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1.
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.
2.
Approaching a Pedagogy of Game Writing
by Hudson, Seth Andrew, Ph.D.  George Mason University. 2018: 195 pages; 10811219.
3.
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.
6.
Moments of Play: Uncovering the Performances of Videogame Play
by Hanford, Nicholas A., Ph.D.  Rensselaer Polytechnic Institute. 2017: 296 pages; 10682415.
7.
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.
8.
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.
9.
Defining Fan Subcultures within Dungeons & Dragons
by Strickland, Klaira, M.A.  Western Illinois University. 2018: 86 pages; 10809137.
10.
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.
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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.
14.
Mechanizing exploratory game design
by Smith, Adam Marshall, Ph.D.  University of California, Santa Cruz. 2012: 403 pages; 3551216.
15.
Do demographic variables make a difference in level of violent game play?
by Rowland, Sulma M., Psy.D.  Alfred University. 2014: 120 pages; 3636505.
16.
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.
18.
Myth in translation: The ludic imagination in contemporary video games
by Guyker, Robert William, Jr., Ph.D.  Pacifica Graduate Institute. 2016: 467 pages; 10101054.
19.
Pricing and Lead-Time Decisions in a Duopoly Common Retailer Channel
by Niu, Xiuming, M.Sc.  Singapore Management University (Singapore). 2011: 71 pages; 1494100.
20.
A study of empathetic play in serious games
by Belman, Jonathan, Ph.D.  New York University. 2016: 160 pages; 10129582.
21.
Constructing strategies for games with simultaneous movement
by Keffer, Jeremy, Ph.D.  University of Delaware. 2015: 82 pages; 3730247.
22.
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.
23.
The Dynamics of Information Transfer
by Wagner, Elliott, Ph.D.  University of California, Irvine. 2012: 98 pages; 3498650.
24.
New approaches to cooperative game theory: Core and value
by Kamishiro, Yusuke, Ph.D.  Brown University. 2010: 108 pages; 3430135.
25.
An Analysis of Virtual Economics in Video Games
by Hamidi, Bijan Alexander, M.S.  California State University, Fullerton. 2018: 54 pages; 10808086.
26.
Reality Ends Here: Environmental game design and participatory spectacle
by Watson, Jeff, Ph.D.  University of Southern California. 2012: 253 pages; 3542331.
27.
How to Design for Impact in Games
by Walsh, Eric, Ph.D.  Rensselaer Polytechnic Institute. 2018: 253 pages; 10841207.
28.
Ergodic ontogeny: Influences of interactive media on identity
by Cole, Sara Mae, Ph.D.  University of Maryland, Baltimore County. 2013: 354 pages; 3609856.
30.
Performing Play: Cultural Production on Twitch.tv
by Pellicone, Anthony James, Ph.D.  University of Maryland, College Park. 2017: 271 pages; 10606825.
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