Amanda L. L. Cullen
Amanda L. L. Cullen
Blizzard Entertainment
No verified email - Homepage
Cited by
Cited by
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
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
(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
“I play to win!”: Geguri as a (post) feminist icon in esports
ALL Cullen
Feminist Media Studies 18 (5), 948-952, 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
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
Feeling for an Audience
B Ruberg, ALL Cullen
Digital Culture & Society 5 (2), 85-102, 2019
Practicing Moderation: Community Moderation as Reflective Practice
ALL Cullen, SR Kairam
Proceedings of the ACM on Human-Computer Interaction 6 (CSCW1), 1-32, 2022
A cultural approach to algorithmic bias in games
A Trammell, ALL Cullen
new media & society 23 (1), 159-174, 2021
A Better World: Examples of Disability in Overwatch
ALL Cullen, KE Ringland, CT Wolf
First Person Scholar, 2018
Just on the Right Side of Wrong:(De) Legitimizing Feminism in Video Game Live Streaming
ALL Cullen
Television & New Media, 15274764221080937, 2022
Positive spaces: An ethnographic assessment of the influence of the internet on LGBT identity
ALL Cullen
University of West Florida, 2014
Real Life in Real Time: Live Streaming Culture
J Brewer, B Ruberg, ALL Cullen, CJ Persaud
MIT Press, 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
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, 1-10, 2022
Live coding during lockdown
CT Wolf, ALL Cullen
XRDS: Crossroads, The ACM Magazine for Students 28 (2), 56-59, 2022
Playing with the Double Bind: Authenticity, Gender, and Failure in Live Streaming
A Cullen
UC Irvine, 2022
Crossroads The ACM Magazine for Students
CT Wolf, ALL Cullen
The system can't perform the operation now. Try again later.
Articles 1–18