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1. THE ROLE OF VIRTUAL WORLDS AS A COLLABORATIVE ENVIRONMENT FOR PARTIALLY DISTRIBUTED TEAMS

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Open Access

3. How can Wii learn from video games? Examining relationships between technological affordances and socio-cognitive determinates on affective and behavioral outcomes.

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Open Access

5. GAMES AS ARTISTIC MEDIUM: INTERFACING COMPLEXITY THEORY IN GAME-BASED ART PEDAGOGY

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Open Access

7. Immersive Mediation: The Roles of Flow and Narrative Engagement in a Persuasive Health Game

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Open Access

9. CALL OF DUTY FOR ADOLESCENT BOYS: AN ETHNOGRAPHIC PHENOMENOLOGY OF THE EXPERIENCES WITHIN A GAMING CULTURE

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Open Access

10. The Role of Masculinity in Male Gamers' Exclusionary Treatment of Women

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Open Access

11. GROWING UP GAMERS: FEMALE LEISURE IN DIGITAL GAMES CULTURE

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Open Access

12. AN EXAMINATION OF TEACHER EXPERIENCES USING EDUCATIONAL DIGITAL GAMING IN THE CLASSROOM

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Open Access

13. For Better or Worse?: The Effects of Interactivity and Perspective on Identification, Social Comparison, and Self-Esteem in Video Games

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Open Access

14. Make me pretty: The role of customization in the effects of attractive avatar use on self-image

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Restricted (Penn State Only)

15. An Exploratory Study of the Information Security Behavior of Gamers

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Open Access