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61.
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.
62.
Personal adventures: The shift from player to author
by Salter, Anastasia, D.P.A.  University of Baltimore. 2010: 182 pages; 3409494.
63.
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.
64.
Video Gamers and the Linguistic Navigation of Collaborative Virtual Environments
by LaFave, Nathan, Ph.D.  New York University. 2016: 218 pages; 10192314.
66.
68.
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.
69.
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.
70.
Brand Recall of Advertisements on Twitch.tv
by Luke, Brittany D., M.S.  University of Louisiana at Lafayette. 2018: 125 pages; 10813253.
71.
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.
72.
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.
73.
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.
74.
A study of empathetic play in serious games
by Belman, Jonathan, Ph.D.  New York University. 2016: 160 pages; 10129582.
75.
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.
76.
Distributed rate allocation for video streaming over wireless networks
by Zhu, Xiaoqing, Ph.D.  Stanford University. 2009: 191 pages; 3364517.
78.
How Do Expertise and Realism Moderate the Boundary between Real and Digital Faces?
by Day, Jennifer, Ph.D.  University of California, Santa Cruz. 2019: 131 pages; 13896678.
79.
Perspective-based learning in virtual environments
by Lindgren, Robb, Ph.D.  Stanford University. 2009: 155 pages; 3364505.
80.
Navigating Video Using Structured Text
by Pavel, Amy, Ph.D.  University of California, Berkeley. 2019: 107 pages; 13886327.
81.
High Performance On-Demand Video Transcoding Using Cloud Services
by Li, Xiangbo, Ph.D.  University of Louisiana at Lafayette. 2016: 147 pages; 10245247.
83.
Anime fansubs: Translation and media engagement as ludic practice
by Schules, Douglas Michael, Ph.D.  The University of Iowa. 2012: 171 pages; 3552032.
84.
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.
85.
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.
89.
Performing Play: Cultural Production on Twitch.tv
by Pellicone, Anthony James, Ph.D.  University of Maryland, College Park. 2017: 271 pages; 10606825.
90.
Gamification in Introductory Computer Science
by Behnke, Kara Alexandra, Ph.D.  University of Colorado at Boulder. 2015: 331 pages; 3743653.
61 - 90 of 17380 displayed.
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