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62.
Video Gamers and the Linguistic Navigation of Collaborative Virtual Environments
by LaFave, Nathan, Ph.D.  New York University. 2016: 218 pages; 10192314.
64.
Personal adventures: The shift from player to author
by Salter, Anastasia, D.P.A.  University of Baltimore. 2010: 182 pages; 3409494.
65.
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.
66.
A Burkean analysis of “World of Warcraft”: Identity work in a virtual environment
by Boone, George William, M.A.  Villanova University. 2008: 147 pages; 1454169.
67.
Nation Branding in Result of a Crisis: An Analysis of the Beijing and London Summer Olympics
by Schmitt, Megan, M.S.  Southern Illinois University at Edwardsville. 2014: 85 pages; 1566517.
68.
Video Game Addiction: Interpersonal Relationship Distress and Coping of Gamers and Loved Ones
by Ross, Mary, M.A.  Southern Illinois University at Edwardsville. 2014: 86 pages; 1560923.
69.
Brand Recall of Advertisements on Twitch.tv
by Luke, Brittany D., M.S.  University of Louisiana at Lafayette. 2018: 125 pages; 10813253.
70.
Distributed rate allocation for video streaming over wireless networks
by Zhu, Xiaoqing, Ph.D.  Stanford University. 2009: 191 pages; 3364517.
71.
Evaluation of family functioning following parent participation in recreational intervention for children with autism
by Gonzalez, Martha Citlaly, Psy.D.  Adler School of Professional Psychology. 2014: 147 pages; 3662134.
72.
A study of empathetic play in serious games
by Belman, Jonathan, Ph.D.  New York University. 2016: 160 pages; 10129582.
73.
tA/v\Am: Real-time audio/video scrubbing tools for analysis of multimedia and G®¡ND
by Tramte, Daniel Albert, Ph.D.  University of North Texas. 2015: 162 pages; 10034418.
74.
High Performance On-Demand Video Transcoding Using Cloud Services
by Li, Xiangbo, Ph.D.  University of Louisiana at Lafayette. 2016: 147 pages; 10245247.
76.
The effects of video self-evaluation on skill acquisition with Yoga postures
by Downs, Holly E., M.A.  University of South Florida. 2013: 41 pages; 1549291.
77.
The Downward Spiral: Postmodern Consciousness as Buddhist Metaphysics in the Dark Souls Video Game Series
by Menuez, Paolo Xavier Machado, M.A.  Portland State University. 2017: 153 pages; 10637267.
78.
Perspective-based learning in virtual environments
by Lindgren, Robb, Ph.D.  Stanford University. 2009: 155 pages; 3364505.
81.
Anime fansubs: Translation and media engagement as ludic practice
by Schules, Douglas Michael, Ph.D.  The University of Iowa. 2012: 171 pages; 3552032.
84.
Performing Play: Cultural Production on Twitch.tv
by Pellicone, Anthony James, Ph.D.  University of Maryland, College Park. 2017: 271 pages; 10606825.
86.
Information visualization techniques for online identity presentation: A multidimensional approach
by Mahmud, Athir, Ph.D.  Illinois Institute of Technology. 2016: 241 pages; 10174166.
87.
Bullying victimization among adolescent students: A qualitative study
by Lara, Cecy, M.S.W.  California State University, Long Beach. 2015: 52 pages; 1590123.
88.
The Gamer, The Citizen: The Technological Shift of Socio-Economic Interests in China
by Vassallo, Francisco Restituyo, M.A.  The American University of Paris (France). 2016: 62 pages; 10305866.
89.
An Ethnography of the Twitch.TV Streamer and Viewer Relationship
by Suganuma, Nicole K., M.A.  California State University, Long Beach. 2018: 97 pages; 10840336.
90.
The Sports Mall of America: Sports and the Rhetorical Construction of the Citizen-Consumer
by Hillman, Cory, Ph.D.  Bowling Green State University. 2012: 284 pages; 10630995.
61 - 90 of 16850 displayed.
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