Adrienne Shaw
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View article: Global Marketing Strategies for Grocery Retail in India: Understanding Future Consumer Behaviour Trends in the Digital Era
Global Marketing Strategies for Grocery Retail in India: Understanding Future Consumer Behaviour Trends in the Digital Era Open
This research paper investigates the evolving dynamics of grocery retail in India, focusing on future consumer behaviour trends in the digital era. With traditional kirana stores holding a dominant market share, this study explores the int…
View article: “Yeah, I wrote that!”: Incorporating critical information literacy to build community inside and outside of Wikipedia
“Yeah, I wrote that!”: Incorporating critical information literacy to build community inside and outside of Wikipedia Open
In this chapter, we examine the relationship between open pedagogical practices and critical information literacy and how they intersect when Wikipedia is introduced in the classroom. Specifically, we discuss the collaboration between a li…
View article: Jaroslav Švelch, Gaming the Iron Curtain: How Teenagers and Amateurs in Communist Czechoslovakia Claimed the Medium of Computer Games
Jaroslav Švelch, Gaming the Iron Curtain: How Teenagers and Amateurs in Communist Czechoslovakia Claimed the Medium of Computer Games Open
View article: Beyond texts: Using queer readings to document LGBTQ game content
Beyond texts: Using queer readings to document LGBTQ game content Open
Queer readings of texts allow audiences, queer or not, to see the possibility for queerness in media that does not explicitly name LGBTQ identities. At times these readings are intended by creators but they need not be, as audiences themse…
View article: Kishonna L. Gray and David J. Leonard (Eds.), Woke Gaming: Digital Challenges to Oppression and Social Injustice
Kishonna L. Gray and David J. Leonard (Eds.), Woke Gaming: Digital Challenges to Oppression and Social Injustice Open
View article: Counting Queerness in Games: Trends in LGBTQ Digital Game Representation, 1985‒2005
Counting Queerness in Games: Trends in LGBTQ Digital Game Representation, 1985‒2005 Open
This article provides quantitative analyses of trends in lesbian, gay, bisexual, transgender, and queer (LGBTQ) content in digital games released between 1985 and 2005, including 162 games and 283 instances of content. We contextualize the…
View article: Analyzing Iterative Training Game Design: A Multi-Method Postmortem Analysis of CYCLES Training Center and CYCLES Carnivale
Analyzing Iterative Training Game Design: A Multi-Method Postmortem Analysis of CYCLES Training Center and CYCLES Carnivale Open
That games can be used to teach specific content has been demonstrated numerous times. However, although specific game features have been conjectured to have an impact on learning outcomes, little empirical research exists on the impact of…
View article: A conversation: Queer digital media resources and research
A conversation: Queer digital media resources and research Open
The following is a panel discussion from QIS2 that in which five experts shared their research on queer media and technology. The panellists discuss a wide range of topics including trans people and surveillance online; trans identity and …
View article: Talking to Gaymers: Questioning Identity, Community and Media Representation
Talking to Gaymers: Questioning Identity, Community and Media Representation Open
With few exceptions, lesbian, gay, bisexual, transgender and queer (LGBTQ) individuals are generally ignored in the realm of digital games. This ethnography of members of an online gay gamer, or gaymer, community allowed me to better under…
View article: Representations of Queer Identity in Games from 2013–2015
Representations of Queer Identity in Games from 2013–2015 Open
View article: Increasing Social Awareness about Asexuality through an Interactive Narrative
Increasing Social Awareness about Asexuality through an Interactive Narrative Open
This thesis investigates the effect of techniques utilized in educational and persuasive games when used to create awareness about asexuality, in particular if they have any effect on the player's understanding of asexuality or their view …
View article: Where is the Queerness in Games?: Types of Lesbian, Gay, Bisexual, Transgender, and Queer Content in Digital Games
Where is the Queerness in Games?: Types of Lesbian, Gay, Bisexual, Transgender, and Queer Content in Digital Games Open
With increasing popular and academic attention being paid to lesbian, gay, bisexual, transgender, and queer (LGBTQ) content in video games, the time has come for a thorough account of the history of this content in this medium. In the proj…
View article: We Are All Fishes Now: DiGRA, Feminism, and GamerGate
We Are All Fishes Now: DiGRA, Feminism, and GamerGate Open
Following DiGRA 2014, our Fishbowl was used by some members of the GamerGate movement as proof of the “nefarious” dealings within our academic community. Some have asked the question of whether our Fishbowl “The Playful is Political” shoul…
View article: Queer technologies: affordances, affect, ambivalence
Queer technologies: affordances, affect, ambivalence Open
What happens when we consider communication technologies as having sex and gender, when we queer media architectures and circuitry? Larry Gross and others have productively investigated the conditi...
View article: The Tyranny of Realism: Historical accuracy and politics of representation in Assassin’s Creed III
The Tyranny of Realism: Historical accuracy and politics of representation in Assassin’s Creed III Open
Like other games in its series, Assassin’s Creed III (AC3) is heavily invested in a wellresearched, nuanced representation of historical conflicts. Yet as with any historical text, designers must be selective in their storytelling. Through…
View article: Health literacy and the social determinants of health: a qualitative model from adult learners
Health literacy and the social determinants of health: a qualitative model from adult learners Open
Health literacy, ‘the personal characteristics and social resources needed for individuals and communities to access, understand, appraise and use information and services to make decisions about health’, is key to improving peoples’ contr…
View article: Effective Mitigation of Anchoring Bias, Projection Bias, and Representativeness Bias from Serious Game-based Training
Effective Mitigation of Anchoring Bias, Projection Bias, and Representativeness Bias from Serious Game-based Training Open
Although human use of heuristics can result in ‘fast and frugal’ decision-making, those prepotent tendencies can also impair our ability to make optimal choices. Previous work had suggested such cognitive biases are resistant to mitigation…