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3.
Moments of Play: Uncovering the Performances of Videogame Play
by Hanford, Nicholas A., Ph.D.  Rensselaer Polytechnic Institute. 2017: 296 pages; 10682415.
4.
Contributing to a literacy of the body in videogame interaction
by Segovia, Sherri Dawn, Ph.D.  The University of Texas at Dallas. 2015: 127 pages; 3706679.
5.
Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming
by Gregg, Elizabeth A., Ed.D.  Loyola Marymount University. 2014: 403 pages; 3638178.
6.
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.
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9.
Implicit Bias and the Corresponding Effects on False Memories
by Tucker, Tamara Alina, M.A.  Middle Tennessee State University. 2019: 74 pages; 13858798.
10.
The Linage of Figures and Attributes of Xia Embodied in Chinese Xia Videogames
by Zhang, Yanchen, M.A.  University of Southern California. 2020: 97 pages; 28086806.
11.
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.
12.
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.
13.
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.
14.
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.
16.
Performing Play: Cultural Production on Twitch.tv
by Pellicone, Anthony James, Ph.D.  University of Maryland, College Park. 2017: 271 pages; 10606825.
18.
The Effect of Textbook Format on Mental Effort and Time on Task
by Thomas, Antonio Lamar, Ph.D.  Walden University. 2014: 127 pages; 3635935.
19.
Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
20.
Curating Simulated Storyworlds
by Ryan, James, Ph.D.  University of California, Santa Cruz. 2018: 815 pages; 13424028.
21.
Adolescent Literacy Practices and Reflections of Identity in Digital Communities
by King, Julie O., Ed.D.  University of Pennsylvania. 2020: 173 pages; 27831840.
23.
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.
24.
Technological mediation: The implications of technology on the human experience
by Oliva, Daniela Andrea, M.A.  California State University, Long Beach. 2012: 110 pages; 1521598.
25.
Mechanizing exploratory game design
by Smith, Adam Marshall, Ph.D.  University of California, Santa Cruz. 2012: 403 pages; 3551216.
26.
Ergodic ontogeny: Influences of interactive media on identity
by Cole, Sara Mae, Ph.D.  University of Maryland, Baltimore County. 2013: 354 pages; 3609856.
27.
Mitigate and cope: A context-based approach to intervention for problem behavior in home and community settings
by Ladd, Mara Victoria, Ph.D.  State University of New York at Stony Brook. 2007: 151 pages; 3334936.
28.
Contemporary defenses against intellectual property theft
by Hale, D. J., M.A.  California State University, Long Beach. 2013: 83 pages; 1523085.
29.
The Influence of Availability on Technology as an Offloading Tool
by Sanchez, Jaime Javier, M.S.  California State University, Long Beach. 2020: 76 pages; 27830977.
30.
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.
1 - 30 of 192 displayed.
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