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2.
Moments of Play: Uncovering the Performances of Videogame Play
by Hanford, Nicholas A., Ph.D.  Rensselaer Polytechnic Institute. 2017: 296 pages; 10682415.
3.
Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming
by Gregg, Elizabeth A., Ed.D.  Loyola Marymount University. 2014: 403 pages; 3638178.
5.
Contributing to a literacy of the body in videogame interaction
by Segovia, Sherri Dawn, Ph.D.  The University of Texas at Dallas. 2015: 127 pages; 3706679.
6.
Implicit Bias and the Corresponding Effects on False Memories
by Tucker, Tamara Alina, M.A.  Middle Tennessee State University. 2019: 74 pages; 13858798.
7.
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.
8.
Psycho-spiritual components in Multiplayer Online First Person Shooter Xbox videogaming
by McGinnis, Carol Z. A. Salisbury, Ph.D.  Loyola University Maryland. 2010: 230 pages; 3421137.
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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.
11.
Mind-craft: Exploring the relation between "digital" visual experience and orientation in visual contour perception
by Hipp, Daniel, Ph.D.  State University of New York at Binghamton. 2015: 75 pages; 10003726.
12.
The Effect of Textbook Format on Mental Effort and Time on Task
by Thomas, Antonio Lamar, Ph.D.  Walden University. 2014: 127 pages; 3635935.
14.
Performing Play: Cultural Production on Twitch.tv
by Pellicone, Anthony James, Ph.D.  University of Maryland, College Park. 2017: 271 pages; 10606825.
16.
Mechanizing exploratory game design
by Smith, Adam Marshall, Ph.D.  University of California, Santa Cruz. 2012: 403 pages; 3551216.
17.
Ergodic ontogeny: Influences of interactive media on identity
by Cole, Sara Mae, Ph.D.  University of Maryland, Baltimore County. 2013: 354 pages; 3609856.
20.
Mitigate and cope: A context-based approach to intervention for problem behavior in home and community settings
by Ladd, Mara Victoria, Ph.D.  State University of New York at Stony Brook. 2007: 151 pages; 3334936.
21.
On Being Non-Human: Otherkin Identification and Virtual Space
by Proctor, Devin, Ph.D.  The George Washington University. 2019: 422 pages; 13810285.
22.
Curating Simulated Storyworlds
by Ryan, James, Ph.D.  University of California, Santa Cruz. 2018: 815 pages; 13424028.
23.
Perceptions of Video Games in Education by PK-12 Public School Administrators in Connecticut
by Wlodarczyk, Matthew Steven, Ph.D.  University of Connecticut. 2012: 104 pages; 3510542.
24.
Gatekeepers for Gifted Social Studies: Case Studies of Middle School Teachers
by Bergstrom, Teresa M., Ph.D.  University of South Florida. 2015: 345 pages; 3739532.
25.
Three Essays on Race and Politics
by Wasow, Omar, Ph.D.  Harvard University. 2013: 157 pages; 3567119.
26.
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.
27.
Does humor promote cognitive flexibility by way of its affective and cognitive components? A prospective test
by Daman, Stuart J., Ph.D.  State University of New York at Albany. 2015: 131 pages; 3722909.
29.
The Current State of Secondary Social Studies in Western New York
by Serure, Dana Faye, Ed.D.  State University of New York at Buffalo. 2018: 249 pages; 10822464.
30.
Social studies education in the context of standards-based education reform
by Bolton, Natalie, Ph.D.  University of Louisville. 2008: 145 pages; 3308486.
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