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1.
Speed-accuracy comparison of navigational interfaces
by Afergan, Daniel A., M.S.  The George Washington University. 2009: 64 pages; 1467132.
2.
Brand Recall of Advertisements on Twitch.tv
by Luke, Brittany D., M.S.  University of Louisiana at Lafayette. 2018: 125 pages; 10813253.
3.
Industrial Applications of Microsoft Xbox Kinect Sensor
by Rafibakhsh, Nima, M.S.  Southern Illinois University at Edwardsville. 2013: 91 pages; 1549815.
4.
Intertemporal dynamics of market and production characteristics
by Densmore, Christopher C., Ph.D.  Washington State University. 2012: 109 pages; 3517391.
6.
Video Gamers and the Linguistic Navigation of Collaborative Virtual Environments
by LaFave, Nathan, Ph.D.  New York University. 2016: 218 pages; 10192314.
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.
9.
Individual Differences in Perceived Violence, Relative Enjoyment, and Recommended Age Ratings of Video Games
by Climer, Emily M., M.S.  University of Louisiana at Lafayette. 2015: 96 pages; 10002422.
10.
Bio-Gaming: The Real Biopolitics of Virtual Bodies
by Weis, Martin, Ph.D.  University of California, Davis. 2015: 135 pages; 3723746.
12.
Player-Response on the Nature of Interactive Narratives as Literature
by Feldman, Lee, M.A.  Chapman University. 2018: 38 pages; 10822281.
14.
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.
15.
Automated Inference of Shilling Behavior in Online Auction Systems
by Dong, Fei, Ph.D.  University of Illinois at Chicago. 2012: 92 pages; 3551864.
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Zigbee based wearable glove for remote gesture recognition
by Vora, Rushabh Girish, M.S.  California State University, Long Beach. 2016: 33 pages; 1606700.
19.
High-engagement gameplay behaviors and mental health
by Zaitsoff, Andrew, Ph.D.  Indiana University. 2016: 157 pages; 10154776.
20.
Interactivity, Interdependence, and Intertextuality: The Meaning of Video Games in American Civil Society
by McKernan, Brian, Ph.D.  State University of New York at Albany. 2013: 283 pages; 3591689.
21.
Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
22.
Fake geek girl: The gender conflict in nerd culture
by Robinson, Sonnet, M.S.  University of Oregon. 2014: 84 pages; 1566724.
23.
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.
24.
Depth map enhancement for real-time 3D reconstruction
by Lee, Kitae, M.S.  Illinois Institute of Technology. 2015: 49 pages; 1603506.
25.
Simplifying algorithm learning using serious games
by Shabanah, Sahar Siraj, Ph.D.  George Mason University. 2010: 240 pages; 3407063.
26.
Adopting Workgroup Collaboration Tools in 3D Virtual Worlds
by Schott, Thomas R., D.Sc.  Robert Morris University. 2013: 125 pages; 3629005.
27.
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.
29.
Factors that Lead to Retention of Acquired Engineers at Microsoft in Silicon Valley
by Morales, Omar, M.S.  Pepperdine University. 2017: 81 pages; 10615639.
30.
Simulation of robotic environment for quadcopters using open source software
by Yedavalli, Ravi Teja, M.S.  California State University, Long Beach. 2016: 58 pages; 10147306.
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