Atay, A. (2015). Globalization’s impact on cultural identity formation: Queer diasporic males in cyberspace. Lexington Books.
Dame-Griff, A. (2023). The two revolutions: A history of the transgender Internet. New York University Press.
Dasgupta, R. K. (2017). Digital queer cultures in India: Politics, intimacies, and belonging. Routledge.
Friedman, E. J. (2017). Interpreting the Internet: Feminist and queer counterpublics in Latin America. University of California Press.
McGlotten, S. (2013). Virtual intimacies: Media, affect, and queer sociality. State University of New York Press.
McKinney, C. (2020). Information activism: A queer history of lesbian media technologies. Duke University Press.
Monea, A. (2022). The digital closet: How the Internet became straight. The MIT Press.
Nicolazzo, Z, Jones, A. C., & Symms, S. (2023). Digital me: Trans students exploring future possible selves online. Rutgers University Press.
Raun, T. (2016). Out online: Trans self-representation and community building on YouTube. Routledge.
Roach, T. (2021). Screen love: Queer intimacies in the Grindr era. State University of New York Press.
Ruberg, B., Boyd, J., & Howe, J. (2018). Toward a queer digital humanities. In E. Losh & J. Wernimont (Eds.), Bodies of information: Intersectional feminism and the digital humanities (pp. 108-128). University of Minnesota Press.
Schwartz, M., & Crompton, C. (2018). Remaking history: Lesbian feminist historical methods in the digital humanities. In E. Losh & J. Wernimont (Eds.), Bodies of information: Intersectional feminism and the digital humanities (pp. 131-156). University of Minnesota Press.
Tsika, N. A. (2016). Pink 2.0: Encoding queer cinema on the Internet. Indiana University Press.
Wexelbaum, R. (Ed.). (2015). Queers online: LGBT digital practices in libraries, archives, and museums. Litwin Books.
Journal Articles
Biscop, K., Malliet, S., & Dhoest, A. (2019). Subversive ludic performance: An analysis of gender and sexuality performance in digital games. DiGeSt. Journal of Diversity and Gender Studies, 6(2), 23-42. https://www.jstor.org/stable/10.11116/digest.6.2.2
Hansbury, G. (2011). Trans/virtual: The anxieties of transsexual and electronic embodiments. Journal of Gay & Lesbian Mental Health, 15(3), 308-317. https://doi.org/10.1080/19359705.2011.581193
Gray, K. L. (2018). Gaming out online: Black lesbian identity development and community building in Xbox Live. Journal of Lesbian Studies, 22(3), 282-296. https://doi.org/10.1080/10894160.2018.1384293
Llewellyn, A. (2022). “A space where queer is normalized”: The online world and fanfictions as heterotopias for WLW. Journal of Homosexuality, 69(13), 2348-2369. https://doi.org/10.1080/00918369.2021.1940012
McKenna, J. L., Wang, Y., Williams, C. R., McGregor, K., & Boskey, E. R. (2024). “You can’t be deadnamed in a video game”: Transgender and gender diverse adolescents’ use of video game avatar creation for gender-affirmation and exploration. Journal of LGBT Youth, 21(1), 29-49. https://doi.org/10.1080/19361653.2022.2144583
O’Gara, C. (2024). “This is not a performance”: Coming-out videos, LGBTQ+ microcelebrity, and the tenuous rise of new queer YouTube. Camera Obscura: Feminism, Culture, and Media Studies, 39(2), 189-218. https://doi.org/10.1215/02705346-11207867
Association for Computing Machinery (ACM). (2024). Virtual realities: How tech can empower the LGBTQ+ community [Video]. YouTube. https://www.youtube.com/watch?v=49HO5S7qvGA