Wu, H., & Prieto-Nanez, F. (in press). Technology and us: Localizing a collaborative syllabus for critical gaming at the library. Hybrid Pedagogy.

Wu, H. (2016). Video game prosumers: Case study of a Minecraft affinity spaceVisual 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.