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A conversation: Queer digital media resources and research., , , , , , and . First Monday, (2018)Analyzing Iterative Training Game Design: A Multi-Method Postmortem Analysis of CYCLES Training Center and CYCLES Carnivale., , , , , , , , , and 2 other author(s). Multimodal Technol. Interact., 2 (3): 46 (2018)Testing the Power of Game Lessons: The Effects of Art and Narrative on Reducing Cognitive Biases., , , , , , , and . DiGRA, Digital Games Research Association, (2014)Putting the Gay in Games: Cultural Production and GLBT Content in Video Games.. Games Cult., 4 (3): 228-253 (2009)We don't need no stinkin' badges: The impact of reward features and feeling rewarded in educational games., , , , , , , , , and . Comput. Hum. Behav., (2015)The Temporal Attentive Observation (TAO) Scale: Development of an Instrument to Assess Attentive Behavior Sequences During Serious Gameplay., , , , , , , , , and . Technol. Knowl. Learn., 23 (1): 65-81 (2018)What Is Video Game Culture? Cultural Studies and Game Studies.. Games Cult., 5 (4): 403-424 (2010)Do you identify as a gamer? Gender, race, sexuality, and gamer identity.. New Media Soc., 14 (1): 28-44 (2012)Balancing Play and Formal Training in the Design of Serious Games., , , , , , , , , and 2 other author(s). Games Cult., 12 (3): 269-291 (2017)Beyond texts: Using queer readings to document LGBTQ game content., and . First Monday, (2020)