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2.
A Framework for Scientific Discovery through Video Games
by Cooper, Seth, Ph.D.  University of Washington. 2011: 128 pages; 3501867.
3.
The procedural generation of interesting Sokoban levels
by Taylor, Joshua, Ph.D.  University of North Texas. 2015: 79 pages; 10034415.
4.
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.
5.
The games men play: How community college men use video games to construct masculinity
by Niemi, Eric J., Ed.D.  Northern Illinois University. 2014: 268 pages; 3681948.
6.
Games as theater for soul: An archetypal psychology perspective of virtual games
by Savett, Susan Mallard, Ph.D.  Pacifica Graduate Institute. 2014: 297 pages; 3686802.
7.
Changeful Tales: Design-Driven Approaches Toward More Expressive Storygames
by Reed, Aaron A., Ph.D.  University of California, Santa Cruz. 2017: 445 pages; 10289007.
8.
Altruism, evolution and optional games
by Roseman, Herbert, Ph.D.  Columbia University. 2008: 300 pages; 3299363.
9.
How to Design for Impact in Games
by Walsh, Eric, Ph.D.  Rensselaer Polytechnic Institute. 2018: 253 pages; 10841207.
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11.
Does It Mean? Gene Wolfe: Perverse Puzzle Maker
by Aramini, Marc A., Ph.D.  University of Nevada, Las Vegas. 2019: 316 pages; 13885572.
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Mechanizing exploratory game design
by Smith, Adam Marshall, Ph.D.  University of California, Santa Cruz. 2012: 403 pages; 3551216.
14.
A game -theoretic model of grounding for referential communication tasks
by Thompson, William, Ph.D.  Northwestern University. 2009: 174 pages; 3386515.
15.
Hidden Options and Player Pushback: Rhetoric of Mass Effect 2
by Robson-May, Rebekah, M.A.  Colorado State University. 2011: 111 pages; 1498088.
16.
The Retention Puzzle Reconsidered: Second Year Student Attitudes and Experiences with Advising
by Walsh, Michael Edward, Ed.D.  Portland State University. 2013: 258 pages; 3594993.
17.
Pieces of the Puzzle: Exploring Differentiated Literacy Instruction within the Classroom
by Algeo, Dana Michelle, Ph.D.  Washington State University. 2017: 123 pages; 10601594.
20.
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.
25.
Reality Ends Here: Environmental game design and participatory spectacle
by Watson, Jeff, Ph.D.  University of Southern California. 2012: 253 pages; 3542331.
26.
Personal adventures: The shift from player to author
by Salter, Anastasia, D.P.A.  University of Baltimore. 2010: 182 pages; 3409494.
27.
Conic economics
by Raissi, Maziar, Ph.D.  University of Maryland, College Park. 2016: 113 pages; 10240052.
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29.
Individual Differences in Perceived Violence, Relative Enjoyment, and Recommended Age Ratings of Video Games
by Climer, Emily M., M.S.  University of Louisiana at Lafayette. 2015: 96 pages; 10002422.
30.
Games on Portfolio Optimization and Bitcoin Mining
by Li, Zongxi, Ph.D.  Princeton University. 2020: 144 pages; 27546237.
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