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31.
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.
33.
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.
34.
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.
35.
On Being Non-Human: Otherkin Identification and Virtual Space
by Proctor, Devin, Ph.D.  The George Washington University. 2019: 422 pages; 13810285.
37.
Framing Narratives: Gifted Students' Comic Memoirs in the English Classroom
by Kersulov, Michael L., Ph.D.  Indiana University. 2019: 252 pages; 13807895.
38.
39.
The Influence of DragonBox on Student Attitudes and Understanding in 7th Grade Mathematics Classroom
by Katirci, Nihal, M.S.  State University of New York at Albany. 2017: 73 pages; 10275395.
40.
Virtual world member's purchasing behavior: An exploratory study
by Wong, Patrick D., D.B.A.  Argosy University/Seattle. 2010: 101 pages; 3508890.
41.
42.
Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
43.
Assessing video game behaviors that meet DSM-V criteria for a non-substance related disorder
by Powers, Mitchell R., Psy.D.  Adler School of Professional Psychology. 2015: 116 pages; 3664305.
44.
Motivations in Cosplay
by McGeehon, Zachary, M.A.  Southern Illinois University at Edwardsville. 2018: 80 pages; 10843793.
46.
Gaming Literacy: Construct Validation and Scale Construction
by Rosenberg, Kenneth, M.A.  University of South Florida. 2011: 104 pages; 1497523.
48.
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.
49.
Creators, Audiences, and New Media: Creativity in an Interactive Environment
by Bell, Isaac, M.A.  University of Kansas. 2014: 89 pages; 1568906.
50.
Perceptions of Video Games in Education by PK-12 Public School Administrators in Connecticut
by Wlodarczyk, Matthew Steven, Ph.D.  University of Connecticut. 2012: 104 pages; 3510542.
52.
Performing Play: Cultural Production on Twitch.tv
by Pellicone, Anthony James, Ph.D.  University of Maryland, College Park. 2017: 271 pages; 10606825.
53.
Virtually Smoking: Exploring Player Perception of Tobacco Content in Video Games
by Forsyth, Susan Redman, Ph.D.  University of California, San Francisco. 2016: 347 pages; 10133422.
54.
Can virtual science foster real skills? A study of inquiry skills in a virtual world
by Dodds, Heather E., Ph.D.  Capella University. 2013: 131 pages; 3592588.
55.
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.
56.
Meet Your Maker: The Women Who Create Etsy
by Althizer, Kristen E., M.A.  California State University, Long Beach. 2017: 112 pages; 10262837.
57.
A formal approach to specifying and verifying spacecraft behavior
by McInnes, Allan I. S., Ph.D.  Utah State University. 2007: 290 pages; 3279572.
58.
Games as theater for soul: An archetypal psychology perspective of virtual games
by Savett, Susan Mallard, Ph.D.  Pacifica Graduate Institute. 2014: 297 pages; 3686802.
59.
Hidden Options and Player Pushback: Rhetoric of Mass Effect 2
by Robson-May, Rebekah, M.A.  Colorado State University. 2011: 111 pages; 1498088.
31 - 60 of 83 displayed.
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