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Video Gamers and the Linguistic Navigation of Collaborative Virtual Environments
by LaFave, Nathan, Ph.D.  New York University. 2016: 218 pages; 10192314.
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Moments of Play: Uncovering the Performances of Videogame Play
by Hanford, Nicholas A., Ph.D.  Rensselaer Polytechnic Institute. 2017: 296 pages; 10682415.
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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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Performing Play: Cultural Production on Twitch.tv
by Pellicone, Anthony James, Ph.D.  University of Maryland, College Park. 2017: 271 pages; 10606825.
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Games as theater for soul: An archetypal psychology perspective of virtual games
by Savett, Susan Mallard, Ph.D.  Pacifica Graduate Institute. 2014: 297 pages; 3686802.
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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.
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Mechanizing exploratory game design
by Smith, Adam Marshall, Ph.D.  University of California, Santa Cruz. 2012: 403 pages; 3551216.
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Gaming Literacy: Construct Validation and Scale Construction
by Rosenberg, Kenneth, M.A.  University of South Florida. 2011: 104 pages; 1497523.
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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.
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How to Design for Impact in Games
by Walsh, Eric, Ph.D.  Rensselaer Polytechnic Institute. 2018: 253 pages; 10841207.
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Curating Simulated Storyworlds
by Ryan, James, Ph.D.  University of California, Santa Cruz. 2018: 815 pages; 13424028.
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Understanding Aesthetic Anticipation in Interactive Art
by Ying, Chiang Jing, M.A.  National University of Singapore (Singapore). 2015: 128 pages; 10005987.
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Player-Response on the Nature of Interactive Narratives as Literature
by Feldman, Lee, M.A.  Chapman University. 2018: 38 pages; 10822281.
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High-engagement gameplay behaviors and mental health
by Zaitsoff, Andrew, Ph.D.  Indiana University. 2016: 157 pages; 10154776.
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Anime fansubs: Translation and media engagement as ludic practice
by Schules, Douglas Michael, Ph.D.  The University of Iowa. 2012: 171 pages; 3552032.
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Do demographic variables make a difference in level of violent game play?
by Rowland, Sulma M., Psy.D.  Alfred University. 2014: 120 pages; 3636505.
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Factoring in Gamer Identity: The Application of Social Identity Theory and Flow to Understanding Video Game Violence Effects
by Hoffswell, Joseph, Ph.D.  University of Missouri - Columbia. 2017: 126 pages; 13869874.
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Reality Ends Here: Environmental game design and participatory spectacle
by Watson, Jeff, Ph.D.  University of Southern California. 2012: 253 pages; 3542331.
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Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
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Dynamically Adapting Games Using Vanity and Actionable Analytics to Increase Session-Level Retention
by Harrison, Brent E., Ph.D.  North Carolina State University. 2014: 164 pages; 3647576.
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Defining Fan Subcultures within Dungeons & Dragons
by Strickland, Klaira, M.A.  Western Illinois University. 2018: 86 pages; 10809137.
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Patterns of Collaboration between Indigenous and Nonindigenous Mexican Children
by Salgado, Bryan, M.A.  California State University, Long Beach. 2018: 46 pages; 10839687.
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