Using a designed, online games based affinity space as a quasi-natural ethnographic context and experiment lab. - Constance Steinkuehler; Elizabeth King; Esra Alagoz; Yoonsin Oh; Sarah Chu; Bei Zhang; Aysegul Bakar; Crystle Martin (ICLS, 2010)

Transformative use of information technology in American literary writing: A pilot survey of literary community members. - Stephen Paling; Crystle Martin (J. Assoc. Inf. Sci. Technol., 2011)

A Cross Case Analysis of Two Out-of-School Programs Based on Virtual Worlds. - Constance Steinkuehler; Esra Alagoz; Elizabeth King; Crystle Martin (Int. J. Gaming Comput. Mediat. Simulations, 2012)

Collaboration and Learning in Online Communities: Summary of Research. - Crystle Martin (CSCL (2), 2013)

Information sharing, connected learning, and a professional wrestling fan community. - Crystle Martin (ASIST, 2014)

Gendered Barriers to Participation in Gaming Culture. - Crystle Martin; Matthew Rafalow (GenderIT, 2015)