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"The Entrepreneurial Gamer": Regendering the Order of Play., and . Games Cult., 13 (7): 728-746 (2018)E is for Everyone? Best Practices for the Socially Inclusive Design of Avatar Creation Interfaces., and . IE, page 2:1-2:8. ACM, (2014)Girls playing games: rethinking stereotypes., , and . Future Play, page 9-16. ACM, (2007)Digital Games for Education: When Meanings Play., , and . DiGRA Conference, Digital Games Research Association, (2007)Gender in Play: Mapping a Girls' Gaming Club., , and . DiGRA Conference, Digital Games Research Association, (2007)Girls and Gaming: Gender Research, "Progress" and the Death of Interpretation., and . DiGRA Conference, Digital Games Research Association, (2007)The Gigue Is Up: High Culture Gets Game., , , , and . DiGRA Conference, Digital Games Research Association, (2009)What's 'choice' got to do with it?: avatar selection differences between novice and expert players of World of Warcraft and Rift., , and . FDG, page 97-104. ACM, (2012)Knowing, not doing: modalities of gameplay expertise in world of warcraft addons., , , , and . CHI Extended Abstracts, page 101-110. ACM, (2012)From Simulation to Imitation: New Controllers, New Forms of Play., and . DiGRA Conference, Digital Games Research Association, (2009)