Making in Minecraft: A Means of Self-Expression for Youth with Autism. - Kathryn E. Ringland; Louanne E. Boyd; Heather A. Faucett; Amanda L. L. Cullen; Gillian R. Hayes (IDC, 2017)

(In)Visibility in Disability and Assistive Technology. - Heather A. Faucett; Kathryn E. Ringland; Amanda L. L. Cullen; Gillian R. Hayes (ACM Trans. Access. Comput., 2017)

Diversity and Inclusion in Esports Programs in Higher Education: Leading by Example at UCI. - Khaila Amazan-Hall; Jen Jen Chen; Kathy Chiang; Amanda L. L. Cullen; Mark Deppe; Edgar Dormitorio; Doug Haynes; Jessica Kernan; Kirsten Quanbeck; Morgan Romine; Bonnie Ruberg; Jenny Song; et al. (Int. J. Gaming Comput. Mediat. Simulations, 2018)

Necklines and 'naughty bits': constructing and regulating bodies in live streaming community guidelines. - Amanda L. L. Cullen; Bonnie Ruberg (FDG, 2019)

Live coding during lockdown. - Christine T. Wolf; Amanda L. L. Cullen (XRDS, 2021)

A cultural approach to algorithmic bias in games. - Aaron Trammell; Amanda L. L. Cullen (New Media Soc., 2021)

Practicing Moderation: Community Moderation as Reflective Practice. - Amanda L. L. Cullen; Sanjay Ram Kairam (Proc. ACM Hum. Comput. Interact., 2022)

Failing to See a Difference: Closing a Gender Gap in a Challenging Video Game. - Craig G. Anderson; Amanda L. L. Cullen (Games Cult., 2024)