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1.
MMO gaming culture: An online gaming family
by Perez, Michael, M.A.  Florida Atlantic University. 2015: 101 pages; 10096029.
2.
Performance and leadership in multiplayer online gaming
by Magner, Timothy Joseph, Ed.D.  Pepperdine University. 2014: 172 pages; 3666206.
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Game on girl: Identity and representation in digital RPGs
by McMenomy, Elizabeth Regina, Ph.D.  Washington State University. 2011: 152 pages; 3460407.
8.
Sacred space evaders religious hegemony in gaming journalism
by Perreault, Gregory P., Ph.D.  University of Missouri - Columbia. 2015: 209 pages; 10182610.
9.
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.
11.
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.
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Three Essays on the Economic Impact of Online Word-of-Mouth in Online Software Market
by Zhou, Wenqi, Ph.D.  The George Washington University. 2013: 160 pages; 3557958.
16.
Investigating Teachers' Identity Development in a Hybrid Course to Prepare Online Teachers
by Hafsa, Syeda Farzana, Ph.D.  University of Rochester. 2019: 500 pages; 13815257.
17.
Customer experience in online higher education: A study of adult online college honor students
by Brakhage, Harold H., D.B.A.  Baker College (Michigan). 2015: 250 pages; 3738530.
18.
Measuring and Modeling User Activities on Online Social Network-based Applications
by Nazir, Atif, Ph.D.  University of California, Davis. 2012: 142 pages; 3555385.
20.
Perceived interactivity and uses and gratifications of online interactive advertising
by Hermes, Anna, M.S.M.C.  Arkansas State University. 2016: 98 pages; 10099139.
21.
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.
A comparison of online and offline gamblers: An experimental manipulation of escape
by Montes, Kevin Steven, Ph.D.  The University of North Dakota. 2013: 153 pages; 3596712.
23.
Bio-Gaming: The Real Biopolitics of Virtual Bodies
by Weis, Martin, Ph.D.  University of California, Davis. 2015: 135 pages; 3723746.
25.
Gaming Literacy: Construct Validation and Scale Construction
by Rosenberg, Kenneth, M.A.  University of South Florida. 2011: 104 pages; 1497523.
26.
Breaking Down the Enchantment: A Critical Autoethnography of Video Gaming
by Kout, Yacine, Ph.D.  The University of North Carolina at Greensboro. 2019: 312 pages; 13810356.
27.
Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
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Hidden Options and Player Pushback: Rhetoric of Mass Effect 2
by Robson-May, Rebekah, M.A.  Colorado State University. 2011: 111 pages; 1498088.
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