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1.
Simplifying algorithm learning using serious games
by Shabanah, Sahar Siraj, Ph.D.  George Mason University. 2010: 240 pages; 3407063.
2.
A study of empathetic play in serious games
by Belman, Jonathan, Ph.D.  New York University. 2016: 160 pages; 10129582.
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5.
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.
6.
Level up: A systematic review of the nexus between game-based learning and developmental math education
by Wilson, Monique, D.Mgt.  University of Maryland University College. 2013: 157 pages; 3619513.
7.
Active Games: An Examination of User Engagement to Define Design Recommendations
by Martinez, Pamela N., Ed.D.  Pepperdine University. 2017: 147 pages; 10603990.
8.
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.
9.
Interactivity, Interdependence, and Intertextuality: The Meaning of Video Games in American Civil Society
by McKernan, Brian, Ph.D.  State University of New York at Albany. 2013: 283 pages; 3591689.
10.
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.
11.
Learning for the next generation: Predicting the usage of synthetic learning environments
by Evans, Arthur William, III, Ph.D.  University of Central Florida. 2010: 103 pages; 3415062.
12.
Machinima and video-based soft skills training
by Conkey, Curtis A., Ph.D.  University of Central Florida. 2010: 193 pages; 3415061.
14.
How to Design for Impact in Games
by Walsh, Eric, Ph.D.  Rensselaer Polytechnic Institute. 2018: 253 pages; 10841207.
15.
Personal adventures: The shift from player to author
by Salter, Anastasia, D.P.A.  University of Baltimore. 2010: 182 pages; 3409494.
16.
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.
17.
Perceptions of Video Games in Education by PK-12 Public School Administrators in Connecticut
by Wlodarczyk, Matthew Steven, Ph.D.  University of Connecticut. 2012: 104 pages; 3510542.
18.
Connection between Graphical Potential Games and Markov Random Fields with an Extension to Bayesian Networks
by Wang, Shiyun, M.S.  California State University, Long Beach. 2018: 43 pages; 10785804.
19.
Myth in translation: The ludic imagination in contemporary video games
by Guyker, Robert William, Jr., Ph.D.  Pacifica Graduate Institute. 2016: 467 pages; 10101054.
20.
Performance and leadership in multiplayer online gaming
by Magner, Timothy Joseph, Ed.D.  Pepperdine University. 2014: 172 pages; 3666206.
21.
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.
22.
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.
24.
Games Consumers Play: The Construction, Maintenance, and Defense of Elective Identity Through Play
by Hildebrand, John, Ph.D.  University of Illinois at Chicago. 2012: 219 pages; 3558510.
25.
Changeful Tales: Design-Driven Approaches Toward More Expressive Storygames
by Reed, Aaron A., Ph.D.  University of California, Santa Cruz. 2017: 445 pages; 10289007.
26.
Does Augmented Reality Affect High School Students' Learning Outcomes in Chemistry?
by Renner, Jonathan Christopher, Ed.D.  Grand Canyon University. 2014: 197 pages; 3628589.
29.
Reality Ends Here: Environmental game design and participatory spectacle
by Watson, Jeff, Ph.D.  University of Southern California. 2012: 253 pages; 3542331.
30.
Group home placement for children with serious emotional disturbance: A grant proposal project
by LeBlanc, Lorinda, M.S.W.  California State University, Long Beach. 2009: 56 pages; 1466138.
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