- Cote, A. (2020). Gaming Sexism: Gender and Identity in the Era of Casual Video Games. New York University Press.
- Reviews in Scholarly Publications
- Bogarosh, N. (2021). Journal of Broadcasting & Electronic Media, “an insightful, well-contextualized examination of women gamers”
- Cullen, A., (2022). Journal of Transformative Works and Cultures, “a useful introduction for any scholar seeking to understand the basis of ongoing issues of sexism, misogyny, and gendered stereotypes in video games”
- Harrison, G. (2021). Critical Studies in Media Communication, “essential for anyone conducting scholarship on gender in masculine contexts and those who study video gaming in general”
- Jones, A. P. (2021). Visual Studies, “alters the way we understand casual games and their role”
- Kocurek, C. (2021). Reception, “offers significant insights not only for game studies scholars but for game developers engaged in design decisions and community management strategies”
- Paul, C.A. (2021). First Person Scholar, “it is an excellent book that anyone interested in video games should definitely read”
- Reviews in Scholarly Publications
Refereed Journal Articles
- Cote, A., Wilson, A., Hansen. J., Harris, B., Rahman, M., Can, O., Fickle, T., and Foxman, M. (2023). Taking Care of Toxicity: Challenges and Strategies for Inclusion in U.S. Collegiate Esports Programs. Journal of Electronic Gaming and Esports 1(1). https://doi.org/10.1123/jege.2022-0031
- Cote, A. and Harris, B. (2023). Inevitable or Exploitative? A Case Study of Consumers’ Divergent Attitudes towards Video Game Crunch. Media Industries 10(1). https://doi.org/10.3998/mij.2357
- Cote, A. and Harris, B. (2023). The Cruel Optimism of “Good Crunch”: How Game Industry Discourses Perpetuate Unsustainable Labor Practices. New Media & Society, 25(3), 609-627. https://doi.org/10.1177/14614448211014213
- Cote, A., Can, O., Foxman, M., Harris, B., Hansen, J., Rahman, M., and Fickle, T. (2023). The COVID Season: Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020-21 Pandemic. Games and Culture, 18(2), 229-250. https://doi.org/10.1177/15554120221088116
- Cote, A., Dal Cin, S., Exelmans, L., & Mustafaj, M. (2022). Philanthropic, Prosocial Players: How Game-Related Charity Events Motivate Unlikely Donors. New Media & Society. https://doi.org/10.1177/14614448221130738
- Harris, B. C., Hansen, J., Can, O., Rahman, M., Foxman, M., Cote, A. and Fickle, T. (2022). “Starting from scratch to looking really clean and professional”: How students’ productive labor legitimizes collegiate esports. Critical Studies in Media Communication, 39(2), 141-153. https://doi.org/10.1080/15295036.2022.2030484
- Mejeur, C and Cote, A. (2021). Who Gets to Be in The Guild?: Race, Gender and Intersecting Stereotypes in Gaming Cultures. Loading: The Journal of the Canadian Game Studies Association, 14(24), 70-89. https://doi.org/10.7202/1084839ar
- Cote, A. C., & Harris, B. C. (2021). “Weekends became something other people did”: Understanding and intervening in the habitus of video game crunch. Convergence, 27(1), 161-176. doi: 10.1177/1354856520913865.
- Cote, A., Coles, S. M. and Dal Cin, S. (2021). The Interplay of Parenting Style and Family Rules about Videogames on Subsequent Fighting Behavior. Aggressive Behavior, 47(2), 135-147. https://doi.org/10.1002/ab.21931
- Cote, A. (2020). Casual resistance: A longitudinal case study of video gaming’s gendered construction and related audience perceptions. Journal of Communication, 70(6), 819-841. https://doi.org/10.1093/joc/jqaa028
- Cote, A. and Mejeur, C. (2018). Gamers, Gender, and Cruel Optimism: The Limits of Social Identity Constructs in The Guild. Feminist Media Studies, 18(6), 963-978. doi: 1080/14680777.2017.1376699
- Cote, A. (2018). Writing “Gamers”: The gendered construction of player identity in Nintendo Power Games and Culture, 13(5), 479-503. doi: 10.1177/1555412015624742
- Cote, A. (2017). “I can defend myself”: Women’s strategies for coping with harassment while gaming online. Games and Culture, 12(2), 136-155. doi: 10.1177/1555412015587603
- Cote, A., and Butt, M. (in press). Broadening the Imagined Audience: The Case of “Gamers.” In Hill, A. and Lunt, P. (Eds.), The Routledge Companion to Media Audiences. Forthcoming 2024.
- Cote, A. and Saidel, E. (in press). ‘Race’ and Race: Longitudinal Trends in D&D Character Creation. In Sidhu, P., Carter, M., and Zagal, J. (Eds.), D&D at 50: An Edited Collection. Forthcoming 2024.
- Cote, A. and Foxman, M. (2021). Studying Games. In Ferdig, R., Gandolfini, E. and Baumgartner, E. (Eds.), Teaching the Game, Vol. 1: A collection of syllabi for game design, development, and implementation. (pp. 201-224). ETC Press.
- Cote, A. (2018). Curate Your Culture: A Call for Social Justice-Oriented Game Development and Community Management. In K. Gray and D. Leonard (Eds.), Woke Gaming: Digital Challenges to Oppression and Social Injustice. (pp. 193-212). University of Washington Press.
- Cote, A. and Raz, J. (2015). In-depth interviews for games studies. In P. Lankoski and S. Bjork (Eds.), Game Research Methods: An Overview (pp. 93-116). ETC Press.
- Cote, A. (2021, June 4). On the (In)Visibility of Female Gamers. Flow, 27(8). https://www.flowjournal.org/2021/06/invisibility-of-female-gamers/
- Cote, A. and Harris, B. (2021, April 5). Combatting Crunch from the Margins: How Hierarchies of “Realness” Complicate Video Game Production. Flow, 27(6). https://www.flowjournal.org/2021/04/combatting-crunch/
- Cote, A. and Perry, C. (2020, Dec. 4). More than Skin Deep: Evaluating Fantasy Video Games’ Underlying Racial Influences. Flow, 27(3). https://www.flowjournal.org/2020/12/fantasy-video-games/.
- Cote, A. (2020, Aug. 21). Here’s what it’ll take to clean up esports’ toxic culture. The Conversation. https://theconversation.com/heres-what-itll-take-to-clean-up-esports-toxic-culture-143520
- Cote, A. (2020). Review of the book Fake Geek Girls: Fandom, Gender, and the Convergence Culture Industry, by S. Scott. Convergence, 26(1), 228-230. doi:1177/1354856519861739
- Cote, A. (2018). Review of the book Ready Player Two: Women Gamers and Designed Identity, by S. Chess. Feminist Media Studies, 18(5), 957-959. doi: 10.1080/14680777.2018.1498142
- See full CV for details.