Results

Looking for more? ProQuest® Dissertations & Theses has additional dissertations and theses.
29950 open access dissertations and theses found for:
if(Alternate reality games)  »   Refine Search
1.
Issues with Reality: Defining and Exploring the Logics of Alternate Reality Games
by Johnson, Jay, Ph.D.  The University of Wisconsin - Milwaukee. 2018: 274 pages; 10931461.
2.
Reality Ends Here: Environmental game design and participatory spectacle
by Watson, Jeff, Ph.D.  University of Southern California. 2012: 253 pages; 3542331.
3.
Games as theater for soul: An archetypal psychology perspective of virtual games
by Savett, Susan Mallard, Ph.D.  Pacifica Graduate Institute. 2014: 297 pages; 3686802.
4.
Does Augmented Reality Affect High School Students' Learning Outcomes in Chemistry?
by Renner, Jonathan Christopher, Ed.D.  Grand Canyon University. 2014: 197 pages; 3628589.
5.
The games men play: How community college men use video games to construct masculinity
by Niemi, Eric J., Ed.D.  Northern Illinois University. 2014: 268 pages; 3681948.
6.
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.
7.
Ergodic ontogeny: Influences of interactive media on identity
by Cole, Sara Mae, Ph.D.  University of Maryland, Baltimore County. 2013: 354 pages; 3609856.
10.
How to Design for Impact in Games
by Walsh, Eric, Ph.D.  Rensselaer Polytechnic Institute. 2018: 253 pages; 10841207.
12.
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.
13.
Rethinking the Poverty Line: What Alternate Measures Indicate About Urban Poverty and Its Geographic Distribution
by Schreiber, Andrew P., M.S.  Southern Illinois University at Edwardsville. 2013: 183 pages; 1545728.
15.
Defining Fan Subcultures within Dungeons & Dragons
by Strickland, Klaira, M.A.  Western Illinois University. 2018: 86 pages; 10809137.
17.
Myth in translation: The ludic imagination in contemporary video games
by Guyker, Robert William, Jr., Ph.D.  Pacifica Graduate Institute. 2016: 467 pages; 10101054.
18.
Personal adventures: The shift from player to author
by Salter, Anastasia, D.P.A.  University of Baltimore. 2010: 182 pages; 3409494.
19.
20.
New American witches: A transitioning figure in the twentieth century
by Grafton, Daniel, M.A.  Clemson University. 2008: 128 pages; 1462027.
21.
Alternate auralities on the American frontier: Resounding the Indian in the American Western film
by Niehaus, Emma Elizabeth, M.A.  University of Colorado at Boulder. 2016: 59 pages; 10124043.
22.
Virtual morality: The moral status of virtual actions
by Wojak, Roland, M.A.  Colorado State University. 2012: 112 pages; 1532946.
23.
25.
An alternate spirit of the age: George Colman the Younger's production of Romantic-period identity
by Jellenik, Glenn, Ph.D.  University of South Carolina. 2011: 248 pages; 3469139.
27.
Virtually Smoking: Exploring Player Perception of Tobacco Content in Video Games
by Forsyth, Susan Redman, Ph.D.  University of California, San Francisco. 2016: 347 pages; 10133422.
28.
Duck Hunt FPGA game, a project on UML and digital design
by Nguyen, Vuong D., M.S.  California State University, Long Beach. 2016: 65 pages; 10137441.
30.
Applying interactive game-based rehabilitative technology to the treatment of spinal cord injury
by Stevenson, Cassandra, M.S.  Southern Connecticut State University. 2012: 61 pages; 1522718.
1 - 30 of 29950 displayed.
  1    2    3    4    5    6    7    8    9    10    11   Next >
Copyright © 2019 ProQuest LLC. All rights reserved. Terms and Conditions Privacy Policy Cookie Policy
ProQuest