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1.
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.
2.
Video Game Addiction: Interpersonal Relationship Distress and Coping of Gamers and Loved Ones
by Ross, Mary, M.A.  Southern Illinois University at Edwardsville. 2014: 86 pages; 1560923.
4.
Hidden Options and Player Pushback: Rhetoric of Mass Effect 2
by Robson-May, Rebekah, M.A.  Colorado State University. 2011: 111 pages; 1498088.
5.
Game on girl: Identity and representation in digital RPGs
by McMenomy, Elizabeth Regina, Ph.D.  Washington State University. 2011: 152 pages; 3460407.
6.
Video Gamers and the Linguistic Navigation of Collaborative Virtual Environments
by LaFave, Nathan, Ph.D.  New York University. 2016: 218 pages; 10192314.
7.
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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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.
11.
Aligning expenditure reporting systems for consistency and decision making: A descriptive study of New York State and New York City regions
by Bernice, Nicholas A., Ed.D.  St. John's University (New York), School of Education and Human Services. 2007: 137 pages; 3294220.
12.
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.
13.
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.
14.
The Gamer, The Citizen: The Technological Shift of Socio-Economic Interests in China
by Vassallo, Francisco Restituyo, M.A.  The American University of Paris (France). 2016: 62 pages; 10305866.
15.
Vulnerability towards disordered eating in students registered in general education nutrition classes
by Sindel, Jaclyn, M.S.  California State University, Long Beach. 2013: 80 pages; 1527415.
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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.
19.
An Analysis of Virtual Economics in Video Games
by Hamidi, Bijan Alexander, M.S.  California State University, Fullerton. 2018: 54 pages; 10808086.
21.
"Cool Buzzword" or "Social Failure"? Examining the Nerd on Television
by Lapacek-Trout, Natalie L., M.S.  Southern Illinois University at Edwardsville. 2014: 120 pages; 1560764.
24.
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.
25.
Emotion, hegemony, and "real-life" in video game worlds: An analysis of "Grand Theft Auto IV"
by Wachovsky, Gerald A., M.A.  California State University, Long Beach. 2015: 91 pages; 1603344.
26.
Gaming Literacy: Construct Validation and Scale Construction
by Rosenberg, Kenneth, M.A.  University of South Florida. 2011: 104 pages; 1497523.
27.
Bio-Gaming: The Real Biopolitics of Virtual Bodies
by Weis, Martin, Ph.D.  University of California, Davis. 2015: 135 pages; 3723746.
28.
“Justice at Your Hands” after school youth center: A grant proposal project
by Villalobos, Rocio, M.S.W.  California State University, Long Beach. 2010: 70 pages; 1493067.
29.
Team Primacy Concept-based employee evaluation and job performance
by Muniute, Eivina, Ed.D.  Florida International University. 2007: 193 pages; 3268671.
30.
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.
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