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1.
Avatar creation in online virtual worlds: A uses and gratifications perspective
by Lin, Hsin, M.A.  State University of New York at Buffalo. 2013: 67 pages; 1534529.
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Participation and communication in virtual teams using representational avatars
by Hammon, Virgil Arthur, D.M.  University of Phoenix. 2007: 189 pages; 3289587.
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An Analysis of Virtual Economics in Video Games
by Hamidi, Bijan Alexander, M.S.  California State University, Fullerton. 2018: 54 pages; 10808086.
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Machinima and video-based soft skills training
by Conkey, Curtis A., Ph.D.  University of Central Florida. 2010: 193 pages; 3415061.
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Out of Our Depth: Hyper-Extensionality and the Return of Three-Dimensional Media
by Brecese, Justin Alan, M.L.A.  University of South Florida. 2012: 100 pages; 1508088.
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Binary Lives: Digital Citizenship and Disability Participation in a User Content Created Virtual World
by Vizenor, Katie Virginia, Ph.D.  State University of New York at Buffalo. 2014: 242 pages; 3613110.
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Developing a virtual world and self-paced course to prepare adult novices for immersive virtual experiences
by Worman, Terri, M.A.  State University of New York Empire State College. 2016: 83 pages; 10140409.
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Real Life into Second Life
by Samala, Sowmya, M.S.  California State University, Long Beach. 2010: 73 pages; 1486543.
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Implicit Bias and the Corresponding Effects on False Memories
by Tucker, Tamara Alina, M.A.  Middle Tennessee State University. 2019: 74 pages; 13858798.
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Accounting for the social element in access-based consumption
by Koppenhafer, Leslie Erin, Ph.D.  University of Oregon. 2014: 193 pages; 3644441.
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Hidden Options and Player Pushback: Rhetoric of Mass Effect 2
by Robson-May, Rebekah, M.A.  Colorado State University. 2011: 111 pages; 1498088.
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Game on girl: Identity and representation in digital RPGs
by McMenomy, Elizabeth Regina, Ph.D.  Washington State University. 2011: 152 pages; 3460407.
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Virtual morality: The moral status of virtual actions
by Wojak, Roland, M.A.  Colorado State University. 2012: 112 pages; 1532946.
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Silver Screen to Green Screen: Hollywood Blockbusters as Communication and Education Tools on Environmental Issues
by Komar, Amanda, M.A.  The University of North Carolina at Chapel Hill. 2011: 114 pages; 1500679.
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Pre-service teachers in Second Life: Are digital natives prepared for a Web 2.0 experience?
by Inman, Christopher T., Ph.D.  The University of Alabama. 2010: 186 pages; 3439816.
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Can virtual science foster real skills? A study of inquiry skills in a virtual world
by Dodds, Heather E., Ph.D.  Capella University. 2013: 131 pages; 3592588.
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The Dynamics of Rewards and Punishments in Video Games: A Content Analysis
by Craighead, Britney Nicole, M.A.  University of California, Santa Barbara. 2016: 74 pages; 10159655.
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Pedagogical practices in a virtual world: An ethnographic and discourse analysis approach
by Stoerger, Sharon M., Ph.D.  Indiana University. 2010: 246 pages; 3408098.
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