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1.
Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
2.
The Impact of New Technology on Literacy Practices: An Urban Perspective
by Hoff, Martha J., Ph.D.  University of Rochester. 2014: 374 pages; 3621206.
3.
Digital currency wallet for mobile devices
by Jose, Mamitha, M.S.  California State University, Long Beach. 2011: 102 pages; 1504486.
4.
Mobile Technology Use as a Moderator for Understanding the Relationship Between Intrinsic Motivation and Grades
by Seckman, David, Ph.D.  The University of Wisconsin - Milwaukee. 2019: 135 pages; 13860817.
5.
Active Games: An Examination of User Engagement to Define Design Recommendations
by Martinez, Pamela N., Ed.D.  Pepperdine University. 2017: 147 pages; 10603990.
6.
Alternative wildernesses Finding wildness in 21st century America
by Bunting, Ben S., Jr., Ph.D.  Washington State University. 2012: 259 pages; 3517377.
7.
Secure file transfers using mobile device
by Maddirala, Raghunath R., M.S.  California State University, Long Beach. 2010: 71 pages; 1481747.
8.
Sacred space evaders religious hegemony in gaming journalism
by Perreault, Gregory P., Ph.D.  University of Missouri - Columbia. 2015: 209 pages; 10182610.
10.
Gamification in Introductory Computer Science
by Behnke, Kara Alexandra, Ph.D.  University of Colorado at Boulder. 2015: 331 pages; 3743653.
12.
Game on girl: Identity and representation in digital RPGs
by McMenomy, Elizabeth Regina, Ph.D.  Washington State University. 2011: 152 pages; 3460407.
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14.
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.
16.
User retention and classification in a mobile gaming environment
by Ruffin, Michael, M.S.  California State University, Long Beach. 2014: 52 pages; 1527021.
17.
MMO gaming culture: An online gaming family
by Perez, Michael, M.A.  Florida Atlantic University. 2015: 101 pages; 10096029.
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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.
21.
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.
22.
Factoring in Gamer Identity: The Application of Social Identity Theory and Flow to Understanding Video Game Violence Effects
by Hoffswell, Joseph, Ph.D.  University of Missouri - Columbia. 2017: 126 pages; 13869874.
23.
Understanding How to Use Mobile Marketing in Small Businesses
by Doleman, John P., D.B.A.  Capella University. 2017: 134 pages; 10621908.
24.
Understanding the Use of Video Game and School Performance among Asian Youth: A Quantitative Study
by Songco, Allen, M.S.W.  California State University, Long Beach. 2018: 56 pages; 10784680.
25.
Smartphone Apps on the Mobile Web: An Exploratory Case Study of Business Models
by Ford, Caroline Morgan, E.D.B.  Georgia State University. 2012: 71 pages; 3547598.
27.
Morals of The Global Age: A Comparative Study of Consumer Ethics in 18th Century Christianity and the 21st Century Video Game Industry
by Rosedalen, Elin Anastasia , M.A.  The American University of Paris (France). 2018: 105 pages; 27605882.
29.
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.
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