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You searched for +publisher:"Georgia Tech" +contributor:("Pearce, Celia"). Showing records 1 – 17 of 17 total matches.

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Georgia Tech

1. Feng, Jihan. From role play to behavior: How cultural background influences Western and Eastern MMOG players in world of warcraft.

Degree: MS, Literature, Media, and Communication, 2014, Georgia Tech

 Researchers have been studying virtual world culture for decades. However, little attention has been devoted to the intersection of virtual world culture and real world… (more)

Subjects/Keywords: Virtual world; MMOGs; WOW; Game behavior; Localization; Emergent behavior

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APA (6th Edition):

Feng, J. (2014). From role play to behavior: How cultural background influences Western and Eastern MMOG players in world of warcraft. (Masters Thesis). Georgia Tech. Retrieved from http://hdl.handle.net/1853/52249

Chicago Manual of Style (16th Edition):

Feng, Jihan. “From role play to behavior: How cultural background influences Western and Eastern MMOG players in world of warcraft.” 2014. Masters Thesis, Georgia Tech. Accessed September 21, 2019. http://hdl.handle.net/1853/52249.

MLA Handbook (7th Edition):

Feng, Jihan. “From role play to behavior: How cultural background influences Western and Eastern MMOG players in world of warcraft.” 2014. Web. 21 Sep 2019.

Vancouver:

Feng J. From role play to behavior: How cultural background influences Western and Eastern MMOG players in world of warcraft. [Internet] [Masters thesis]. Georgia Tech; 2014. [cited 2019 Sep 21]. Available from: http://hdl.handle.net/1853/52249.

Council of Science Editors:

Feng J. From role play to behavior: How cultural background influences Western and Eastern MMOG players in world of warcraft. [Masters Thesis]. Georgia Tech; 2014. Available from: http://hdl.handle.net/1853/52249


Georgia Tech

2. Lodato, Thomas James. A treatise on the loop as a desired form: visual feedback and relational new media.

Degree: MS, Literature, Communication, and Culture, 2010, Georgia Tech

 The visual feedback loop has long-been ignored as a form and an aesthetic within new media. Media theories have largely assumed a medium is defined… (more)

Subjects/Keywords: Ontology; Phenomenology; New media; Visual feedback; Digital media; Audiences in art; Self-consciousness (Awareness)

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APA (6th Edition):

Lodato, T. J. (2010). A treatise on the loop as a desired form: visual feedback and relational new media. (Masters Thesis). Georgia Tech. Retrieved from http://hdl.handle.net/1853/33880

Chicago Manual of Style (16th Edition):

Lodato, Thomas James. “A treatise on the loop as a desired form: visual feedback and relational new media.” 2010. Masters Thesis, Georgia Tech. Accessed September 21, 2019. http://hdl.handle.net/1853/33880.

MLA Handbook (7th Edition):

Lodato, Thomas James. “A treatise on the loop as a desired form: visual feedback and relational new media.” 2010. Web. 21 Sep 2019.

Vancouver:

Lodato TJ. A treatise on the loop as a desired form: visual feedback and relational new media. [Internet] [Masters thesis]. Georgia Tech; 2010. [cited 2019 Sep 21]. Available from: http://hdl.handle.net/1853/33880.

Council of Science Editors:

Lodato TJ. A treatise on the loop as a desired form: visual feedback and relational new media. [Masters Thesis]. Georgia Tech; 2010. Available from: http://hdl.handle.net/1853/33880


Georgia Tech

3. Schweizer, Robert Thomas. Videogame cities in motion.

Degree: PhD, Literature, Media, and Communication, 2014, Georgia Tech

 Videogame cities are 'real-and-imagined' spaces whose ubiquity as a setting for games illustrates the persistent fascination with the opportunities for play in urban space. In… (more)

Subjects/Keywords: Videogames; Video games; Cities; Urban studies; Infrastructure; Media studies; Architecture; Game design

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APA (6th Edition):

Schweizer, R. T. (2014). Videogame cities in motion. (Doctoral Dissertation). Georgia Tech. Retrieved from http://hdl.handle.net/1853/52219

Chicago Manual of Style (16th Edition):

Schweizer, Robert Thomas. “Videogame cities in motion.” 2014. Doctoral Dissertation, Georgia Tech. Accessed September 21, 2019. http://hdl.handle.net/1853/52219.

MLA Handbook (7th Edition):

Schweizer, Robert Thomas. “Videogame cities in motion.” 2014. Web. 21 Sep 2019.

Vancouver:

Schweizer RT. Videogame cities in motion. [Internet] [Doctoral dissertation]. Georgia Tech; 2014. [cited 2019 Sep 21]. Available from: http://hdl.handle.net/1853/52219.

Council of Science Editors:

Schweizer RT. Videogame cities in motion. [Doctoral Dissertation]. Georgia Tech; 2014. Available from: http://hdl.handle.net/1853/52219


Georgia Tech

4. Bilir, Tanla E. Real economics in virtual worlds: a massively multiplayer online game case study: Runescape.

Degree: MS, Literature, Communication, and Culture, 2009, Georgia Tech

 This thesis explores economic aspects of virtual worlds by focusing on a specific massively multiplayer online role-playing game, RuneScape. In particular, it examines the similarities… (more)

Subjects/Keywords: Real money trade; Real world and virtual world relationships; MMOG; MMORPG; Virtual worlds; Virtual economy; Virtual world economics; Fundamentals of economics in virtual worlds; RuneScape; RuneScape economics; Teenage economic perception; RuneScape (Game); Video games; Economics; Group games

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APA (6th Edition):

Bilir, T. E. (2009). Real economics in virtual worlds: a massively multiplayer online game case study: Runescape. (Masters Thesis). Georgia Tech. Retrieved from http://hdl.handle.net/1853/31657

Chicago Manual of Style (16th Edition):

Bilir, Tanla E. “Real economics in virtual worlds: a massively multiplayer online game case study: Runescape.” 2009. Masters Thesis, Georgia Tech. Accessed September 21, 2019. http://hdl.handle.net/1853/31657.

MLA Handbook (7th Edition):

Bilir, Tanla E. “Real economics in virtual worlds: a massively multiplayer online game case study: Runescape.” 2009. Web. 21 Sep 2019.

Vancouver:

Bilir TE. Real economics in virtual worlds: a massively multiplayer online game case study: Runescape. [Internet] [Masters thesis]. Georgia Tech; 2009. [cited 2019 Sep 21]. Available from: http://hdl.handle.net/1853/31657.

Council of Science Editors:

Bilir TE. Real economics in virtual worlds: a massively multiplayer online game case study: Runescape. [Masters Thesis]. Georgia Tech; 2009. Available from: http://hdl.handle.net/1853/31657


Georgia Tech

5. Riley, Will. We the undersigned: anonymous dissent and the struggle for personal identity in online petitions.

Degree: MS, Literature, Communication, and Culture, 2009, Georgia Tech

 Anonymous signatures pose a significant threat to the legitimacy of the online petition as a persuasive form of political communication. While anonymous signatures address some… (more)

Subjects/Keywords: Digital identity; Digital media; Digital democracy; Political communication; Petitions; Petitions; Dissenters; Online data processing; Online social networks; Digital media Political aspects

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APA (6th Edition):

Riley, W. (2009). We the undersigned: anonymous dissent and the struggle for personal identity in online petitions. (Masters Thesis). Georgia Tech. Retrieved from http://hdl.handle.net/1853/28102

Chicago Manual of Style (16th Edition):

Riley, Will. “We the undersigned: anonymous dissent and the struggle for personal identity in online petitions.” 2009. Masters Thesis, Georgia Tech. Accessed September 21, 2019. http://hdl.handle.net/1853/28102.

MLA Handbook (7th Edition):

Riley, Will. “We the undersigned: anonymous dissent and the struggle for personal identity in online petitions.” 2009. Web. 21 Sep 2019.

Vancouver:

Riley W. We the undersigned: anonymous dissent and the struggle for personal identity in online petitions. [Internet] [Masters thesis]. Georgia Tech; 2009. [cited 2019 Sep 21]. Available from: http://hdl.handle.net/1853/28102.

Council of Science Editors:

Riley W. We the undersigned: anonymous dissent and the struggle for personal identity in online petitions. [Masters Thesis]. Georgia Tech; 2009. Available from: http://hdl.handle.net/1853/28102


Georgia Tech

6. Schweizer, Bobby. Representations of the city in video games.

Degree: MS, Literature, Communication, and Culture, 2009, Georgia Tech

 This research strives to characterize the means by which video game players experience and understand the space of the game city during the course of… (more)

Subjects/Keywords: Urban playgrounds; Video games; Virtual cities; Narrative architecture; Psychogeography; Production of space; Elements of space; Video games; Imaginary places; Cities and towns in mass media; Spatial behavior; Shared virtual environments

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APA (6th Edition):

Schweizer, B. (2009). Representations of the city in video games. (Masters Thesis). Georgia Tech. Retrieved from http://hdl.handle.net/1853/28251

Chicago Manual of Style (16th Edition):

Schweizer, Bobby. “Representations of the city in video games.” 2009. Masters Thesis, Georgia Tech. Accessed September 21, 2019. http://hdl.handle.net/1853/28251.

MLA Handbook (7th Edition):

Schweizer, Bobby. “Representations of the city in video games.” 2009. Web. 21 Sep 2019.

Vancouver:

Schweizer B. Representations of the city in video games. [Internet] [Masters thesis]. Georgia Tech; 2009. [cited 2019 Sep 21]. Available from: http://hdl.handle.net/1853/28251.

Council of Science Editors:

Schweizer B. Representations of the city in video games. [Masters Thesis]. Georgia Tech; 2009. Available from: http://hdl.handle.net/1853/28251


Georgia Tech

7. Fernandez Vara, Clara. The tribulations of adventure games: integrating story into simulation through performance.

Degree: PhD, Literature, Communication, and Culture, 2009, Georgia Tech

 This dissertation aims at positioning adventure games in game studies, by describing their formal aspects and how they have integrated game design with stories. The… (more)

Subjects/Keywords: Digital narrative; Theatre; Adventure games; Simulation; Performance; Game studies; Video games; Adventure games; Adventure stories; Simulation methods; Game theory

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APA (6th Edition):

Fernandez Vara, C. (2009). The tribulations of adventure games: integrating story into simulation through performance. (Doctoral Dissertation). Georgia Tech. Retrieved from http://hdl.handle.net/1853/31756

Chicago Manual of Style (16th Edition):

Fernandez Vara, Clara. “The tribulations of adventure games: integrating story into simulation through performance.” 2009. Doctoral Dissertation, Georgia Tech. Accessed September 21, 2019. http://hdl.handle.net/1853/31756.

MLA Handbook (7th Edition):

Fernandez Vara, Clara. “The tribulations of adventure games: integrating story into simulation through performance.” 2009. Web. 21 Sep 2019.

Vancouver:

Fernandez Vara C. The tribulations of adventure games: integrating story into simulation through performance. [Internet] [Doctoral dissertation]. Georgia Tech; 2009. [cited 2019 Sep 21]. Available from: http://hdl.handle.net/1853/31756.

Council of Science Editors:

Fernandez Vara C. The tribulations of adventure games: integrating story into simulation through performance. [Doctoral Dissertation]. Georgia Tech; 2009. Available from: http://hdl.handle.net/1853/31756


Georgia Tech

8. Ferrari, Simon. The judgment of procedural rhetoric.

Degree: MS, Literature, Communication, and Culture, 2010, Georgia Tech

 This thesis establishes a theoretical framework for understanding virtual spaces and roleplaying in relation to Ian Bogost's theory of "procedural rhetoric," the art of persuading… (more)

Subjects/Keywords: Game design; Play; Spatial design; Video games; Procedural rhetoric; Computer games; Virtual reality; Role playing; Persuasion (Rhetoric); Video games

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APA (6th Edition):

Ferrari, S. (2010). The judgment of procedural rhetoric. (Masters Thesis). Georgia Tech. Retrieved from http://hdl.handle.net/1853/33915

Chicago Manual of Style (16th Edition):

Ferrari, Simon. “The judgment of procedural rhetoric.” 2010. Masters Thesis, Georgia Tech. Accessed September 21, 2019. http://hdl.handle.net/1853/33915.

MLA Handbook (7th Edition):

Ferrari, Simon. “The judgment of procedural rhetoric.” 2010. Web. 21 Sep 2019.

Vancouver:

Ferrari S. The judgment of procedural rhetoric. [Internet] [Masters thesis]. Georgia Tech; 2010. [cited 2019 Sep 21]. Available from: http://hdl.handle.net/1853/33915.

Council of Science Editors:

Ferrari S. The judgment of procedural rhetoric. [Masters Thesis]. Georgia Tech; 2010. Available from: http://hdl.handle.net/1853/33915


Georgia Tech

9. Koenitz, Hartmut. Reframing interactive digital narrative: toward an inclusive open-ended iterative process for research and practice.

Degree: PhD, Literature, Communication, and Culture, 2010, Georgia Tech

 In more than two decades of research and practical experiments in interactive digital narrative (IDN), much insight about the relationship of narrative and digital media… (more)

Subjects/Keywords: Process for interactive narrative research and practice; Interactive narrative theory; Interactive narrative authoring tools; Interactive multimedia; Digital media; Fiction

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APA (6th Edition):

Koenitz, H. (2010). Reframing interactive digital narrative: toward an inclusive open-ended iterative process for research and practice. (Doctoral Dissertation). Georgia Tech. Retrieved from http://hdl.handle.net/1853/34791

Chicago Manual of Style (16th Edition):

Koenitz, Hartmut. “Reframing interactive digital narrative: toward an inclusive open-ended iterative process for research and practice.” 2010. Doctoral Dissertation, Georgia Tech. Accessed September 21, 2019. http://hdl.handle.net/1853/34791.

MLA Handbook (7th Edition):

Koenitz, Hartmut. “Reframing interactive digital narrative: toward an inclusive open-ended iterative process for research and practice.” 2010. Web. 21 Sep 2019.

Vancouver:

Koenitz H. Reframing interactive digital narrative: toward an inclusive open-ended iterative process for research and practice. [Internet] [Doctoral dissertation]. Georgia Tech; 2010. [cited 2019 Sep 21]. Available from: http://hdl.handle.net/1853/34791.

Council of Science Editors:

Koenitz H. Reframing interactive digital narrative: toward an inclusive open-ended iterative process for research and practice. [Doctoral Dissertation]. Georgia Tech; 2010. Available from: http://hdl.handle.net/1853/34791


Georgia Tech

10. Chan, Pauline B. Narrative participation within game environments: role-playing in massively multiplayer online games.

Degree: MS, Literature, Communication, and Culture, 2010, Georgia Tech

 Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To… (more)

Subjects/Keywords: Role-playing; Video games; Digital ethnography; Networked communities; Internet games; Role playing; World of Warcraft (Game); Storytelling; Alternate reality games; Behavioral assessment

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APA (6th Edition):

Chan, P. B. (2010). Narrative participation within game environments: role-playing in massively multiplayer online games. (Masters Thesis). Georgia Tech. Retrieved from http://hdl.handle.net/1853/37126

Chicago Manual of Style (16th Edition):

Chan, Pauline B. “Narrative participation within game environments: role-playing in massively multiplayer online games.” 2010. Masters Thesis, Georgia Tech. Accessed September 21, 2019. http://hdl.handle.net/1853/37126.

MLA Handbook (7th Edition):

Chan, Pauline B. “Narrative participation within game environments: role-playing in massively multiplayer online games.” 2010. Web. 21 Sep 2019.

Vancouver:

Chan PB. Narrative participation within game environments: role-playing in massively multiplayer online games. [Internet] [Masters thesis]. Georgia Tech; 2010. [cited 2019 Sep 21]. Available from: http://hdl.handle.net/1853/37126.

Council of Science Editors:

Chan PB. Narrative participation within game environments: role-playing in massively multiplayer online games. [Masters Thesis]. Georgia Tech; 2010. Available from: http://hdl.handle.net/1853/37126

11. Lockhart, Tony F. Increasing motivation by adapting intelligent tutoring instruction to learner achievement goals.

Degree: MS, Literature, Communication, and Culture, 2011, Georgia Tech

 The impact of affect on learning and performance has caused many researchers in the field of cognitive psychology to acknowledge the value of motivationally supportive… (more)

Subjects/Keywords: Activity theory; Motivation; Goal orientation; Model tracing; Regulatory fit; Intelligent tutoring system; ITS; Intrinsic; Engagement; Situated activity theory; Affect; Self-efficacy; Learning theory; Distributed learning system; Extrinsic; Tutors and tutoring; Cognitive learning; Learning; Learning, Psychology of; Educational psychology; Motivation in education

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APA (6th Edition):

Lockhart, T. F. (2011). Increasing motivation by adapting intelligent tutoring instruction to learner achievement goals. (Masters Thesis). Georgia Tech. Retrieved from http://hdl.handle.net/1853/39556

Chicago Manual of Style (16th Edition):

Lockhart, Tony F. “Increasing motivation by adapting intelligent tutoring instruction to learner achievement goals.” 2011. Masters Thesis, Georgia Tech. Accessed September 21, 2019. http://hdl.handle.net/1853/39556.

MLA Handbook (7th Edition):

Lockhart, Tony F. “Increasing motivation by adapting intelligent tutoring instruction to learner achievement goals.” 2011. Web. 21 Sep 2019.

Vancouver:

Lockhart TF. Increasing motivation by adapting intelligent tutoring instruction to learner achievement goals. [Internet] [Masters thesis]. Georgia Tech; 2011. [cited 2019 Sep 21]. Available from: http://hdl.handle.net/1853/39556.

Council of Science Editors:

Lockhart TF. Increasing motivation by adapting intelligent tutoring instruction to learner achievement goals. [Masters Thesis]. Georgia Tech; 2011. Available from: http://hdl.handle.net/1853/39556

12. Asad, Mariam. Making it difficult: modernist poetry as applied to game design analysis.

Degree: MS, Literature, Communication, and Culture, 2011, Georgia Tech

 The process of reading a modernist poem is just as much a process of deconstructing it: the language is designed to make meaning through inefficient… (more)

Subjects/Keywords: Game studies; Game design; Close reading; Modernism; Poetics; Poetry; Games; Video games; Video games Design; Video games in art

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APA (6th Edition):

Asad, M. (2011). Making it difficult: modernist poetry as applied to game design analysis. (Masters Thesis). Georgia Tech. Retrieved from http://hdl.handle.net/1853/39617

Chicago Manual of Style (16th Edition):

Asad, Mariam. “Making it difficult: modernist poetry as applied to game design analysis.” 2011. Masters Thesis, Georgia Tech. Accessed September 21, 2019. http://hdl.handle.net/1853/39617.

MLA Handbook (7th Edition):

Asad, Mariam. “Making it difficult: modernist poetry as applied to game design analysis.” 2011. Web. 21 Sep 2019.

Vancouver:

Asad M. Making it difficult: modernist poetry as applied to game design analysis. [Internet] [Masters thesis]. Georgia Tech; 2011. [cited 2019 Sep 21]. Available from: http://hdl.handle.net/1853/39617.

Council of Science Editors:

Asad M. Making it difficult: modernist poetry as applied to game design analysis. [Masters Thesis]. Georgia Tech; 2011. Available from: http://hdl.handle.net/1853/39617

13. Rosier, Kady N. Of humans and avatars: how real world gender practices are brought into World of Warcraft.

Degree: MS, Literature, Communication, and Culture, 2011, Georgia Tech

 This thesis explores the idea of how people 'do gender' in their online use of avatars, specifically avatar choice. A secondary question of whether or… (more)

Subjects/Keywords: Chat bot; Chatterbot; Interviewing; MMOG; Games; Gender performance; Gender expression; Avatars (Virtual reality); Video games; Choice (Psychology)

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APA (6th Edition):

Rosier, K. N. (2011). Of humans and avatars: how real world gender practices are brought into World of Warcraft. (Masters Thesis). Georgia Tech. Retrieved from http://hdl.handle.net/1853/39573

Chicago Manual of Style (16th Edition):

Rosier, Kady N. “Of humans and avatars: how real world gender practices are brought into World of Warcraft.” 2011. Masters Thesis, Georgia Tech. Accessed September 21, 2019. http://hdl.handle.net/1853/39573.

MLA Handbook (7th Edition):

Rosier, Kady N. “Of humans and avatars: how real world gender practices are brought into World of Warcraft.” 2011. Web. 21 Sep 2019.

Vancouver:

Rosier KN. Of humans and avatars: how real world gender practices are brought into World of Warcraft. [Internet] [Masters thesis]. Georgia Tech; 2011. [cited 2019 Sep 21]. Available from: http://hdl.handle.net/1853/39573.

Council of Science Editors:

Rosier KN. Of humans and avatars: how real world gender practices are brought into World of Warcraft. [Masters Thesis]. Georgia Tech; 2011. Available from: http://hdl.handle.net/1853/39573

14. Watson, Nicholas. Game developing, the D'ni way: how myst/uru fans inherited the cultural legacy of a lost empire.

Degree: MS, Literature, Communication, and Culture, 2012, Georgia Tech

 This research considers how the culture of game developer Cyan Worlds influences the gameplay environment and the culture of fans in Myst Online: Uru Live.… (more)

Subjects/Keywords: Myst; Uru; Game developers; Fan culture; Game design; Virtual worlds; MMOGs; Virtual reality; Shared virtual environments; Popular culture; Video games; Computer games; Fantasy gamers

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APA (6th Edition):

Watson, N. (2012). Game developing, the D'ni way: how myst/uru fans inherited the cultural legacy of a lost empire. (Masters Thesis). Georgia Tech. Retrieved from http://hdl.handle.net/1853/44898

Chicago Manual of Style (16th Edition):

Watson, Nicholas. “Game developing, the D'ni way: how myst/uru fans inherited the cultural legacy of a lost empire.” 2012. Masters Thesis, Georgia Tech. Accessed September 21, 2019. http://hdl.handle.net/1853/44898.

MLA Handbook (7th Edition):

Watson, Nicholas. “Game developing, the D'ni way: how myst/uru fans inherited the cultural legacy of a lost empire.” 2012. Web. 21 Sep 2019.

Vancouver:

Watson N. Game developing, the D'ni way: how myst/uru fans inherited the cultural legacy of a lost empire. [Internet] [Masters thesis]. Georgia Tech; 2012. [cited 2019 Sep 21]. Available from: http://hdl.handle.net/1853/44898.

Council of Science Editors:

Watson N. Game developing, the D'ni way: how myst/uru fans inherited the cultural legacy of a lost empire. [Masters Thesis]. Georgia Tech; 2012. Available from: http://hdl.handle.net/1853/44898

15. Gaskins, Nettrice. Techno-vernacular creativity, innovation and learning in underrepresented ethnic communities of practice.

Degree: PhD, Literature, Media, and Communication, 2014, Georgia Tech

 A model for ‘techno-vernacular’ creative production as an area of practice that investigates the characteristics of this production and its application in STEAM (Science, Technology,… (more)

Subjects/Keywords: Digital media; Creativity; Innovation; STEAM education; Cultural studies

…87 Figure 42 Left: Digital Lukasa developed at the Georgia Tech synlab, Right… …140 Figure 78 Moon Medicin at Lincoln Center (left) and at Georgia Tech (… …digital) Lukasa board, courtesy of the Georgia Tech Synaesthetic Media Lab and Museum of… …Science Foundation (NSF) sponsored professional workshop at Georgia Tech with STEAM… …Georgia Tech and the culturally situated design tool (CSDT) community at Rensselaer… 

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APA (6th Edition):

Gaskins, N. (2014). Techno-vernacular creativity, innovation and learning in underrepresented ethnic communities of practice. (Doctoral Dissertation). Georgia Tech. Retrieved from http://hdl.handle.net/1853/53163

Chicago Manual of Style (16th Edition):

Gaskins, Nettrice. “Techno-vernacular creativity, innovation and learning in underrepresented ethnic communities of practice.” 2014. Doctoral Dissertation, Georgia Tech. Accessed September 21, 2019. http://hdl.handle.net/1853/53163.

MLA Handbook (7th Edition):

Gaskins, Nettrice. “Techno-vernacular creativity, innovation and learning in underrepresented ethnic communities of practice.” 2014. Web. 21 Sep 2019.

Vancouver:

Gaskins N. Techno-vernacular creativity, innovation and learning in underrepresented ethnic communities of practice. [Internet] [Doctoral dissertation]. Georgia Tech; 2014. [cited 2019 Sep 21]. Available from: http://hdl.handle.net/1853/53163.

Council of Science Editors:

Gaskins N. Techno-vernacular creativity, innovation and learning in underrepresented ethnic communities of practice. [Doctoral Dissertation]. Georgia Tech; 2014. Available from: http://hdl.handle.net/1853/53163

16. DeLeon, Christopher L. Arcade-style game design: postwar pinball and the golden age of coin-op videogames.

Degree: MS, Literature, Communication, and Culture, 2012, Georgia Tech

 Several major design elements that we often take for granted in early coin-op videogames-including rule automation, real-time button play, and fiction as static theme-originated decades… (more)

Subjects/Keywords: History; Gameplay; Arcade; Pinball; Game design; Electromechanical; Pinball machines; Video arcades; Coin-operated machines

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APA (6th Edition):

DeLeon, C. L. (2012). Arcade-style game design: postwar pinball and the golden age of coin-op videogames. (Masters Thesis). Georgia Tech. Retrieved from http://hdl.handle.net/1853/44699

Chicago Manual of Style (16th Edition):

DeLeon, Christopher L. “Arcade-style game design: postwar pinball and the golden age of coin-op videogames.” 2012. Masters Thesis, Georgia Tech. Accessed September 21, 2019. http://hdl.handle.net/1853/44699.

MLA Handbook (7th Edition):

DeLeon, Christopher L. “Arcade-style game design: postwar pinball and the golden age of coin-op videogames.” 2012. Web. 21 Sep 2019.

Vancouver:

DeLeon CL. Arcade-style game design: postwar pinball and the golden age of coin-op videogames. [Internet] [Masters thesis]. Georgia Tech; 2012. [cited 2019 Sep 21]. Available from: http://hdl.handle.net/1853/44699.

Council of Science Editors:

DeLeon CL. Arcade-style game design: postwar pinball and the golden age of coin-op videogames. [Masters Thesis]. Georgia Tech; 2012. Available from: http://hdl.handle.net/1853/44699

17. Atwaters, Sybrina Yvonne. Redefining the sacred in 3D virtual worlds: exploratory analysis of knowledge production and innovation through religious expression.

Degree: PhD, History, Technology and Society, 2014, Georgia Tech

 This dissertation contributes to conversations regarding the impact of open user centered innovation on cultural production by focusing on the construction and production of religious… (more)

Subjects/Keywords: Virtual worlds; User-centered innovation; Digital religion; Online religious communities; Open access; Sociology of technology; Second life

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APA (6th Edition):

Atwaters, S. Y. (2014). Redefining the sacred in 3D virtual worlds: exploratory analysis of knowledge production and innovation through religious expression. (Doctoral Dissertation). Georgia Tech. Retrieved from http://hdl.handle.net/1853/53048

Chicago Manual of Style (16th Edition):

Atwaters, Sybrina Yvonne. “Redefining the sacred in 3D virtual worlds: exploratory analysis of knowledge production and innovation through religious expression.” 2014. Doctoral Dissertation, Georgia Tech. Accessed September 21, 2019. http://hdl.handle.net/1853/53048.

MLA Handbook (7th Edition):

Atwaters, Sybrina Yvonne. “Redefining the sacred in 3D virtual worlds: exploratory analysis of knowledge production and innovation through religious expression.” 2014. Web. 21 Sep 2019.

Vancouver:

Atwaters SY. Redefining the sacred in 3D virtual worlds: exploratory analysis of knowledge production and innovation through religious expression. [Internet] [Doctoral dissertation]. Georgia Tech; 2014. [cited 2019 Sep 21]. Available from: http://hdl.handle.net/1853/53048.

Council of Science Editors:

Atwaters SY. Redefining the sacred in 3D virtual worlds: exploratory analysis of knowledge production and innovation through religious expression. [Doctoral Dissertation]. Georgia Tech; 2014. Available from: http://hdl.handle.net/1853/53048

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