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213.
214.
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.
217.
221.
Impact of Supplemental Video Pre Lab Material for a Biochemistry Lab Practical on Student Overall Preparedness
by Whealon, Teri M., M.S.  Southern Illinois University at Edwardsville. 2016: 84 pages; 10111518.
222.
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.
223.
226.
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.
230.
A comparison of two types of video modeling to teach adaptive skills to children with autism
by Burns, Anna L., Ph.D.  University of Maryland, Baltimore County. 2012: 180 pages; 3550789.
232.
Community-based Networks for Challenged Environments
by Vigil-Hayes, Morgan Ashlee, Ph.D.  University of California, Santa Barbara. 2017: 238 pages; 10600330.
233.
Cybernetic Child Psychology: A Genealogy of the User
by Lockett, William, Ph.D.  New York University. 2019: 397 pages; 22622737.
235.
Ergodic ontogeny: Influences of interactive media on identity
by Cole, Sara Mae, Ph.D.  University of Maryland, Baltimore County. 2013: 354 pages; 3609856.
236.
Retinex-Based Visibility Enhancement System for Inclement Weather with Tracking and Distance Estimation Capabilities
by Alluhaidan, Marwan S., Ph.D.  Western Michigan University. 2018: 115 pages; 13877011.
237.
Learning-Based Methods for Single Image Restoration and Translation
by Zhang, He, Ph.D.  Rutgers The State University of New Jersey, School of Graduate Studies. 2019: 149 pages; 10982777.
238.
Player-Response on the Nature of Interactive Narratives as Literature
by Feldman, Lee, M.A.  Chapman University. 2018: 38 pages; 10822281.
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