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61.
News media in the 21st century: An examination of college students' surveillance gratifications and Twitter use
by Auverset, Lauren Anderson, M.S.  University of Louisiana at Lafayette. 2014: 116 pages; 1592341.
62.
Welcome to the Gay-borhood: Identifying Key Characteristics of a Potential LGBT District in St. Louis
by Barr, Julian, M.S.  Southern Illinois University at Edwardsville. 2014: 125 pages; 1565636.
64.
Building personal wellness communities: Meaningful play in the everyday life of a network society
by Wang, Hua, Ph.D.  University of Southern California. 2010: 296 pages; 3434556.
65.
Ergodic ontogeny: Influences of interactive media on identity
by Cole, Sara Mae, Ph.D.  University of Maryland, Baltimore County. 2013: 354 pages; 3609856.
66.
Efficacy of corporate planning strategies on not-for-profit organizations
by Ancalade, Jeremy P., M.B.A.  California State University, Long Beach. 2009: 106 pages; 1481580.
67.
A Music Industry Program for Today's Colleges and Universities
by Tolley, David Lancaster, D.M.A.  The Ohio State University. 2008: 155 pages; 10631297.
68.
Cause Placement: A Conceptual Framework and Empirical Findings
by Shoreibah, Ream A., Ph.D.  University of South Florida. 2016: 207 pages; 10135773.
72.
Radio Broadcasting and the Politics of Mass Culture in Transwar Japan
by Jung, Ji Hee, Ph.D.  University of California, San Diego. 2010: 293 pages; 3432347.
74.
The disability experience: How is identity created for those living with a disability?
by Falcone, Catie, M.S.  California State University, Long Beach. 2017: 56 pages; 10261290.
76.
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.
77.
Part of a Man’s World: A Modern Feminist and Musical Perspective on The Little Mermaid
by Neuffer, Jaclyn, M.M.  California State University, Long Beach. 2019: 33 pages; 13861468.
78.
Incidental exposure to news: Limiting fragmentation in the new media environment
by Lee, Jae Kook, Ph.D.  The University of Texas at Austin. 2009: 186 pages; 3372675.
79.
81.
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.
83.
A Content Analysis of Product Placements in American and Hispanic American Music Videos
by Montagnet, Emilie G., M.S.  University of Louisiana at Lafayette. 2016: 100 pages; 10163323.
85.
The four temperaments in science fiction and fantasy franchise films: The hero-by-committee phenomenon
by Ashmore, Travis Austin, M.A.  California State University, Dominguez Hills. 2010: 115 pages; 1485474.
86.
Netflix vs. the World: A Study of Competitive Trends in the Modern American TV Industry
by Nover, Scott, M.A.  The George Washington University. 2018: 72 pages; 10823909.
87.
Individual Differences in Perceived Violence, Relative Enjoyment, and Recommended Age Ratings of Video Games
by Climer, Emily M., M.S.  University of Louisiana at Lafayette. 2015: 96 pages; 10002422.
88.
Stages, pages, and screens: The industrialization of genre and the early American cinema
by Phillips, Wyatt D., Ph.D.  New York University. 2013: 768 pages; 3602706.
89.
"Cool Buzzword" or "Social Failure"? Examining the Nerd on Television
by Lapacek-Trout, Natalie L., M.S.  Southern Illinois University at Edwardsville. 2014: 120 pages; 1560764.
61 - 90 of 6415 displayed.
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