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1.
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.
2.
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.
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.
Connection between Graphical Potential Games and Markov Random Fields with an Extension to Bayesian Networks
by Wang, Shiyun, M.S.  California State University, Long Beach. 2018: 43 pages; 10785804.
5.
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.
6.
Personal adventures: The shift from player to author
by Salter, Anastasia, D.P.A.  University of Baltimore. 2010: 182 pages; 3409494.
7.
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.
9.
Constructing strategies for games with simultaneous movement
by Keffer, Jeremy, Ph.D.  University of Delaware. 2015: 82 pages; 3730247.
10.
How to Design for Impact in Games
by Walsh, Eric, Ph.D.  Rensselaer Polytechnic Institute. 2018: 253 pages; 10841207.
11.
Essays in economic theory
by Deb, Joyee, Ph.D.  Northwestern University. 2008: 142 pages; 3303530.
12.
Myth in translation: The ludic imagination in contemporary video games
by Guyker, Robert William, Jr., Ph.D.  Pacifica Graduate Institute. 2016: 467 pages; 10101054.
13.
Performance and leadership in multiplayer online gaming
by Magner, Timothy Joseph, Ed.D.  Pepperdine University. 2014: 172 pages; 3666206.
14.
Game relations, metrics and refinements
by Raman, Vishwanath, Ph.D.  University of California, Santa Cruz. 2010: 294 pages; 3421295.
17.
Pebble Games and Complexity
by Chan, Siu Man, Ph.D.  University of California, Berkeley. 2013: 74 pages; 3593787.
18.
Hidden Options and Player Pushback: Rhetoric of Mass Effect 2
by Robson-May, Rebekah, M.A.  Colorado State University. 2011: 111 pages; 1498088.
19.
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.
20.
Changeful Tales: Design-Driven Approaches Toward More Expressive Storygames
by Reed, Aaron A., Ph.D.  University of California, Santa Cruz. 2017: 445 pages; 10289007.
22.
Heart Rate and Accelerometry during Footbag Net Singles Play
by Siebert, Christopher Michael, M.S.  Portland State University. 2012: 64 pages; 1529784.
23.
Active Games: An Examination of User Engagement to Define Design Recommendations
by Martinez, Pamela N., Ed.D.  Pepperdine University. 2017: 147 pages; 10603990.
24.
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.
25.
Mechanizing exploratory game design
by Smith, Adam Marshall, Ph.D.  University of California, Santa Cruz. 2012: 403 pages; 3551216.
26.
Learning to Play Cooperative Games via Reinforcement Learning
by Wei, Ermo, Ph.D.  George Mason University. 2018: 162 pages; 13420351.
27.
Simplifying algorithm learning using serious games
by Shabanah, Sahar Siraj, Ph.D.  George Mason University. 2010: 240 pages; 3407063.
28.
The effects of game-based technology on high school students' algebraic learning in an urban school classroom
by Abdelhafez, Amal, M.A.T.  The William Paterson University of New Jersey. 2016: 87 pages; 10240334.
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