Results

Looking for more? ProQuest® Dissertations & Theses has additional dissertations and theses.
9653 open access dissertations and theses found for:
if(Two-level games)  »   Refine Search
91.
Perceived interactivity and uses and gratifications of online interactive advertising
by Hermes, Anna, M.S.M.C.  Arkansas State University. 2016: 98 pages; 10099139.
92.
Development, technology adoption, and social networks
by Vasilaky, Kathryn Nadine, Ph.D.  University of Maryland, College Park. 2011: 152 pages; 3478909.
93.
Importance-driven transfer function design for volume visualization of medical images
by Lile, Cai, Ph.D.  National University of Singapore (Singapore). 2015: 119 pages; 10005977.
94.
96.
Gaming Literacy: Construct Validation and Scale Construction
by Rosenberg, Kenneth, M.A.  University of South Florida. 2011: 104 pages; 1497523.
97.
Moments of Play: Uncovering the Performances of Videogame Play
by Hanford, Nicholas A., Ph.D.  Rensselaer Polytechnic Institute. 2017: 296 pages; 10682415.
98.
Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
100.
101.
Through fire and ice: The olympic cauldron park carves a legacy
by Holt, Kristine M., M.A.  The University of Utah. 2013: 156 pages; 1550645.
102.
Ergodic ontogeny: Influences of interactive media on identity
by Cole, Sara Mae, Ph.D.  University of Maryland, Baltimore County. 2013: 354 pages; 3609856.
103.
Sacred space evaders religious hegemony in gaming journalism
by Perreault, Gregory P., Ph.D.  University of Missouri - Columbia. 2015: 209 pages; 10182610.
105.
Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming
by Gregg, Elizabeth A., Ed.D.  Loyola Marymount University. 2014: 403 pages; 3638178.
106.
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.
107.
Pairing correlations and phase transitions in mesoscopic systems
by Sumaryada, Tony Ibnu, Ph.D.  The Florida State University. 2007: 86 pages; 3301598.
108.
High-engagement gameplay behaviors and mental health
by Zaitsoff, Andrew, Ph.D.  Indiana University. 2016: 157 pages; 10154776.
111.
Bio-Gaming: The Real Biopolitics of Virtual Bodies
by Weis, Martin, Ph.D.  University of California, Davis. 2015: 135 pages; 3723746.
112.
Performing Play: Cultural Production on Twitch.tv
by Pellicone, Anthony James, Ph.D.  University of Maryland, College Park. 2017: 271 pages; 10606825.
114.
117.
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.
118.
The Influence of DragonBox on Student Attitudes and Understanding in 7th Grade Mathematics Classroom
by Katirci, Nihal, M.S.  State University of New York at Albany. 2017: 73 pages; 10275395.
119.
The gamification of judicial affairs: Addressing learning for 'digital students'
by Diaz, Leonel Alberto, Jr., M.Ed.  University of Southern California. 2012: 89 pages; 1532818.
120.
The 1932 Los Angeles Olympics: A model for a broken system
by Moore, Roger D., M.A.  Oklahoma State University. 2015: 120 pages; 1604936.
91 - 120 of 9653 displayed.
« First < Previous |   1    2    3    4    5    6    7    8    9    10    11   Next >
Copyright © 2019 ProQuest LLC. All rights reserved. Terms and Conditions Privacy Policy Cookie Policy
ProQuest