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91.
Three Essays on Economics and Risk Perception
by Hwang, Yun Jae, Ph.D.  The Ohio State University. 2006: 132 pages; 10835703.
92.
Predictors of Gambling-Related Problems in Adult Internet Gamblers
by Foote, Barbaradee, Ph.D.  Walden University. 2018: 106 pages; 10841287.
93.
Emotion, hegemony, and "real-life" in video game worlds: An analysis of "Grand Theft Auto IV"
by Wachovsky, Gerald A., M.A.  California State University, Long Beach. 2015: 91 pages; 1603344.
94.
Game-theoretic Approaches for Generative Modeling
by Gao, Jian, Ph.D.  New York University Tandon School of Engineering. 2020: 207 pages; 27672221.
95.
The effects of game-based technology on high school students' algebraic learning in an urban school classroom
by Abdelhafez, Amal, M.A.T.  The William Paterson University of New Jersey. 2016: 87 pages; 10240334.
96.
The Minecraft project: Predictors for academic success and 21st century skills gamers are learning through video game experiences
by Hewett, Katherine Joan Evelyn, Ph.D.  Texas A&M University - Corpus Christi. 2016: 288 pages; 10243481.
97.
Player-Response on the Nature of Interactive Narratives as Literature
by Feldman, Lee, M.A.  Chapman University. 2018: 38 pages; 10822281.
98.
The game studio: Developing literacy through the lens of game design
by Bentley, T. Mark, M.A.  Middle Tennessee State University. 2015: 164 pages; 1597407.
99.
Goal-Based Agent Design: Decision Making in General Game Playing
by Sheng, Xinxin, Ph.D.  North Carolina State University. 2011: 180 pages; 3497189.
100.
Do demographic variables make a difference in level of violent game play?
by Rowland, Sulma M., Psy.D.  Alfred University. 2014: 120 pages; 3636505.
103.
Smile Medicine: The Playful Approach to Failing Fast
by Linares, Nicholas, M.F.A.  University of Southern California. 2020: 34 pages; 27834582.
104.
105.
Development, technology adoption, and social networks
by Vasilaky, Kathryn Nadine, Ph.D.  University of Maryland, College Park. 2011: 152 pages; 3478909.
107.
Hoop Streams: The Rise of the NBA, Multiplatform Television, and Sports as Media Content, 1982 to 2015
by Secular, Steven J, Ph.D.  University of California, Santa Barbara. 2019: 284 pages; 13896540.
108.
Performing Play: Cultural Production on Twitch.tv
by Pellicone, Anthony James, Ph.D.  University of Maryland, College Park. 2017: 271 pages; 10606825.
109.
A historical analysis of the Indian Gaming Regulatory Act of 1988 and implications for social work practice
by Notah, Harrelson Yazzie, M.S.W.  California State University, Long Beach. 2011: 71 pages; 1499284.
110.
Ergodic ontogeny: Influences of interactive media on identity
by Cole, Sara Mae, Ph.D.  University of Maryland, Baltimore County. 2013: 354 pages; 3609856.
111.
Through fire and ice: The olympic cauldron park carves a legacy
by Holt, Kristine M., M.A.  The University of Utah. 2013: 156 pages; 1550645.
112.
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.
113.
Understanding the Use of Video Game and School Performance among Asian Youth: A Quantitative Study
by Songco, Allen, M.S.W.  California State University, Long Beach. 2018: 56 pages; 10784680.
115.
Superstitious Beliefs and Ritualistic Behaviors of Female Gamblers: A Qualitative Case Study
by Barnes, Stephanie Emelia, Psy.D.  Capella University. 2019: 224 pages; 27540307.
116.
Perceived interactivity and uses and gratifications of online interactive advertising
by Hermes, Anna, M.S.M.C.  Arkansas State University. 2016: 98 pages; 10099139.
118.
The Downward Spiral: Postmodern Consciousness as Buddhist Metaphysics in the Dark Souls Video Game Series
by Menuez, Paolo Xavier Machado, M.A.  Portland State University. 2017: 153 pages; 10637267.
120.
Any-angle path planning
by Nash, Alex, Ph.D.  University of Southern California. 2012: 433 pages; 3542296.
91 - 120 of 10338 displayed.
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