COMING SOON! PQDT Open is getting a new home!

ProQuest Open Access Dissertations & Theses will remain freely available as part of a new and enhanced search experience at www.proquest.com.

Questions? Please refer to this FAQ.

Results

Looking for more? ProQuest® Dissertations & Theses has additional dissertations and theses.
38183 open access dissertations and theses found for:
if(Online gaming communities)  »   Refine Search
1.
MMO gaming culture: An online gaming family
by Perez, Michael, M.A.  Florida Atlantic University. 2015: 101 pages; 10096029.
5.
Performance and leadership in multiplayer online gaming
by Magner, Timothy Joseph, Ed.D.  Pepperdine University. 2014: 172 pages; 3666206.
6.
Game on girl: Identity and representation in digital RPGs
by McMenomy, Elizabeth Regina, Ph.D.  Washington State University. 2011: 152 pages; 3460407.
7.
The use of a metacognitive tool in an online social supportive learning environment: An activity theory analysis
by Martinez, Ray Earl, Ph.D.  University of Missouri - Saint Louis. 2010: 215 pages; 3417635.
8.
Adolescent Literacy Practices and Reflections of Identity in Digital Communities
by King, Julie O., Ed.D.  University of Pennsylvania. 2020: 173 pages; 27831840.
9.
10.
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.
11.
Dimensions of leadership and social influence in online communities
by Huffaker, David A., Ph.D.  Northwestern University. 2009: 160 pages; 3386526.
13.
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.
15.
In search of a practice: Large-scale moderation in a massive online community
by Pisa, Sheila Saden, Ed.D.  Pepperdine University. 2013: 240 pages; 3592427.
17.
Communities of innovation: Cyborganic and the birth of networked social media
by Cool, Jennifer Catharine, Ph.D.  University of Southern California. 2008: 420 pages; 3341717.
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.
22.
Walking in the woods: A phenomenological study of online communities of practice and Army mentoring
by Kimball, Raymond Andrew, Ed.D.  Pepperdine University. 2015: 169 pages; 3708324.
23.
A historical analysis of the Indian Gaming Regulatory Act of 1988 and implications for social work practice
by Notah, Harrelson Yazzie, M.S.W.  California State University, Long Beach. 2011: 71 pages; 1499284.
24.
Empowerment and leadership development in an online story-based learning community
by Stutsky, Brenda J., Ph.D.  Nova Southeastern University. 2009: 246 pages; 3366995.
28.
Hidden Options and Player Pushback: Rhetoric of Mass Effect 2
by Robson-May, Rebekah, M.A.  Colorado State University. 2011: 111 pages; 1498088.
30.
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.
1 - 30 of 38183 displayed.
  1    2    3    4    5    6    7    8    9    10    11   Next >
Copyright © 2021 ProQuest LLC. All rights reserved. Terms and Conditions Privacy Policy Cookie Policy
ProQuest