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121.
Level up: A systematic review of the nexus between game-based learning and developmental math education
by Wilson, Monique, D.Mgt.  University of Maryland University College. 2013: 157 pages; 3619513.
122.
Bio-Gaming: The Real Biopolitics of Virtual Bodies
by Weis, Martin, Ph.D.  University of California, Davis. 2015: 135 pages; 3723746.
123.
Experiences of Middle and High School AVID Students from an Urban South Texas School District Who Played College Ready-the Game
by Reynolds-Perez, Cecilia Cissy, Ed.D.  Texas A&M University - Corpus Christi. 2017: 136 pages; 10641631.
124.
127.
Information visualization techniques for online identity presentation: A multidimensional approach
by Mahmud, Athir, Ph.D.  Illinois Institute of Technology. 2016: 241 pages; 10174166.
128.
Evaluation of family functioning following parent participation in recreational intervention for children with autism
by Gonzalez, Martha Citlaly, Psy.D.  Adler School of Professional Psychology. 2014: 147 pages; 3662134.
129.
A game -theoretic model of grounding for referential communication tasks
by Thompson, William, Ph.D.  Northwestern University. 2009: 174 pages; 3386515.
130.
Stampede Theory: Mapping and Treating Dangerous Misinformation at Scale
by Feldman, Philip, Ph.D.  University of Maryland, Baltimore County. 2020: 399 pages; 27830588.
131.
Psycho-spiritual components in Multiplayer Online First Person Shooter Xbox videogaming
by McGinnis, Carol Z. A. Salisbury, Ph.D.  Loyola University Maryland. 2010: 230 pages; 3421137.
132.
Videogame Tourism: Spawning the Digital into the Physical Realm in the British Isles
by Brinkman, Heather R., Ph.D.  The University of Wisconsin - Milwaukee. 2020: 296 pages; 28261778.
133.
Pixel Whipped: Pain, Pleasure, and Media
by Ruberg, Bonnie, Ph.D.  University of California, Berkeley. 2015: 161 pages; 3733365.
134.
Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
136.
Mind-craft: Exploring the relation between "digital" visual experience and orientation in visual contour perception
by Hipp, Daniel, Ph.D.  State University of New York at Binghamton. 2015: 75 pages; 10003726.
138.
Gaming Literacy: Construct Validation and Scale Construction
by Rosenberg, Kenneth, M.A.  University of South Florida. 2011: 104 pages; 1497523.
140.
141.
The Influence of DragonBox on Student Attitudes and Understanding in 7th Grade Mathematics Classroom
by Katirci, Nihal, M.S.  State University of New York at Albany. 2017: 73 pages; 10275395.
142.
144.
Gender Differences in Job Satisfaction and Organizational Commitment in the Video Game Industry
by Lau, Szengar Sarah, M.A.  Southern Illinois University at Edwardsville. 2019: 50 pages; 13878106.
145.
An Ethnography of the Twitch.TV Streamer and Viewer Relationship
by Suganuma, Nicole K., M.A.  California State University, Long Beach. 2018: 97 pages; 10840336.
146.
The procedural generation of interesting Sokoban levels
by Taylor, Joshua, Ph.D.  University of North Texas. 2015: 79 pages; 10034415.
147.
Organizing for Violence
by Kedziora, Jeremy Thomas, Ph.D.  University of Rochester. 2013: 272 pages; 3555031.
148.
Breaking Down the Enchantment: A Critical Autoethnography of Video Gaming
by Kout, Yacine, Ph.D.  The University of North Carolina at Greensboro. 2019: 312 pages; 13810356.
149.
Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming
by Gregg, Elizabeth A., Ed.D.  Loyola Marymount University. 2014: 403 pages; 3638178.
150.
Video Gamers and the Linguistic Navigation of Collaborative Virtual Environments
by LaFave, Nathan, Ph.D.  New York University. 2016: 218 pages; 10192314.
121 - 150 of 10356 displayed.
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