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91.
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.
92.
"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.
95.
96.
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.
99.
Information visualization techniques for online identity presentation: A multidimensional approach
by Mahmud, Athir, Ph.D.  Illinois Institute of Technology. 2016: 241 pages; 10174166.
100.
Remediating the documentary
by Newman, William F., M.A.  Northern Illinois University. 2010: 97 pages; 1488435.
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.
Moments of Play: Uncovering the Performances of Videogame Play
by Hanford, Nicholas A., Ph.D.  Rensselaer Polytechnic Institute. 2017: 296 pages; 10682415.
105.
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.
106.
Critical reflection in a digital media artwork. Playas: Homeland Mirage
by Stenner, Jack Eric, Ph.D.  Texas A&M University. 2007: 297 pages; 3281007.
107.
Player-Response on the Nature of Interactive Narratives as Literature
by Feldman, Lee, M.A.  Chapman University. 2018: 38 pages; 10822281.
108.
109.
Examining Employer-Brand Benefits through Online Employer Reviews
by Coaley, Patricia Callanan, Ph.D.  Pepperdine University. 2019: 185 pages; 13861110.
110.
Do demographic variables make a difference in level of violent game play?
by Rowland, Sulma M., Psy.D.  Alfred University. 2014: 120 pages; 3636505.
112.
113.
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.
114.
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.
115.
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.
116.
Video Games as Prosocial Playgrounds for Adolescents with ASD
by Rolston, Brittany, M.S.  Minot State University. 2019: 73 pages; 13883235.
117.
Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming
by Gregg, Elizabeth A., Ed.D.  Loyola Marymount University. 2014: 403 pages; 3638178.
118.
Fake geek girl: The gender conflict in nerd culture
by Robinson, Sonnet, M.S.  University of Oregon. 2014: 84 pages; 1566724.
119.
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.
120.
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.
91 - 120 of 1672 displayed.
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