The Arcane Gallery of Gadgetry: A Design Case Study of an Alternate Reality Game. - Beth Bonsignore; Georgina Goodlander; Derek L. Hansen; Margeaux C. Johnson; Kari Kraus; Amanda Visconti (DH, 2011)

Game design for promoting counterfactual thinking. - Elizabeth M. Bonsignore; Kari Kraus; Amanda Visconti; Derek L. Hansen; Ann Fraistat; Allison Druin (CHI, 2012)

Alternate Reality Games: Platforms for Collaborative Learning. - Elizabeth Bonsignore; Derek L. Hansen; Kari Kraus; June Ahn; Amanda Visconti; Ann Fraistat; Allison Druin (ICLS, 2012)

Playing for real: designing alternate reality games for teenagers in learning contexts. - Elizabeth M. Bonsignore; Derek L. Hansen; Kari Kraus; Amanda Visconti; June Ahn; Allison Druin (IDC, 2013)

Designing reusable alternate reality games. - Derek L. Hansen; Elizabeth M. Bonsignore; Marc Ruppel; Amanda Visconti; Kari Kraus (CHI, 2013)

"Making the Digital Humanities More Open": Modeling Digital Humanities for a Wider Audience. - Amanda Visconti; Jennifer Guiliano; James Smith; George H. Williams; Cory Bohon (DH, 2013)

"How can you love a work, if you don't know it?": Critical code and design towards participatory digital editions. - Amanda Visconti (2015)

Roles People Play: Key Roles Designed to Promote Participation and Learning in Alternate Reality Games. - Elizabeth Bonsignore; Derek L. Hansen; Kari Kraus; Amanda Visconti; Ann Fraistat (CHI PLAY, 2016)

Hack, Yack, Stack: Access, Culture, and DH Infrastructure. - Laura Braunstein; Thomas Padilla; Amanda Visconti (DH, 2017)

Less intent, more impact: Transforming public DH projects toward access, care, and inclusion. - Amanda Visconti (DH, 2017)

Working at the Intersection: Digital Humanities Pedagogy, Social Justice, and Librarianship. - Pamella R. Lach; Megan Martinsen; Amanda Visconti; Brandon Walsh; Heather Froehlich; R. C. Miessler; Nabil Kashyap (DH, 2020)