," by Amanda C. Cote
ALL Cullen
Transformative Works and 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
Playing with the Double Bind: Authenticity, Gender, and Failure in Live Streaming
ALL Cullen
University of California, Irvine, 2022
2022
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