Interaction & Media Sciences Lab Research

Current Projects

  • Video Games as Stealth Assessments - examining the effectiveness of game-based models as a basis for emerging psychoeducational assessments.
  • Play & Learning in Online Arena Battle Games - predictive modeling of performance outcomes in League of Legends.
  • Psychometrics of Technology-Based Assessments - comparative analysis of paper and pencil versus computerized assessment.
  • Presence, Perspective, and Virtual Reality - assessing the efficacy of virtual reality in empathetic narrative.

Research Articles

McCreery, M.P. & Krach, S.K. (in press). How the human is the catalyst: Personality, aggressive fantasy, and proactive-reactive aggression among users of social media. Personality and Individual Differences. DOI: 10.1016/j.paid.2017.06.037

Schrader, P. G., McCreery, M. P., & Vallett, D. (2017). Performance in situ. In Baek, Y. K. (Ed.) Game-based learning: Theory, strategies and performance outcomes, Hauppauge, NY: Nova Science Publishers.

Schrader, P.G., Deniz, H., & Keilty, J. (2016). Breaking SPORE: Building Instructional Value in Science Education using a Commercial, Off-the Shelf Game. Journal of Learning and Teaching in Digital Age, 1(1), 32-46.

McCreery, M. P., Vallett, D. & Clark, C. (2015). Social interaction in a virtual environment: Examining socio-spatial interactivity and social presence using behavioral analytics. Computers in Human Behavior, 51, p. 203-206.

Krach, S.K., & McCreery, M.P. (2015). Technology and positive behavioral interventions and support: Evaluation, selection, and implementation of computer-based socioemotional training. In Tettegah, S. Y. & Espelage, D. (Eds.) Emotions and technology, communication of feelings for, with and through digital media: Emotions, technology, and behavior, Waltham, MA: Elsevier.

McCreery, M.P., Krach, S.K., & Nolen, A.L. (2014). The protagonist and their avatar: Learner characteristics in a culture of simulation. The International Journal of Gaming and Computer-Mediated Simulations, 6(2), p. 30-37.

McCreery, M.P., Schrader, P.G., Krach, S.K., & Boone, R. (2013). A sense of self: The role of presence in virtual environments. Computers in Human Behavior, 29(4), p.1635-1640.

McCreery, M.P., Krach, S.K., Schrader, P.G., & Boone, R. (2012). Defining the virtual self: Personality, behavior and the psychology of embodiment. Computers in Human Behavior, 28(3), p. 976-983.

Schrader, P.G. & McCreery, M.P. (2012). Are all games the same? Examining three frameworks for assessing learning from, with, and in games. In Ifenthaler, D., Eseryel, D., & Ge, X. (Eds.) Assessment in Game-Based Learning: Foundations, Innovations, and Perspectives. New York, NY: Springer.

McCreery, M.P., Schrader, P.G., & Krach, S.K. (2011). Navigating massively multiplayer online games: Evaluating 21st century skills for learning within virtual environments. Journal of Educational Computing Research, 44(4), p. 473-493.


Bacos, C. A., Laferriere, J. & McCreery, M. P. (accepted). Game-based models in education: The democracy of creating shared experiences. 98th Annual Conference of the Association of Teacher Educators

Bacos, C. A., Xing, H., McCreery, M. P., & Krach, S. K. (accepted). Examining the role of forced-choice games on learner decision-making, metacognition, and problem solving. 2017 North American Simulation and Gaming Association (NASAGA) Conference.

Laferriere, J. & McCreery, M. P. (accepted). Video games as an intervention for pre-service teachers understanding of bullying. 2017 European Conference on Game Based Learning.

McCreery, M. P. & Krach, S. K. (2017). Personality, aggressive ideations, and proactive aggression among users of social media. American Psychological Association Annual Convention, Washington, D.C.