Defining the virtual self: Personality, behavior, and the psychology of embodiment. - Michael P. McCreery; S. Kathleen Krach; P. G. Schrader; Randy Boone (Comput. Hum. Behav., 2012)

A sense of self: The role of presence in virtual environments. - Michael P. McCreery; P. G. Schrader; S. Kathleen Krach; Randy Boone (Comput. Hum. Behav., 2013)

The Protagonist and Their Avatar: Learner Characteristics in a Culture of Simulation. - Michael P. McCreery; S. Kathleen Krach; Amanda Nolen (Int. J. Gaming Comput. Mediat. Simulations, 2014)

Social interaction in a virtual environment: Examining socio-spatial interactivity and social presence using behavioral analytics. - Michael P. McCreery; David B. Vallett; Cynthia Clark (Comput. Hum. Behav., 2015)

Interactive Narratives, Counterfactual Thinking and Personality in Video Games. - Catherine A. Bacos; Michael P. McCreery; Jeffrey R. Laferriere (HCI (28), 2018)

Can Video Games Be Used as a Stealth Assessment of Aggression?: A Criterion-Related Validity Study. - Michael P. McCreery; S. Kathleen Krach; Catherine A. Bacos; Jeffrey R. Laferriere; Danielle L. Head (Int. J. Gaming Comput. Mediat. Simulations, 2019)

Examining player estimates of prior video gaming experience: comparing single-item and multiple-item measures. - Michael P. McCreery; Danielle L. Head; Sam A. Leif; Joseph Fiorentini; S. Kathleen Krach; Zandy K. Leung (Multim. Tools Appl., 2024)