1. Abrams, S. S. (2011). Association through action: Identity development in real and virtual videogame environments. Teachers College Record/National Society for the Study of Education Yearbook, 110(1), 220–243.
2. Abrams, S. S. (2015a). Videogames and literacies: Historical threads and contemporary practices. In J. Rowsell & K. Pahl (Eds.), The Routledge handbook of literacy studies (pp. 354–368). New York: Routledge.
3. Abrams, S. S. (2015b). Integrating virtual and traditional learning in 6–12 classrooms: A layered literacies approach to multimodal meaning making. Routledge.
4. Abrams, S. S., & Lammers, J. C. (in press). Belonging in a videogame space: Bridging affinity spaces and communities of practice. Teachers College Record, 119(12).
5. Apperley, T., & Walsh, C. (2012). What digital games and literacy have in common: A heuristic for understanding pupils’ gaming literacy. Literacy, 46(3), 115–122.