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1.
Essays in economic theory
by Deb, Joyee, Ph.D.  Northwestern University. 2008: 142 pages; 3303530.
2.
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.
3.
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.
4.
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.
5.
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.
6.
Constructing strategies for games with simultaneous movement
by Keffer, Jeremy, Ph.D.  University of Delaware. 2015: 82 pages; 3730247.
7.
Personal adventures: The shift from player to author
by Salter, Anastasia, D.P.A.  University of Baltimore. 2010: 182 pages; 3409494.
8.
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.
9.
Altruism, evolution and optional games
by Roseman, Herbert, Ph.D.  Columbia University. 2008: 300 pages; 3299363.
10.
Essays on communication in signaling games
by Agranov, Marina, Ph.D.  New York University. 2010: 293 pages; 3408345.
11.
Performance and leadership in multiplayer online gaming
by Magner, Timothy Joseph, Ed.D.  Pepperdine University. 2014: 172 pages; 3666206.
13.
Changeful Tales: Design-Driven Approaches Toward More Expressive Storygames
by Reed, Aaron A., Ph.D.  University of California, Santa Cruz. 2017: 445 pages; 10289007.
15.
Goal-Based Agent Design: Decision Making in General Game Playing
by Sheng, Xinxin, Ph.D.  North Carolina State University. 2011: 180 pages; 3497189.
16.
Learning to Play Cooperative Games via Reinforcement Learning
by Wei, Ermo, Ph.D.  George Mason University. 2018: 162 pages; 13420351.
17.
Mechanizing exploratory game design
by Smith, Adam Marshall, Ph.D.  University of California, Santa Cruz. 2012: 403 pages; 3551216.
18.
21.
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.
22.
Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
23.
Pebble Games and Complexity
by Chan, Siu Man, Ph.D.  University of California, Berkeley. 2013: 74 pages; 3593787.
24.
Hidden Options and Player Pushback: Rhetoric of Mass Effect 2
by Robson-May, Rebekah, M.A.  Colorado State University. 2011: 111 pages; 1498088.
25.
A Framework for Scientific Discovery through Video Games
by Cooper, Seth, Ph.D.  University of Washington. 2011: 128 pages; 3501867.
26.
The 1932 Los Angeles Olympics: A model for a broken system
by Moore, Roger D., M.A.  Oklahoma State University. 2015: 120 pages; 1604936.
27.
Myth in translation: The ludic imagination in contemporary video games
by Guyker, Robert William, Jr., Ph.D.  Pacifica Graduate Institute. 2016: 467 pages; 10101054.
28.
The folk theorem in repeated games with private monitoring
by Sugaya, Takuo, Ph.D.  Princeton University. 2012: 313 pages; 3522566.
29.
Predicting the Success of Running Back Prospects in the National Football League
by Merritt, Kevin M., M.S.  California State University, Long Beach. 2017: 103 pages; 10287281.
30.
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.
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