Results

Looking for more? ProQuest® Dissertations & Theses has additional dissertations and theses.
1924 open access dissertations and theses found for:
if(Gaming)  »   Refine Search
121.
122.
Critical reflection in a digital media artwork. Playas: Homeland Mirage
by Stenner, Jack Eric, Ph.D.  Texas A&M University. 2007: 297 pages; 3281007.
123.
The Effects of Technology on Student Engagement in a Baccalaureate Nursing Program
by Amoia-Watters, Laraine, Ed.D.  Gwynedd Mercy University. 2017: 140 pages; 10615629.
124.
Baby boomers and digital literacy: Their access to, and uses of, digital devices and digital media
by O'Keeffe, Richard John, Ed.D.  Pepperdine University. 2014: 152 pages; 3644309.
125.
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.
126.
Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming
by Gregg, Elizabeth A., Ed.D.  Loyola Marymount University. 2014: 403 pages; 3638178.
127.
Avatar creation in online virtual worlds: A uses and gratifications perspective
by Lin, Hsin, M.A.  State University of New York at Buffalo. 2013: 67 pages; 1534529.
128.
Evaluation of family functioning following parent participation in recreational intervention for children with autism
by Gonzalez, Martha Citlaly, Psy.D.  Adler School of Professional Psychology. 2014: 147 pages; 3662134.
129.
Contributing to a literacy of the body in videogame interaction
by Segovia, Sherri Dawn, Ph.D.  The University of Texas at Dallas. 2015: 127 pages; 3706679.
130.
The game studio: Developing literacy through the lens of game design
by Bentley, T. Mark, M.A.  Middle Tennessee State University. 2015: 164 pages; 1597407.
131.
Learning from At-Risk College Students Who Participate in Flow Activities
by Coulson, Frank, Psy.D.  Capella University. 2020: 101 pages; 27671119.
134.
Player-Response on the Nature of Interactive Narratives as Literature
by Feldman, Lee, M.A.  Chapman University. 2018: 38 pages; 10822281.
135.
136.
Participation and communication in virtual teams using representational avatars
by Hammon, Virgil Arthur, D.M.  University of Phoenix. 2007: 189 pages; 3289587.
139.
Fake geek girl: The gender conflict in nerd culture
by Robinson, Sonnet, M.S.  University of Oregon. 2014: 84 pages; 1566724.
140.
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.
141.
Perspective-based learning in virtual environments
by Lindgren, Robb, Ph.D.  Stanford University. 2009: 155 pages; 3364505.
142.
Do demographic variables make a difference in level of violent game play?
by Rowland, Sulma M., Psy.D.  Alfred University. 2014: 120 pages; 3636505.
145.
Video Games as Prosocial Playgrounds for Adolescents with ASD
by Rolston, Brittany, M.S.  Minot State University. 2019: 73 pages; 13883235.
146.
The Linage of Figures and Attributes of Xia Embodied in Chinese Xia Videogames
by Zhang, Yanchen, M.A.  University of Southern California. 2020: 97 pages; 28086806.
148.
Adopting Workgroup Collaboration Tools in 3D Virtual Worlds
by Schott, Thomas R., D.Sc.  Robert Morris University. 2013: 125 pages; 3629005.
149.
150.
A Thematic Analysis of Sustainable Practices at Four Native American Resorts
by Steinmeyer, Marcella Rose, M.S.  Oklahoma State University. 2019: 197 pages; 27669831.
121 - 150 of 1924 displayed.
« First < Previous |   2    3    4    5    6    7    8    9    10    11    12   Next >
Copyright © 2021 ProQuest LLC. All rights reserved. Terms and Conditions Privacy Policy Cookie Policy
ProQuest