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1.
Mechanizing exploratory game design
by Smith, Adam Marshall, Ph.D.  University of California, Santa Cruz. 2012: 403 pages; 3551216.
2.
Press Play: Video Games and the Ludic Quality of Aesthetic Experiences across Media
by Hakimi, Jedd, Ph.D.  University of Pittsburgh. 2017: 255 pages; 10831836.
3.
Games as theater for soul: An archetypal psychology perspective of virtual games
by Savett, Susan Mallard, Ph.D.  Pacifica Graduate Institute. 2014: 297 pages; 3686802.
4.
How to Design for Impact in Games
by Walsh, Eric, Ph.D.  Rensselaer Polytechnic Institute. 2018: 253 pages; 10841207.
5.
Active Games: An Examination of User Engagement to Define Design Recommendations
by Martinez, Pamela N., Ed.D.  Pepperdine University. 2017: 147 pages; 10603990.
6.
Simplifying algorithm learning using serious games
by Shabanah, Sahar Siraj, Ph.D.  George Mason University. 2010: 240 pages; 3407063.
7.
Cooperative design, cooperative science: Investigating collaborative research through design with floracaching
by Bowser, Anne Elizabeth, Ph.D.  University of Maryland, College Park. 2016: 248 pages; 10129884.
8.
Changeful Tales: Design-Driven Approaches Toward More Expressive Storygames
by Reed, Aaron A., Ph.D.  University of California, Santa Cruz. 2017: 445 pages; 10289007.
9.
The game studio: Developing literacy through the lens of game design
by Bentley, T. Mark, M.A.  Middle Tennessee State University. 2015: 164 pages; 1597407.
11.
Reality Ends Here: Environmental game design and participatory spectacle
by Watson, Jeff, Ph.D.  University of Southern California. 2012: 253 pages; 3542331.
12.
Incorporation of Decision and Game Theories in Early-Stage Complex Product Design to Model End-Use
by Mesmer, Bryan L., Ph.D.  State University of New York at Buffalo. 2012: 270 pages; 3541141.
13.
Personal adventures: The shift from player to author
by Salter, Anastasia, D.P.A.  University of Baltimore. 2010: 182 pages; 3409494.
14.
A Framework for Scientific Discovery through Video Games
by Cooper, Seth, Ph.D.  University of Washington. 2011: 128 pages; 3501867.
15.
Play Design
by Gingold, Chaim, Ph.D.  University of California, Santa Cruz. 2016: 593 pages; 10140206.
16.
Virtually Smoking: Exploring Player Perception of Tobacco Content in Video Games
by Forsyth, Susan Redman, Ph.D.  University of California, San Francisco. 2016: 347 pages; 10133422.
17.
Hidden Options and Player Pushback: Rhetoric of Mass Effect 2
by Robson-May, Rebekah, M.A.  Colorado State University. 2011: 111 pages; 1498088.
19.
Perceptions of Video Games in Education by PK-12 Public School Administrators in Connecticut
by Wlodarczyk, Matthew Steven, Ph.D.  University of Connecticut. 2012: 104 pages; 3510542.
20.
The Minecraft project: Predictors for academic success and 21st century skills gamers are learning through video game experiences
by Hewett, Katherine Joan Evelyn, Ph.D.  Texas A&M University - Corpus Christi. 2016: 288 pages; 10243481.
21.
Goal-Based Agent Design: Decision Making in General Game Playing
by Sheng, Xinxin, Ph.D.  North Carolina State University. 2011: 180 pages; 3497189.
23.
Multiplayer Educational Role Playing Games (MPERPGs) and the Application of Leadership
by Clayton, Andrew Stafford, Ed.D.  Grand Canyon University. 2017: 348 pages; 10257450.
24.
Duck Hunt FPGA game, a project on UML and digital design
by Nguyen, Vuong D., M.S.  California State University, Long Beach. 2016: 65 pages; 10137441.
26.
27.
The games men play: How community college men use video games to construct masculinity
by Niemi, Eric J., Ed.D.  Northern Illinois University. 2014: 268 pages; 3681948.
28.
The Panhellenic Project: Assessing learning engagement using Web 2.0 technologies
by Carter, Cheryl A., Ed.D.  Pepperdine University. 2008: 167 pages; 3330961.
29.
A study of empathetic play in serious games
by Belman, Jonathan, Ph.D.  New York University. 2016: 160 pages; 10129582.
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