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1.
Performance and leadership in multiplayer online gaming
by Magner, Timothy Joseph, Ed.D.  Pepperdine University. 2014: 172 pages; 3666206.
3.
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.
5.
Multiplayer Educational Role Playing Games (MPERPGs) and the Application of Leadership
by Clayton, Andrew Stafford, Ed.D.  Grand Canyon University. 2017: 348 pages; 10257450.
7.
Assessing video game behaviors that meet DSM-V criteria for a non-substance related disorder
by Powers, Mitchell R., Psy.D.  Adler School of Professional Psychology. 2015: 116 pages; 3664305.
8.
Effect of digital game based learning on ninth grade students' mathematics achievement
by Swearingen, Dixie K., Ph.D.  The University of Oklahoma. 2011: 169 pages; 3454028.
9.
Video Gamers and the Linguistic Navigation of Collaborative Virtual Environments
by LaFave, Nathan, Ph.D.  New York University. 2016: 218 pages; 10192314.
12.
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.
13.
Personal adventures: The shift from player to author
by Salter, Anastasia, D.P.A.  University of Baltimore. 2010: 182 pages; 3409494.
15.
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.
16.
Myth in translation: The ludic imagination in contemporary video games
by Guyker, Robert William, Jr., Ph.D.  Pacifica Graduate Institute. 2016: 467 pages; 10101054.
17.
Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
18.
MMO gaming culture: An online gaming family
by Perez, Michael, M.A.  Florida Atlantic University. 2015: 101 pages; 10096029.
19.
Does Signaling Theory Account for Aggressive Behavior in Video Games?
by Huskey, Richard Wayne, M.A.  University of California, Santa Barbara. 2014: 48 pages; 1555260.
20.
Improving ad-hoc team performance using video games
by Craighead, Jeffrey David, Ph.D.  University of South Florida. 2009: 148 pages; 3420535.
21.
RCAT: A Restful Client-scalable Architectural style for Massively Multiuser Virtual Environments
by Valadares, Arthur Rodrigo Sawazachi, M.S.  University of California, Irvine. 2013: 98 pages; 1535770.
22.
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.
23.
Avatar creation in online virtual worlds: A uses and gratifications perspective
by Lin, Hsin, M.A.  State University of New York at Buffalo. 2013: 67 pages; 1534529.
25.
Frag: An ethnographic examination of computer gaming culture and identity at LAN parties
by Young, Bryan-Mitchell, Ph.D.  Indiana University. 2014: 188 pages; 3612176.
26.
The Panhellenic Project: Assessing learning engagement using Web 2.0 technologies
by Carter, Cheryl A., Ed.D.  Pepperdine University. 2008: 167 pages; 3330961.
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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.
30.
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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