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Cheerleaders/booth babes/ Halo hoes: pro-gaming, gender and jobs for the boys.

, , and . Digit. Creativity, 20 (4): 239-252 (2009)

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Cheerleaders/booth babes/ Halo hoes: pro-gaming, gender and jobs for the boys., , and . Digit. Creativity, 20 (4): 239-252 (2009)Epidemic: e-learning goes viral., , and . Future Play, page 113-118. ACM, (2010)Baroque Baroque revolution: high culture gets game., , , and . Future Play, page 105-112. ACM, (2008)Theoretical and methodological challenges (and opportunities) in virtual worlds research., , , and . FDG, page 134-140. ACM, (2012)Me and Lee: Identification and the Play of Attraction in The Walking Dead., , and . Game Stud., (2015)Modeling play: re-casting expertise in MMOGs., , , and . SIGGRAPH Game Papers, page 8:1-8:6. ACM, (2011)Where the Women Are(n't): Gender and a North American 'Pro-gaming' Scene Abstract.. DiGRA Conference, Digital Games Research Association, (2009)Virtual postcards: multimodal stories of online play., , and . CHI Extended Abstracts, page 131-140. ACM, (2012)A note on the importance of overnight information in risk management models. Journal of Banking & Finance, 31 (1): 161--180 (January 2007)Protocol for a home-based integrated physical therapy program to reduce falls and improve mobility in people with Parkinson's disease, , , , , , , , , and 2 other author(s). BMC Neurology, 12 (1): 54 (2012)