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1.
Psycho-spiritual components in Multiplayer Online First Person Shooter Xbox videogaming
by McGinnis, Carol Z. A. Salisbury, Ph.D.  Loyola University Maryland. 2010: 230 pages; 3421137.
2.
Video Gamers and the Linguistic Navigation of Collaborative Virtual Environments
by LaFave, Nathan, Ph.D.  New York University. 2016: 218 pages; 10192314.
4.
Performance and leadership in multiplayer online gaming
by Magner, Timothy Joseph, Ed.D.  Pepperdine University. 2014: 172 pages; 3666206.
6.
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.
7.
The Dynamics of Rewards and Punishments in Video Games: A Content Analysis
by Craighead, Britney Nicole, M.A.  University of California, Santa Barbara. 2016: 74 pages; 10159655.
8.
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.
9.
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.
11.
Does Signaling Theory Account for Aggressive Behavior in Video Games?
by Huskey, Richard Wayne, M.A.  University of California, Santa Barbara. 2014: 48 pages; 1555260.
12.
Multiplayer Educational Role Playing Games (MPERPGs) and the Application of Leadership
by Clayton, Andrew Stafford, Ed.D.  Grand Canyon University. 2017: 348 pages; 10257450.
13.
All-hazards and active shooter web-based training: Beneficial to the transportation security administration workforce
by Medina, Amira Jean, M.S.  California State University, Long Beach. 2016: 75 pages; 10096064.
17.
High-engagement gameplay behaviors and mental health
by Zaitsoff, Andrew, Ph.D.  Indiana University. 2016: 157 pages; 10154776.
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Moments of Play: Uncovering the Performances of Videogame Play
by Hanford, Nicholas A., Ph.D.  Rensselaer Polytechnic Institute. 2017: 296 pages; 10682415.
20.
Binary Lives: Digital Citizenship and Disability Participation in a User Content Created Virtual World
by Vizenor, Katie Virginia, Ph.D.  State University of New York at Buffalo. 2014: 242 pages; 3613110.
22.
The Impact of College Campus Shooting Incidents: An Exploration of Student Perceptions
by Horton, Gary Scott, Ed.D.  Lindenwood University. 2015: 141 pages; 3734048.
24.
An Ethnography of the Twitch.TV Streamer and Viewer Relationship
by Suganuma, Nicole K., M.A.  California State University, Long Beach. 2018: 97 pages; 10840336.
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Personal adventures: The shift from player to author
by Salter, Anastasia, D.P.A.  University of Baltimore. 2010: 182 pages; 3409494.
27.
Campus readiness for dealing with an active shooter
by Kelly, Kenneth T., Ed.D.  California State University, Long Beach. 2015: 131 pages; 3712515.
29.
Crisis Communication-What is Your Emergency
by Johnson, Kaelyn, M.A.  Gonzaga University. 2013: 76 pages; 1543346.
30.
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.
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