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91.
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.
92.
African-American males in computer science—Examining the pipeline for clogs
by Stone, Daryl Bryant, D.Sc.  The George Washington University. 2008: 350 pages; 3341359.
93.
94.
Advanced Wavelet Application for Video Compression and Video Object Tracking
by He, Chao, Ph.D.  The Ohio State University. 2005: 176 pages; 10834902.
95.
A Content Analysis Investigating Persuasion Intent in YouTube Videos that Target Preschool-Age Children
by Walker, Brittanny L., M.S.  University of Louisiana at Lafayette. 2018: 95 pages; 10815095.
96.
Fake geek girl: The gender conflict in nerd culture
by Robinson, Sonnet, M.S.  University of Oregon. 2014: 84 pages; 1566724.
97.
Game on girl: Identity and representation in digital RPGs
by McMenomy, Elizabeth Regina, Ph.D.  Washington State University. 2011: 152 pages; 3460407.
98.
Live video streaming for virtual reality through peer-to-peer network
by Xu, Min, M.S.  California State University, Long Beach. 2016: 42 pages; 10142983.
99.
Building personal wellness communities: Meaningful play in the everyday life of a network society
by Wang, Hua, Ph.D.  University of Southern California. 2010: 296 pages; 3434556.
100.
Moments of Play: Uncovering the Performances of Videogame Play
by Hanford, Nicholas A., Ph.D.  Rensselaer Polytechnic Institute. 2017: 296 pages; 10682415.
101.
Warmth and attachment as separate systems within interpersonal relationships due to trust
by Chen, Anna, M.A.  California State University, Long Beach. 2013: 83 pages; 1527363.
103.
Approaching a Pedagogy of Game Writing
by Hudson, Seth Andrew, Ph.D.  George Mason University. 2018: 195 pages; 10811219.
104.
Level up: A systematic review of the nexus between game-based learning and developmental math education
by Wilson, Monique, D.Mgt.  University of Maryland University College. 2013: 157 pages; 3619513.
105.
Virtual morality: The moral status of virtual actions
by Wojak, Roland, M.A.  Colorado State University. 2012: 112 pages; 1532946.
106.
Directing Virtual Humans Using Play-Scripts and Spatio-Temporal Reasoning
by Talbot, Christine, Ph.D.  The University of North Carolina at Charlotte. 2018: 260 pages; 10791242.
107.
Soft control: Television's relationship to digital micromedia
by Lahey, Michael, Ph.D.  Indiana University. 2013: 253 pages; 3607011.
108.
Constructing strategies for games with simultaneous movement
by Keffer, Jeremy, Ph.D.  University of Delaware. 2015: 82 pages; 3730247.
111.
Alternative Realisms: Subjectivity-Production in Novels and Games
by Lobo, Phillip A., Ph.D.  University of Southern California. 2019: 287 pages; 13807472.
113.
Reality Ends Here: Environmental game design and participatory spectacle
by Watson, Jeff, Ph.D.  University of Southern California. 2012: 253 pages; 3542331.
114.
High School Students Reading Informational Texts: A Comparison of Written and Video Response Modalities
by Bartlett, Melissa Ellis, Ph.D.  North Carolina State University. 2014: 236 pages; 3690206.
115.
Frag: An ethnographic examination of computer gaming culture and identity at LAN parties
by Young, Bryan-Mitchell, Ph.D.  Indiana University. 2014: 188 pages; 3612176.
117.
The Effect of Textbook Format on Mental Effort and Time on Task
by Thomas, Antonio Lamar, Ph.D.  Walden University. 2014: 127 pages; 3635935.
119.
Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming
by Gregg, Elizabeth A., Ed.D.  Loyola Marymount University. 2014: 403 pages; 3638178.
91 - 120 of 16880 displayed.
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