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1.
Machinima and video-based soft skills training
by Conkey, Curtis A., Ph.D.  University of Central Florida. 2010: 193 pages; 3415061.
2.
Cinema 3.0: How digital and computer technologies are changing cinema
by Daly, Kristen M., Ph.D.  Columbia University. 2008: 265 pages; 3305212.
3.
Emancipatory Digital Archaeology
by Morgan, Colleen Leah, Ph.D.  University of California, Berkeley. 2012: 192 pages; 3555833.
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Barack Obama: Applying ethos in Obama's reading of "A More Perfect Union" speech
by Al-Obaid, Faris Farouk Abdallah, M.A.  The American University of Paris (France). 2010: 71 pages; 10305719.
10.
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.
11.
Performing Play: Cultural Production on Twitch.tv
by Pellicone, Anthony James, Ph.D.  University of Maryland, College Park. 2017: 271 pages; 10606825.
12.
"Democracy" in a virtual world: EVE Online's Council of Stellar Management and the power of influence
by Ireland, Jessica, M.S.  The University of Wisconsin - Milwaukee. 2013: 155 pages; 1538532.
14.
Obama as Kennedy: The Media's Role in Branding a Politician
by Petrone, Emily, M.A.  The American University of Paris (France). 2012: 80 pages; 13871589.
15.
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.
16.
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.
17.
Illegitimate media: Race, gender and censorship in digital remix culture
by Derecho, Abigail T., Ph.D.  Northwestern University. 2008: 244 pages; 3303803.
18.
Ergodic ontogeny: Influences of interactive media on identity
by Cole, Sara Mae, Ph.D.  University of Maryland, Baltimore County. 2013: 354 pages; 3609856.
19.
The Minecraft project: Predictors for academic success and 21st century skills gamers are learning through video game experiences
by Hewett, Katherine Joan Evelyn, Ph.D.  Texas A&M University - Corpus Christi. 2016: 288 pages; 10243481.
20.
Moments of Play: Uncovering the Performances of Videogame Play
by Hanford, Nicholas A., Ph.D.  Rensselaer Polytechnic Institute. 2017: 296 pages; 10682415.
21.
Perceived Credibility of Historical Information across Video Genres Among College Students
by Nielsen, Greg, Ph.D.  University of Nevada, Reno. 2015: 179 pages; 3707881.
23.
Collaborative online video watching
by Weisz, Justin D., Ph.D.  Carnegie Mellon University. 2009: 315 pages; 3394004.
24.
Curating Simulated Storyworlds
by Ryan, James, Ph.D.  University of California, Santa Cruz. 2018: 815 pages; 13424028.
25.
Digital Writing in the Academy: Gains, Losses, and Rigorous Playfulness
by DiZio, Jennifer Katherine, Ph.D.  University of California, Berkeley. 2017: 144 pages; 10280532.
26.
See Me, Feel Me: Subjective Experiences of Human Relationships within a Residential Population of Adolescents Diagnosed as Psychotic
by Concodora, Gregory C., Psy.D.  The Chicago School of Professional Psychology. 2013: 183 pages; 3615265.
28.
Remix and reuse of source code in software production
by Jones, M. Cameron, Ph.D.  University of Illinois at Urbana-Champaign. 2010: 196 pages; 3455917.
29.
Palya Futures: The Social Life of Kimberley Aboriginal Media
by Lempert, William David, Ph.D.  University of Colorado at Boulder. 2018: 457 pages; 10831133.
30.
Students' autonomy, agency and emergent learning interests in two open democratic schools
by von Duyke, Katherine S., Ph.D.  University of Delaware. 2013: 544 pages; 3595010.
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