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121.
Pixel Whipped: Pain, Pleasure, and Media
by Ruberg, Bonnie, Ph.D.  University of California, Berkeley. 2015: 161 pages; 3733365.
122.
Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
124.
Mind-craft: Exploring the relation between "digital" visual experience and orientation in visual contour perception
by Hipp, Daniel, Ph.D.  State University of New York at Binghamton. 2015: 75 pages; 10003726.
125.
Performing Play: Cultural Production on Twitch.tv
by Pellicone, Anthony James, Ph.D.  University of Maryland, College Park. 2017: 271 pages; 10606825.
126.
Video Gamers and the Linguistic Navigation of Collaborative Virtual Environments
by LaFave, Nathan, Ph.D.  New York University. 2016: 218 pages; 10192314.
128.
Gaming Literacy: Construct Validation and Scale Construction
by Rosenberg, Kenneth, M.A.  University of South Florida. 2011: 104 pages; 1497523.
130.
The Influence of DragonBox on Student Attitudes and Understanding in 7th Grade Mathematics Classroom
by Katirci, Nihal, M.S.  State University of New York at Albany. 2017: 73 pages; 10275395.
131.
132.
133.
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.
134.
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.
135.
The procedural generation of interesting Sokoban levels
by Taylor, Joshua, Ph.D.  University of North Texas. 2015: 79 pages; 10034415.
136.
Organizing for Violence
by Kedziora, Jeremy Thomas, Ph.D.  University of Rochester. 2013: 272 pages; 3555031.
137.
Inapproximability Reductions and Integrality Gaps
by Popat, Preyas, Ph.D.  New York University. 2013: 157 pages; 3591337.
138.
Semiotic constituents and abstractness of mediating artifacts in design research
by Hahn, Young Ae, Ph.D.  Illinois Institute of Technology. 2009: 268 pages; 3370897.
140.
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.
141.
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.
142.
Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming
by Gregg, Elizabeth A., Ed.D.  Loyola Marymount University. 2014: 403 pages; 3638178.
144.
Lost in the Sound of Separation: An Emotional 2D Experience
by Gomez, Elaine, M.F.A.  University of Southern California. 2016: 15 pages; 10603453.
145.
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.
146.
Game on girl: Identity and representation in digital RPGs
by McMenomy, Elizabeth Regina, Ph.D.  Washington State University. 2011: 152 pages; 3460407.
148.
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.
121 - 150 of 10169 displayed.
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