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2.
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.
3.
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.
6.
Do demographic variables make a difference in level of violent game play?
by Rowland, Sulma M., Psy.D.  Alfred University. 2014: 120 pages; 3636505.
7.
Individual Differences in Perceived Violence, Relative Enjoyment, and Recommended Age Ratings of Video Games
by Climer, Emily M., M.S.  University of Louisiana at Lafayette. 2015: 96 pages; 10002422.
8.
Machinima and video-based soft skills training
by Conkey, Curtis A., Ph.D.  University of Central Florida. 2010: 193 pages; 3415061.
9.
The relationship between video game use, Internet use, addiction, and subjective well-being
by Molinos, Martin, M.S.W.  California State University, Long Beach. 2016: 62 pages; 10150586.
10.
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.
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.
12.
The Effects of Viewing Violent Video Games on Willingness to Intervene in a Sexually Violent Bystander Scenario
by Mckenzie, Laken Cheyenne, M.S.  University of Louisiana at Lafayette. 2018: 66 pages; 10845892.
13.
The Dynamics of Rewards and Punishments in Video Games: A Content Analysis
by Craighead, Britney Nicole, M.A.  University of California, Santa Barbara. 2016: 74 pages; 10159655.
15.
Factoring in Gamer Identity: The Application of Social Identity Theory and Flow to Understanding Video Game Violence Effects
by Hoffswell, Joseph, Ph.D.  University of Missouri - Columbia. 2017: 126 pages; 13869874.
16.
Simplifying algorithm learning using serious games
by Shabanah, Sahar Siraj, Ph.D.  George Mason University. 2010: 240 pages; 3407063.
18.
Approaching a Pedagogy of Game Writing
by Hudson, Seth Andrew, Ph.D.  George Mason University. 2018: 195 pages; 10811219.
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Video calling with nonverbal children with autism
by Shea, Kathleen, Ed.D.  University of Bridgeport. 2014: 119 pages; 3667421.
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22.
Effect of digital game based learning on ninth grade students' mathematics achievement
by Swearingen, Dixie K., Ph.D.  The University of Oklahoma. 2011: 169 pages; 3454028.
23.
Gamification in Introductory Computer Science
by Behnke, Kara Alexandra, Ph.D.  University of Colorado at Boulder. 2015: 331 pages; 3743653.
25.
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.
26.
Ergodic ontogeny: Influences of interactive media on identity
by Cole, Sara Mae, Ph.D.  University of Maryland, Baltimore County. 2013: 354 pages; 3609856.
28.
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.
30.
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.
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