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151.
Inapproximability Reductions and Integrality Gaps
by Popat, Preyas, Ph.D.  New York University. 2013: 157 pages; 3591337.
152.
Semiotic constituents and abstractness of mediating artifacts in design research
by Hahn, Young Ae, Ph.D.  Illinois Institute of Technology. 2009: 268 pages; 3370897.
153.
Gender Differences in Job Satisfaction and Organizational Commitment in the Video Game Industry
by Lau, Szengar Sarah, M.A.  Southern Illinois University at Edwardsville. 2019: 50 pages; 13878106.
154.
An Ethnography of the Twitch.TV Streamer and Viewer Relationship
by Suganuma, Nicole K., M.A.  California State University, Long Beach. 2018: 97 pages; 10840336.
155.
The procedural generation of interesting Sokoban levels
by Taylor, Joshua, Ph.D.  University of North Texas. 2015: 79 pages; 10034415.
156.
Organizing for Violence
by Kedziora, Jeremy Thomas, Ph.D.  University of Rochester. 2013: 272 pages; 3555031.
158.
The role of trust and care in the implementation of a social constructivist curriculum in physical education
by Tolley, Christina Ballard, M.A.  University of Maryland, College Park. 2009: 192 pages; 1465446.
159.
Breaking Down the Enchantment: A Critical Autoethnography of Video Gaming
by Kout, Yacine, Ph.D.  The University of North Carolina at Greensboro. 2019: 312 pages; 13810356.
160.
Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming
by Gregg, Elizabeth A., Ed.D.  Loyola Marymount University. 2014: 403 pages; 3638178.
162.
Lost in the Sound of Separation: An Emotional 2D Experience
by Gomez, Elaine, M.F.A.  University of Southern California. 2016: 15 pages; 10603453.
163.
Assessing video game behaviors that meet DSM-V criteria for a non-substance related disorder
by Powers, Mitchell R., Psy.D.  Adler School of Professional Psychology. 2015: 116 pages; 3664305.
164.
Game on girl: Identity and representation in digital RPGs
by McMenomy, Elizabeth Regina, Ph.D.  Washington State University. 2011: 152 pages; 3460407.
166.
The gamification of judicial affairs: Addressing learning for 'digital students'
by Diaz, Leonel Alberto, Jr., M.Ed.  University of Southern California. 2012: 89 pages; 1532818.
168.
Cellular Automata, Game of Life and Chance
by Alvandipour, Mehrdad, M.S.  Southern Illinois University at Edwardsville. 2017: 43 pages; 10615332.
170.
User retention and classification in a mobile gaming environment
by Ruffin, Michael, M.S.  California State University, Long Beach. 2014: 52 pages; 1527021.
172.
On Strategic Behavior in Networks
by Johnson, Samuel David, Ph.D.  University of California, Davis. 2016: 119 pages; 10124420.
173.
Mathematical Programming and Magic: The Gathering®
by Esche, Alexander, M.S.  Northern Illinois University. 2018: 51 pages; 10689404.
174.
Predicting National Basketball Association Game Outcomes Using Ensemble Learning Techniques
by Valenzuela, Russell, M.S.  California State University, Long Beach. 2018: 54 pages; 10980443.
175.
Dynamic pricing models with competition, production planning and consumer interaction
by Sadighian, Ali, Ph.D.  Columbia University. 2009: 160 pages; 3393596.
176.
Bullying victimization among adolescent students: A qualitative study
by Lara, Cecy, M.S.W.  California State University, Long Beach. 2015: 52 pages; 1590123.
177.
The Société anonyme de l'Hippodrome de Paris: Architecture and Association in Late Nineteenth-century Paris
by Amunátegui, Juan Cristóbal, Ph.D.  Princeton University. 2020: 351 pages; 27743426.
178.
Organized chaos: Young adolescents' perceptions of social processes within a middle school cafeteria
by Wellenreiter, Benjamin R., Ed.D.  Illinois State University. 2010: 270 pages; 3485931.
179.
Moments of Play: Uncovering the Performances of Videogame Play
by Hanford, Nicholas A., Ph.D.  Rensselaer Polytechnic Institute. 2017: 296 pages; 10682415.
180.
A Burkean analysis of “World of Warcraft”: Identity work in a virtual environment
by Boone, George William, M.A.  Villanova University. 2008: 147 pages; 1454169.
151 - 180 of 10353 displayed.
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