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31.
Emotion, hegemony, and "real-life" in video game worlds: An analysis of "Grand Theft Auto IV"
by Wachovsky, Gerald A., M.A.  California State University, Long Beach. 2015: 91 pages; 1603344.
32.
Active Games: An Examination of User Engagement to Define Design Recommendations
by Martinez, Pamela N., Ed.D.  Pepperdine University. 2017: 147 pages; 10603990.
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34.
Hidden Options and Player Pushback: Rhetoric of Mass Effect 2
by Robson-May, Rebekah, M.A.  Colorado State University. 2011: 111 pages; 1498088.
35.
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.
36.
The game studio: Developing literacy through the lens of game design
by Bentley, T. Mark, M.A.  Middle Tennessee State University. 2015: 164 pages; 1597407.
37.
Improving ad-hoc team performance using video games
by Craighead, Jeffrey David, Ph.D.  University of South Florida. 2009: 148 pages; 3420535.
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39.
Cost-Efficient Video On Demand (VOD) Streaming Using Cloud Services
by Darwich, Mahmoud K., Ph.D.  University of Louisiana at Lafayette. 2017: 152 pages; 10682876.
40.
High-engagement gameplay behaviors and mental health
by Zaitsoff, Andrew, Ph.D.  Indiana University. 2016: 157 pages; 10154776.
41.
Adaptive Video Transmission over Wireless Channels with Optimized Quality of Experiences
by Chen, Chao, Ph.D.  The University of Texas at Austin. 2013: 193 pages; 3690944.
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43.
Emotional sophistication: Studies of facial expressions in games
by Rossi, Filippo, Ph.D.  The University of Arizona. 2012: 98 pages; 3550083.
44.
Gaming Literacy: Construct Validation and Scale Construction
by Rosenberg, Kenneth, M.A.  University of South Florida. 2011: 104 pages; 1497523.
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49.
Perceived Credibility of Historical Information across Video Genres Among College Students
by Nielsen, Greg, Ph.D.  University of Nevada, Reno. 2015: 179 pages; 3707881.
50.
An Analysis of Virtual Economics in Video Games
by Hamidi, Bijan Alexander, M.S.  California State University, Fullerton. 2018: 54 pages; 10808086.
51.
A Framework for Scientific Discovery through Video Games
by Cooper, Seth, Ph.D.  University of Washington. 2011: 128 pages; 3501867.
52.
How to Design for Impact in Games
by Walsh, Eric, Ph.D.  Rensselaer Polytechnic Institute. 2018: 253 pages; 10841207.
54.
Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
55.
Critical reflection in a digital media artwork. Playas: Homeland Mirage
by Stenner, Jack Eric, Ph.D.  Texas A&M University. 2007: 297 pages; 3281007.
56.
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.
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58.
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.
59.
Collaborative online video watching
by Weisz, Justin D., Ph.D.  Carnegie Mellon University. 2009: 315 pages; 3394004.
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