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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.
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.
3.
Game on girl: Identity and representation in digital RPGs
by McMenomy, Elizabeth Regina, Ph.D.  Washington State University. 2011: 152 pages; 3460407.
5.
Video Gamers and the Linguistic Navigation of Collaborative Virtual Environments
by LaFave, Nathan, Ph.D.  New York University. 2016: 218 pages; 10192314.
6.
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.
7.
Performing Play: Cultural Production on Twitch.tv
by Pellicone, Anthony James, Ph.D.  University of Maryland, College Park. 2017: 271 pages; 10606825.
8.
Hidden Options and Player Pushback: Rhetoric of Mass Effect 2
by Robson-May, Rebekah, M.A.  Colorado State University. 2011: 111 pages; 1498088.
9.
Active Games: An Examination of User Engagement to Define Design Recommendations
by Martinez, Pamela N., Ed.D.  Pepperdine University. 2017: 147 pages; 10603990.
10.
Sacred space evaders religious hegemony in gaming journalism
by Perreault, Gregory P., Ph.D.  University of Missouri - Columbia. 2015: 209 pages; 10182610.
11.
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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Understanding the Use of Video Game and School Performance among Asian Youth: A Quantitative Study
by Songco, Allen, M.S.W.  California State University, Long Beach. 2018: 56 pages; 10784680.
15.
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.
16.
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.
17.
Defining Fan Subcultures within Dungeons & Dragons
by Strickland, Klaira, M.A.  Western Illinois University. 2018: 86 pages; 10809137.
19.
Personal adventures: The shift from player to author
by Salter, Anastasia, D.P.A.  University of Baltimore. 2010: 182 pages; 3409494.
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Overcoming the threat of racial stereotyping in the workplace
by Gray, Jeremy Lamar, Ed.D.  Pepperdine University. 2014: 140 pages; 3631321.
22.
Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
23.
Campus Community Readiness and the Prevention of Gambling Problems
by Pyle, Stephanie J. Asteriadis, Ph.D.  University of Nevada, Reno. 2016: 195 pages; 10126118.
25.
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.
26.
Makers: Technical communication in post-industrial participatory communities
by Sherrill, John T., M.A.  Purdue University. 2014: 117 pages; 1585424.
27.
Measuring and Modeling User Activities on Online Social Network-based Applications
by Nazir, Atif, Ph.D.  University of California, Davis. 2012: 142 pages; 3555385.
28.
Anime fansubs: Translation and media engagement as ludic practice
by Schules, Douglas Michael, Ph.D.  The University of Iowa. 2012: 171 pages; 3552032.
30.
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.
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