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1.
The Digital Otaku: Anime, Participatory Culture, and Desire
by Garner, Katelin, M.A.  California State University, Long Beach. 2019: 97 pages; 22588029.
2.
Anime fansubs: Translation and media engagement as ludic practice
by Schules, Douglas Michael, Ph.D.  The University of Iowa. 2012: 171 pages; 3552032.
3.
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.
4.
Player-Response on the Nature of Interactive Narratives as Literature
by Feldman, Lee, M.A.  Chapman University. 2018: 38 pages; 10822281.
5.
Ergodic ontogeny: Influences of interactive media on identity
by Cole, Sara Mae, Ph.D.  University of Maryland, Baltimore County. 2013: 354 pages; 3609856.
6.
The games men play: How community college men use video games to construct masculinity
by Niemi, Eric J., Ed.D.  Northern Illinois University. 2014: 268 pages; 3681948.
8.
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.
9.
Press Play: Video Games and the Ludic Quality of Aesthetic Experiences across Media
by Hakimi, Jedd, Ph.D.  University of Pittsburgh. 2017: 255 pages; 10831836.
10.
Critical reflection in a digital media artwork. Playas: Homeland Mirage
by Stenner, Jack Eric, Ph.D.  Texas A&M University. 2007: 297 pages; 3281007.
11.
Prismatic perception: An emerging mythology of the millennial mind
by Strudwick, Laura M., Ph.D.  Pacifica Graduate Institute. 2014: 345 pages; 3617628.
12.
Myth in translation: The ludic imagination in contemporary video games
by Guyker, Robert William, Jr., Ph.D.  Pacifica Graduate Institute. 2016: 467 pages; 10101054.
13.
Moments of Play: Uncovering the Performances of Videogame Play
by Hanford, Nicholas A., Ph.D.  Rensselaer Polytechnic Institute. 2017: 296 pages; 10682415.
15.
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.
16.
Dancing before the Lord: Renaissance ludics and incarnational discourse
by Wright, Jarrell D., Ph.D.  University of Pittsburgh. 2015: 390 pages; 3725605.
17.
Curating Simulated Storyworlds
by Ryan, James, Ph.D.  University of California, Santa Cruz. 2018: 815 pages; 13424028.
20.
Approaching a Pedagogy of Game Writing
by Hudson, Seth Andrew, Ph.D.  George Mason University. 2018: 195 pages; 10811219.
22.
The play of language in ecological policymaking
by Jasak, Joan Marie, Ph.D.  Temple University. 2013: 201 pages; 3564751.
23.
The Downward Spiral: Postmodern Consciousness as Buddhist Metaphysics in the Dark Souls Video Game Series
by Menuez, Paolo Xavier Machado, M.A.  Portland State University. 2017: 153 pages; 10637267.
24.
Alternative wildernesses Finding wildness in 21st century America
by Bunting, Ben S., Jr., Ph.D.  Washington State University. 2012: 259 pages; 3517377.
25.
Mechanizing exploratory game design
by Smith, Adam Marshall, Ph.D.  University of California, Santa Cruz. 2012: 403 pages; 3551216.
26.
Play Design
by Gingold, Chaim, Ph.D.  University of California, Santa Cruz. 2016: 593 pages; 10140206.
1 - 26 of 26 displayed.
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