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1.
MMO gaming culture: An online gaming family
by Perez, Michael, M.A.  Florida Atlantic University. 2015: 101 pages; 10096029.
2.
Game on girl: Identity and representation in digital RPGs
by McMenomy, Elizabeth Regina, Ph.D.  Washington State University. 2011: 152 pages; 3460407.
3.
Sacred space evaders religious hegemony in gaming journalism
by Perreault, Gregory P., Ph.D.  University of Missouri - Columbia. 2015: 209 pages; 10182610.
5.
Performance and leadership in multiplayer online gaming
by Magner, Timothy Joseph, Ed.D.  Pepperdine University. 2014: 172 pages; 3666206.
6.
Bio-Gaming: The Real Biopolitics of Virtual Bodies
by Weis, Martin, Ph.D.  University of California, Davis. 2015: 135 pages; 3723746.
7.
Gaming Literacy: Construct Validation and Scale Construction
by Rosenberg, Kenneth, M.A.  University of South Florida. 2011: 104 pages; 1497523.
8.
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.
9.
User retention and classification in a mobile gaming environment
by Ruffin, Michael, M.S.  California State University, Long Beach. 2014: 52 pages; 1527021.
10.
Using Gaming Simulation to Explore Long Range Fuel and Vehicle Transitions
by Bremson, Joel, Ph.D.  University of California, Davis. 2012: 206 pages; 3544699.
11.
Frag: An ethnographic examination of computer gaming culture and identity at LAN parties
by Young, Bryan-Mitchell, Ph.D.  Indiana University. 2014: 188 pages; 3612176.
12.
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.
13.
Active Games: An Examination of User Engagement to Define Design Recommendations
by Martinez, Pamela N., Ed.D.  Pepperdine University. 2017: 147 pages; 10603990.
16.
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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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.
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Video Game Addiction: Interpersonal Relationship Distress and Coping of Gamers and Loved Ones
by Ross, Mary, M.A.  Southern Illinois University at Edwardsville. 2014: 86 pages; 1560923.
23.
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.
24.
Video Gamers and the Linguistic Navigation of Collaborative Virtual Environments
by LaFave, Nathan, Ph.D.  New York University. 2016: 218 pages; 10192314.
26.
Brand Recall of Advertisements on Twitch.tv
by Luke, Brittany D., M.S.  University of Louisiana at Lafayette. 2018: 125 pages; 10813253.
27.
Binary Lives: Digital Citizenship and Disability Participation in a User Content Created Virtual World
by Vizenor, Katie Virginia, Ph.D.  State University of New York at Buffalo. 2014: 242 pages; 3613110.
30.
The Effect of the Mathletics.com Technology on Basic Multiplication Fact Fluency
by Berry, Michael David, Ed.D.  Wilkes University. 2016: 137 pages; 10253222.
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