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Wu, H. (2016). Video game prosumers: Case study of a Minecraft affinity space. Visual Arts Research, 42(1), 22-37. Champaign, IL: University of Illinois Press.
Losh, E., Wernimont, J., Wexler, L., & Wu, H. (2016). Putting the human back into the Digital Humanities: Feminism, generosity, and mess. In M. K. Gold & L. Klein (Eds.), Debates in the Digital Humanities 2016 (pp. 92-103). Minneapolis, MN: University of Minnesota Press.
Wu, H. (2015). Problematizing games and learning: The ideal trajectory and cultural ideologies. In Proceedings of the 11th International Conference on Games+ Learning+ Society (pp. 261-266). Madison, WI: ETC Press.
Chen, J. C. H., & Wu, H. (2013). Aesthetic creativity: Bridging arts, culture, and education. In S. Leong & B. W. Leung (Eds.), Creative Arts in Education and Culture (pp. 43-53). Netherlands: Springer.