Adrienne Shaw
Philadelphia
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Articles by Adrienne Shaw
Peer Review Resources for Authors and Reviewers
Peer review is the cornerstone of academic writing and publishing. That means most scholars will inevitably experience being on both the giving and receiving end of reviewer comments. Despite this commonality, many aspects of the process can be confusing and misunderstood. We’ve gathered some of our favorite peer review resources to shed some light on this scholarly practice and how we can make it better.
Can You Have Your Pie and Eat It Too?: Tenure and the County Fair
A friend once told me that earning tenure is like winning a pie-eating contest at a country fair[i] where the prize is more pie—a lifetime supply of pie in fact. Belaboring this metaphor is useful to illustrate that there is no singular “tenure” earning or having experience.
Why are shows with queer female characters being canceled? A Temple professor explains
Amid recent cancellations of LGBTQIA+ programming, fans have noticed a troubling pattern: Much of this content centered queer women and their romantic relationships with other women. In 2022 alone, several shows featuring lesbian and bisexual women have ended after only one or two seasons, including Netflix’s First Kill, Amazon Prime’s The Wilds and HBO Max’s Gentleman Jack. Additionally, Warner Bros.
Co-teaching Strategies That Work
Over the last three years, there has been no end to the amount of stress and uncertainty piled upon teachers at all levels of education. Even before the COVID-19 pandemic, good teaching has always required a lot of hard work, energy, and creativity. One approach we have deployed that helps make our own teaching lives better is a particular model of co-teaching that we think others might also be able to take lessons from, even if co-teaching isn’t for you.
CFP: Queer Technologies in Communication
CALL FOR PAPERS Critical Studies in Media Communication Special Issue: Queer Technologies in Communication Editors: Katherine Sender, University of Auckland, k.sender@auckland.ac.nz Adrienne Shaw, Temple University, adrienne.shaw@temple.edu Abstract deadline: 30 September 2014 Decisions on abstracts: 15 October 2014 First drafts due: 28 February 2015 Second drafts due: 31 July 2015 Final drafts due: 31 October 2015 Publication: April 2016 (Volume 33, issue 2) Communication and media scholars...
Do you identify as a gamer? Gender, race, sexuality, and gamer identity
Adorno, T, Horkheimer, M (1993) The culture industry: Enlightenment as mass deception. In: Dialectic of Enlightenment. New York: Continuum. Google Scholar Ang, I (1989) Watching Dallas: Soap Opera and the Melodramatic Imagination. New York: Routledge. Google Scholar Ang, I (1991) Desperately Seeking the Audience. New York: Routledge. Google Scholar | Crossref Ang, I (2000) Dallas and the ideology of mass culture. In Storey, J (ed.) Cultural Theory and Popular Culture: A Reader (2nd edn).
Beyond texts: Using queer readings to document LGBTQ game content
Authors Adrienne Shaw Temple University https://orcid.org/0000-0001-5526-1839 Christopher J. Persaud University of Southern California DOI: https://doi.org/10.5210/fm.v25i8.10439 Keywords: queer reading, digital games, LGBTQ representation Abstract Queer readings of texts allow audiences, queer or not, to see the possibility for queerness in media that does not explicitly name LGBTQ identities.
Archival Serendipity, Excitement, and Whiplash
Introduction Since 2015, I have been working on a combination research project and public resource: the LGBTQ Game Archive. This project seeks to document all recorded lesbian, gay, bisexual, transgender, and queer (LGBTQ) content in digital (and occasionally analog) games and currently covers the 1980s to the present. In part, this project was driven by the fact that even as queer game studies grows as an area of research, there is a persistent assumption that queer games are somehow new.
Counting Queerness in Games: Trends in LGBTQ Digital Game Representation, 1985‒2005
Counting Queerness in Games: Trends in LGBTQ Digital Game Representation, 1985‒2005 Adrienne Shaw, Evan W. Lauteria, Hocheol Yang, Christopher J. Persaud, Alayna M. Cole Abstract 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.
LGBTQ activist bodies are finally starting to give importance to diversity in video games
The role of video games in queer communities is finally being recognised – but it’s almost too late. For 30 years, GLAAD, a leading advocate for LGBTQ visibility in the media, has honoured TV shows that positively represent LGBTQ people – and along the way has expanded its attention to include other genres, such as English language film, journalism, theater and Spanish language media. The 2019 GLAAD Media Awards will, for the first time, recognise video games with LGBTQ characters.
Reclaiming video games' queer past before it disappears
(The Conversation is an independent and nonprofit source of news, analysis and commentary from academic experts.)(THE CONVERSATION) The role of video games in queer communities is finally being recognized – but it’s almost too late.Other LGBTQ rights organizations have also expressed interest in video games: In 2013, Electronic Arts and the Human Rights Campaign held the Full Spectrum mini-conference in New York City, where panelists discussed LGBTQ representation in games and harassment in...
Reclaiming video games' queer past before it disappears
(The Conversation is an independent and nonprofit source of news, analysis and commentary from academic experts.)(THE CONVERSATION) The role of video games in queer communities is finally being recognized – but it’s almost too late.
Reclaiming video games' queer past before it disappears
The role of video games in queer communities is finally being recognized – but it’s almost too late. For 30 years, GLAAD, a leading advocate for LGBTQ visibility in the media, has honored TV shows that positively represent LGBTQ people – and along the way has expanded its attention to include other genres, such as English language film, journalism, theater and Spanish language media. The 2019 GLAAD Media Awards will, for the first time, recognize video games with LGBTQ characters.
Reclaiming video games' queer past before it disappears
The role of video games in queer communities is finally being recognized – but it’s almost too late. For 30 years, GLAAD, a leading advocate for LGBTQ visibility[1] in the media, has honored TV shows that positively represent LGBTQ people – and along the way has expanded its attention to include other genres[2], such as English language film, journalism, theater and Spanish language media. The 2019 GLAAD Media Awards will, for the first time, recognize video games with LGBTQ characters[3].
Counterstrategies for Cultural Critique through Interactive Media
Since 2012 the American video games landscape has seen a rising tide of experimental, independently developed queer digital games. In this essay, I argue that the development of these games can be considered a form of digital humanities practice, and that the game makers who produce them can be seen as performing their own genre of American studies scholarship.
LGBTQ game history is fleeting -- that's why curation is necessary
In December, the world’s first exhibit of lesbian, gay, bisexual, transgender, and queer (LGBTQ) digital games history will open at the Schwules Museum in Berlin. This exhibit will cover the 1980s to the present day, include playable games, and showcase mainstream and independent development, LGBTQ game communities, and key themes from this part of media history.
A conversation: Queer digital media resources and research
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 social media; online communities and feminist politics; the LGBT games archive; and digital vigilantism and sex trafficking.
Understanding Conference and Journal Article Rejection
A big part of writing is rejection. Although nothing but time and perspective can really take away the sting of it, understanding how conference and journal article rejection works can often help with the process. It also helps you give your next article or conference proposal the best chance possible. The reasons for rejections also, perhaps frustratingly, are the same whether you got solid, helpful reviews or less than useful ones.
Myths and Misconceptions about Academic Peer Review
In my last post, I went over the basics of writing a useful peer review report (without being a jerk). Today I want to debunk a few of the many myths surrounding peer review. Myth 1: Grad students are not qualified to review At the end of the day, reviewing is a mixture of critical reading, grading, and very light developmental editing. These are core academic skills that anyone in a PhD program should know how to do.
How to Write a Peer Review Report (without being a jerk)
Peer review is at the core of what defines scholarship and thus academia itself. Yet for the most part, no one ever teaches scholars how to write a helpful peer review report for journals, publishers, or conference programming committees. Often our only insight into what a review should be are the reviews we ourselves get. And if we never get positive or helpful reviews, we tend to think of the review process as combative, idiosyncratic, and a practice in gatekeeping.
Finding Projects for Collaborative Research
Collaborative research is a great way to meet your professional goals. After you’ve identified partners for academic collaboration, the next step is to create projects that help everyone involved shine. Here’s how to decide on and actually finish those collaborative research projects. Which projects should you do? Regardless of whether you are applying for academic or non-academic jobs, you should focus on collaborations that can set you apart when you apply for positions.
Finding Partners for Academic Collaboration
One of the hardest things about making the transition from graduate school to a post-graduate academic career is you no longer have a group of dedicated, smart people giving you regular feedback (this is one reason it is so important to build and maintain a healthy mentorship network).
Health literacy and the social determinants of health: a qualitative model from adult learners
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’ control over modifiable social determinants of health (SDH). This study listened to adult learners to understand their perspectives on gathering, understanding and using information for health.
MSP 4541 Mobile Journalism Spring 2016
Are you sure you want to delete your account? You'll lose everything, forever! Of course not!
Not all players are gamers, but why?
A recently released Pew study finds that while half of American adults play video games, only 10% consider themselves gamers. Moreover, the data demonstrate that men call themselves gamers at nearly twice the rate as women. As someone who has written quite a bit about gamer identity, neither of these facts are particularly surprising.
A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity
Recently, the margins between gaming and feminism have become increasingly contentious (Salter & Blodgett, 2012 Salter, A., & Blodgett, B. (2012). Hypermasculinity & Dickwolves: The contentious role of women in the new gaming public. Journal of Broadcasting & Electronic Media, 56, 401–416. doi:10.1080/08838151.2012.705199[Taylor & Francis Online], [Web of Science ®] , [Google Scholar]).
On Not Becoming Gamers: Moving Beyond the Constructed Audience
To borrow a turn of phrase from Simone de Beauvoir (1989 [1949]): one is not born a gamer, one becomes one. [T.L. Taylor makes a similar twist of the classic phrase in Play Between Worlds when she says “One is not born an Everquest player, one becomes one” (2006, p. 32).] This is perhaps even truer of being a gamer than it is of women in Beauvoir’s original formulation.
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