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91.
The factors required for winning the business simulation game: A regression analysis
by Andre, Randall S., Ph.D.  Capella University. 2016: 126 pages; 10032418.
92.
Emotion, hegemony, and "real-life" in video game worlds: An analysis of "Grand Theft Auto IV"
by Wachovsky, Gerald A., M.A.  California State University, Long Beach. 2015: 91 pages; 1603344.
94.
The Gamer, The Citizen: The Technological Shift of Socio-Economic Interests in China
by Vassallo, Francisco Restituyo, M.A.  The American University of Paris (France). 2016: 62 pages; 10305866.
96.
97.
Information visualization techniques for online identity presentation: A multidimensional approach
by Mahmud, Athir, Ph.D.  Illinois Institute of Technology. 2016: 241 pages; 10174166.
98.
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.
101.
The Use of Imagery Assisted Virtual Reality for Pitch Recognition in NCAA Division One Softball
by Roberts, Victoria Erin, M.S.  Southern Illinois University at Edwardsville. 2020: 84 pages; 27958025.
103.
Effect of digital game based learning on ninth grade students' mathematics achievement
by Swearingen, Dixie K., Ph.D.  The University of Oklahoma. 2011: 169 pages; 3454028.
104.
Superstitious Beliefs and Ritualistic Behaviors of Female Gamblers: A Qualitative Case Study
by Barnes, Stephanie Emelia, Psy.D.  Capella University. 2019: 224 pages; 27540307.
105.
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.
107.
Examining Employer-Brand Benefits through Online Employer Reviews
by Coaley, Patricia Callanan, Ph.D.  Pepperdine University. 2019: 185 pages; 13861110.
108.
Remediating the documentary
by Newman, William F., M.A.  Northern Illinois University. 2010: 97 pages; 1488435.
110.
Interactivity, Interdependence, and Intertextuality: The Meaning of Video Games in American Civil Society
by McKernan, Brian, Ph.D.  State University of New York at Albany. 2013: 283 pages; 3591689.
111.
"Cool Buzzword" or "Social Failure"? Examining the Nerd on Television
by Lapacek-Trout, Natalie L., M.S.  Southern Illinois University at Edwardsville. 2014: 120 pages; 1560764.
114.
Contingencies in the long-term impact of work on crime among youth
by Wang, Shun-Yung Kevin, Ph.D.  The Florida State University. 2011: 225 pages; 3462427.
115.
116.
Moments of Play: Uncovering the Performances of Videogame Play
by Hanford, Nicholas A., Ph.D.  Rensselaer Polytechnic Institute. 2017: 296 pages; 10682415.
119.
Technological mediation: The implications of technology on the human experience
by Oliva, Daniela Andrea, M.A.  California State University, Long Beach. 2012: 110 pages; 1521598.
120.
Critical reflection in a digital media artwork. Playas: Homeland Mirage
by Stenner, Jack Eric, Ph.D.  Texas A&M University. 2007: 297 pages; 3281007.
91 - 120 of 1918 displayed.
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