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2.
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.
3.
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.
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.
The Gamer, The Citizen: The Technological Shift of Socio-Economic Interests in China
by Vassallo, Francisco Restituyo, M.A.  The American University of Paris (France). 2016: 62 pages; 10305866.
6.
Video Game Addiction: Interpersonal Relationship Distress and Coping of Gamers and Loved Ones
by Ross, Mary, M.A.  Southern Illinois University at Edwardsville. 2014: 86 pages; 1560923.
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.
Video Gamers and the Linguistic Navigation of Collaborative Virtual Environments
by LaFave, Nathan, Ph.D.  New York University. 2016: 218 pages; 10192314.
10.
Game on girl: Identity and representation in digital RPGs
by McMenomy, Elizabeth Regina, Ph.D.  Washington State University. 2011: 152 pages; 3460407.
11.
Bio-Gaming: The Real Biopolitics of Virtual Bodies
by Weis, Martin, Ph.D.  University of California, Davis. 2015: 135 pages; 3723746.
12.
An Analysis of Virtual Economics in Video Games
by Hamidi, Bijan Alexander, M.S.  California State University, Fullerton. 2018: 54 pages; 10808086.
13.
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.
17.
Hidden Options and Player Pushback: Rhetoric of Mass Effect 2
by Robson-May, Rebekah, M.A.  Colorado State University. 2011: 111 pages; 1498088.
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20.
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.
21.
Morals of The Global Age: A Comparative Study of Consumer Ethics in 18th Century Christianity and the 21st Century Video Game Industry
by Rosedalen, Elin Anastasia , M.A.  The American University of Paris (France). 2018: 105 pages; 27605882.
22.
Performing Play: Cultural Production on Twitch.tv
by Pellicone, Anthony James, Ph.D.  University of Maryland, College Park. 2017: 271 pages; 10606825.
23.
Videogame Tourism: Spawning the Digital into the Physical Realm in the British Isles
by Brinkman, Heather R., Ph.D.  The University of Wisconsin - Milwaukee. 2020: 296 pages; 28261778.
24.
Advanced Wavelet Application for Video Compression and Video Object Tracking
by He, Chao, Ph.D.  The Ohio State University. 2005: 176 pages; 10834902.
25.
Machinima and video-based soft skills training
by Conkey, Curtis A., Ph.D.  University of Central Florida. 2010: 193 pages; 3415061.
26.
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.
27.
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.
28.
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.
29.
Breaking Down the Enchantment: A Critical Autoethnography of Video Gaming
by Kout, Yacine, Ph.D.  The University of North Carolina at Greensboro. 2019: 312 pages; 13810356.
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