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31.
Understanding the Use of Video Game and School Performance among Asian Youth: A Quantitative Study
by Songco, Allen, M.S.W.  California State University, Long Beach. 2018: 56 pages; 10784680.
32.
The relationship between video game use, Internet use, addiction, and subjective well-being
by Molinos, Martin, M.S.W.  California State University, Long Beach. 2016: 62 pages; 10150586.
33.
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.
34.
Active Games: An Examination of User Engagement to Define Design Recommendations
by Martinez, Pamela N., Ed.D.  Pepperdine University. 2017: 147 pages; 10603990.
35.
Hidden Options and Player Pushback: Rhetoric of Mass Effect 2
by Robson-May, Rebekah, M.A.  Colorado State University. 2011: 111 pages; 1498088.
36.
37.
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.
38.
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.
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.
Improving ad-hoc team performance using video games
by Craighead, Jeffrey David, Ph.D.  University of South Florida. 2009: 148 pages; 3420535.
41.
Perceived Credibility of Historical Information across Video Genres Among College Students
by Nielsen, Greg, Ph.D.  University of Nevada, Reno. 2015: 179 pages; 3707881.
42.
43.
How to Design for Impact in Games
by Walsh, Eric, Ph.D.  Rensselaer Polytechnic Institute. 2018: 253 pages; 10841207.
44.
High-engagement gameplay behaviors and mental health
by Zaitsoff, Andrew, Ph.D.  Indiana University. 2016: 157 pages; 10154776.
46.
Emotional sophistication: Studies of facial expressions in games
by Rossi, Filippo, Ph.D.  The University of Arizona. 2012: 98 pages; 3550083.
48.
49.
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.
50.
51.
Gaming Literacy: Construct Validation and Scale Construction
by Rosenberg, Kenneth, M.A.  University of South Florida. 2011: 104 pages; 1497523.
53.
Critical reflection in a digital media artwork. Playas: Homeland Mirage
by Stenner, Jack Eric, Ph.D.  Texas A&M University. 2007: 297 pages; 3281007.
54.
Collaborative online video watching
by Weisz, Justin D., Ph.D.  Carnegie Mellon University. 2009: 315 pages; 3394004.
56.
Personal adventures: The shift from player to author
by Salter, Anastasia, D.P.A.  University of Baltimore. 2010: 182 pages; 3409494.
57.
An Analysis of Virtual Economics in Video Games
by Hamidi, Bijan Alexander, M.S.  California State University, Fullerton. 2018: 54 pages; 10808086.
58.
A Framework for Scientific Discovery through Video Games
by Cooper, Seth, Ph.D.  University of Washington. 2011: 128 pages; 3501867.
59.
Gender Differences in Job Satisfaction and Organizational Commitment in the Video Game Industry
by Lau, Szengar Sarah, M.A.  Southern Illinois University at Edwardsville. 2019: 50 pages; 13878106.
60.
Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
31 - 60 of 17403 displayed.
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