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91.
Goal-Based Agent Design: Decision Making in General Game Playing
by Sheng, Xinxin, Ph.D.  North Carolina State University. 2011: 180 pages; 3497189.
92.
Do demographic variables make a difference in level of violent game play?
by Rowland, Sulma M., Psy.D.  Alfred University. 2014: 120 pages; 3636505.
93.
Smile Medicine: The Playful Approach to Failing Fast
by Linares, Nicholas, M.F.A.  University of Southern California. 2020: 34 pages; 27834582.
94.
Development, technology adoption, and social networks
by Vasilaky, Kathryn Nadine, Ph.D.  University of Maryland, College Park. 2011: 152 pages; 3478909.
96.
Pricing and Lead-Time Decisions in a Duopoly Common Retailer Channel
by Niu, Xiuming, M.Sc.  Singapore Management University (Singapore). 2011: 71 pages; 1494100.
97.
Ergodic ontogeny: Influences of interactive media on identity
by Cole, Sara Mae, Ph.D.  University of Maryland, Baltimore County. 2013: 354 pages; 3609856.
98.
Understanding the Use of Video Game and School Performance among Asian Youth: A Quantitative Study
by Songco, Allen, M.S.W.  California State University, Long Beach. 2018: 56 pages; 10784680.
99.
Through fire and ice: The olympic cauldron park carves a legacy
by Holt, Kristine M., M.A.  The University of Utah. 2013: 156 pages; 1550645.
100.
Perceived interactivity and uses and gratifications of online interactive advertising
by Hermes, Anna, M.S.M.C.  Arkansas State University. 2016: 98 pages; 10099139.
102.
The Downward Spiral: Postmodern Consciousness as Buddhist Metaphysics in the Dark Souls Video Game Series
by Menuez, Paolo Xavier Machado, M.A.  Portland State University. 2017: 153 pages; 10637267.
103.
Inapproximability Reductions and Integrality Gaps
by Popat, Preyas, Ph.D.  New York University. 2013: 157 pages; 3591337.
104.
Experiences of Middle and High School AVID Students from an Urban South Texas School District Who Played College Ready-the Game
by Reynolds-Perez, Cecilia Cissy, Ed.D.  Texas A&M University - Corpus Christi. 2017: 136 pages; 10641631.
106.
Mind-craft: Exploring the relation between "digital" visual experience and orientation in visual contour perception
by Hipp, Daniel, Ph.D.  State University of New York at Binghamton. 2015: 75 pages; 10003726.
108.
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.
109.
The procedural generation of interesting Sokoban levels
by Taylor, Joshua, Ph.D.  University of North Texas. 2015: 79 pages; 10034415.
110.
Organizing for Violence
by Kedziora, Jeremy Thomas, Ph.D.  University of Rochester. 2013: 272 pages; 3555031.
111.
114.
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.
115.
Level up: A systematic review of the nexus between game-based learning and developmental math education
by Wilson, Monique, D.Mgt.  University of Maryland University College. 2013: 157 pages; 3619513.
116.
Pixel Whipped: Pain, Pleasure, and Media
by Ruberg, Bonnie, Ph.D.  University of California, Berkeley. 2015: 161 pages; 3733365.
117.
Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
119.
Gaming Literacy: Construct Validation and Scale Construction
by Rosenberg, Kenneth, M.A.  University of South Florida. 2011: 104 pages; 1497523.
120.
The Influence of DragonBox on Student Attitudes and Understanding in 7th Grade Mathematics Classroom
by Katirci, Nihal, M.S.  State University of New York at Albany. 2017: 73 pages; 10275395.
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