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1.
Changeful Tales: Design-Driven Approaches Toward More Expressive Storygames
by Reed, Aaron A., Ph.D.  University of California, Santa Cruz. 2017: 445 pages; 10289007.
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7.
Hidden Options and Player Pushback: Rhetoric of Mass Effect 2
by Robson-May, Rebekah, M.A.  Colorado State University. 2011: 111 pages; 1498088.
8.
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.
Game on girl: Identity and representation in digital RPGs
by McMenomy, Elizabeth Regina, Ph.D.  Washington State University. 2011: 152 pages; 3460407.
10.
Defining Fan Subcultures within Dungeons & Dragons
by Strickland, Klaira, M.A.  Western Illinois University. 2018: 86 pages; 10809137.
12.
Faith from Fiction: Walking the Jedi Path
by Ehlers, John Thornton, M.A.  California State University, Long Beach. 2019: 78 pages; 22585291.
15.
Playwriting to increase self-esteem and writing ability among middle school students
by Look, Lee F., Ph.D.  University of Louisville. 2008: 153 pages; 3308488.
16.
Bio-Gaming: The Real Biopolitics of Virtual Bodies
by Weis, Martin, Ph.D.  University of California, Davis. 2015: 135 pages; 3723746.
17.
The game studio: Developing literacy through the lens of game design
by Bentley, T. Mark, M.A.  Middle Tennessee State University. 2015: 164 pages; 1597407.
18.
Simulation lab training for transitional age youth in foster care: A grant proposal
by Sanchez, Vanessa, M.S.W.  California State University, Long Beach. 2015: 60 pages; 1569895.
19.
Common Strategies and Practices Among Facilitators of Innovative Thinking in Organizations
by Watson, Matthew D.M., Ph.D.  Pepperdine University. 2018: 178 pages; 10812910.
20.
Psychosocial management of dementia for skilled nursing staff: A curriculum
by Dawson, Margaret R., M.S.W.  California State University, Long Beach. 2017: 90 pages; 10260086.
21.
Delivering Design: Performance and Materiality in Professional Interaction Design
by Goodman, Elizabeth Sarah, Ph.D.  University of California, Berkeley. 2013: 259 pages; 3616455.
22.
The Grounded Theory of Interactive Spatial Learning from a Virtual World
by Verhoeven, Yen, Ph.D.  University of Rochester. 2018: 321 pages; 10792634.
23.
Implementation of CharacterPlus® and the interdependence on achievement and discipline
by King, Joana D., Ed.D.  Lindenwood University. 2009: 148 pages; 3390647.
24.
An Initial Validation of a Two Dimensional Theory of Motivational Interviewing
by Krishna-Pillai, Abhishek, Ph.D.  Auburn University. 2012: 261 pages; 3532341.
25.
How Do Expertise and Realism Moderate the Boundary between Real and Digital Faces?
by Day, Jennifer, Ph.D.  University of California, Santa Cruz. 2019: 131 pages; 13896678.
26.
Lighting the Real and the Fantastical: She Kills Monsters Lighting Design Project Report
by Baumer, Kitrina, M.F.A.  California State University, Long Beach. 2018: 25 pages; 10751926.
27.
A Replication and Extension of the Effects of Three-Step Prompting on Compliance with Spanish-Speaking Caregivers
by Juarez, Roxana, M.A.  The Chicago School of Professional Psychology. 2014: 34 pages; 1565237.
28.
Compassion as catalyst: The literary manifestations of Murakami Haruki's transformation from Underground to Kafka on the Shore
by Skeen, Autumn Alexander, M.A.  California State University, Dominguez Hills. 2015: 180 pages; 10020164.
29.
The ManShed
by Savitsky, Matthew Port, M.F.A.  University of California, San Diego. 2015: 38 pages; 1592082.
30.
"Democracy" in a virtual world: EVE Online's Council of Stellar Management and the power of influence
by Ireland, Jessica, M.S.  The University of Wisconsin - Milwaukee. 2013: 155 pages; 1538532.
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