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451.
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.
453.
How does the fictional TV marriage influence a young adult's own perceptions about marriage?
by Svendsen, Gina A., M.A.  University of Nebraska at Omaha. 2011: 90 pages; 1497176.
454.
Do demographic variables make a difference in level of violent game play?
by Rowland, Sulma M., Psy.D.  Alfred University. 2014: 120 pages; 3636505.
455.
Finite safety models for high -assurance systems
by Sloan, John C., Ph.D.  Florida Atlantic University. 2010: 266 pages; 3420062.
456.
The relationship between video game use, Internet use, addiction, and subjective well-being
by Molinos, Martin, M.S.W.  California State University, Long Beach. 2016: 62 pages; 10150586.
457.
The Relationship between Privacy Notice Formats and Consumer Disclosure Decisions: A Quantitative Study
by Carlton, Alexys Mercedes, D.B.A.  Northcentral University. 2019: 102 pages; 13856998.
460.
#NoFilter: Adolescent Social Media Use and Subjective Well-Being
by Sommer, Samantha K., Ed.Sp.  California State University, Long Beach. 2020: 73 pages; 27744649.
461.
Public opinions of the courts: Does mass media influence public opinion?
by Barnes, Latarcia R., Ph.D.  Capella University. 2014: 89 pages; 3614483.
462.
Electrified voices: Media technology and discourse in modern Japan
by Yasar, Kerim, Ph.D.  Columbia University. 2009: 277 pages; 3348442.
463.
Consuming the modern: The everyday in colonial Seoul, 1915–1937
by Oh, Se-Mi, Ph.D.  Columbia University. 2008: 299 pages; 3333491.
464.
Political Mechanisms of National Artistic Programming: Polish National Opera
by Brand, Rose L, M.A.  The American University of Paris (France). 2018: 59 pages; 28317798.
465.
A Humanitarian Monster: Mizuki Shigeru and Manga as Cultural Redemption
by Takegami, Mano, M.A.  California State University, Long Beach. 2018: 77 pages; 10829947.
466.
The Ice Bucket Challenge and Its Name Calling Strategy through Social Media: A Descriptive Statistical Analysis
by Mahoney, Jessica, M.S.  University of Louisiana at Lafayette. 2015: 142 pages; 1593228.
468.
Updating “La voix humaine”: Authenticity and accessibility
by Ehrlich, Melinda, M.M.  California State University, Long Beach. 2012: 41 pages; 1521581.
469.
Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
470.
In plain sight: Changing representations of "biracial" people in film 1903-2015
by Gray, Charles L., Ph.D.  Marquette University. 2016: 247 pages; 10174083.
471.
The Implications of Heavy and Non-use of Social Media: An Auto-Ethnographic Approach
by Whiteside, Adam, M.A.  Southern Illinois University at Edwardsville. 2017: 87 pages; 10274331.
472.
473.
Classification of prevention through drama cyber-bullying programs in Nassau County
by Lenz, Valerie Robin, M.F.A.  State University of New York at Stony Brook. 2012: 50 pages; 1529628.
475.
Exploring Kenyan women university students' everyday interactions with information
by Shannon, Brooke, Ph.D.  University of Missouri - Columbia. 2011: 198 pages; 3515891.
477.
The rural public library as place in North Florida: A case study
by Most, Linda R., Ph.D.  The Florida State University. 2009: 317 pages; 3400213.
479.
Evolving effective micro behaviors for real-time strategy games
by Liu, Siming, Ph.D.  University of Nevada, Reno. 2015: 106 pages; 3707862.
480.
Knowledge as a marketing strategy: Cultural information and ethnic crafts in the retail environment
by Becvar, Katherine M., M.A.  University of California, San Diego. 2006: 103 pages; 1451764.
451 - 480 of 6459 displayed.
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