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Active Games: An Examination of User Engagement to Define Design Recommendations
by Martinez, Pamela N., Ed.D.  Pepperdine University. 2017: 147 pages; 10603990.
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Building personal wellness communities: Meaningful play in the everyday life of a network society
by Wang, Hua, Ph.D.  University of Southern California. 2010: 296 pages; 3434556.
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Video Games as Prosocial Playgrounds for Adolescents with ASD
by Rolston, Brittany, M.S.  Minot State University. 2019: 73 pages; 13883235.
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A Spectrum of Treatments for Autism Spectrum Disorder
by Lawson, Megan, Psy.D.  Pepperdine University. 2018: 118 pages; 10840438.
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Science for All: Exploring Science Communication for Public Engagement in Culturally Diverse Scenarios in the Americas
by Vásquez-Guevara, Denisse Helena, Ph.D.  The University of New Mexico. 2019: 291 pages; 13812526.
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Fall-Related Patient Education: An Essential Feature of a Fall Prevention Program
by Okonkwo, Immaculata Adaugo, D.N.P.  Walden University. 2020: 132 pages; 28002193.
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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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