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You searched for subject:(Videogames). Showing records 1 – 30 of 178 total matches.

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University of Georgia

1. Lynn, Christopher Jordan. Player profiles: understanding immersion and player experience in digital games.

Degree: MA, Journalism and Mass Communication, 2009, University of Georgia

Videogames are an experiential medium; in order to gauge how much a consumer will enjoy a game, he must play it for himself. Unlike a… (more)

Subjects/Keywords: Videogames

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APA (6th Edition):

Lynn, C. J. (2009). Player profiles: understanding immersion and player experience in digital games. (Masters Thesis). University of Georgia. Retrieved from http://purl.galileo.usg.edu/uga_etd/lynn_christopher_j_200908_ma

Chicago Manual of Style (16th Edition):

Lynn, Christopher Jordan. “Player profiles: understanding immersion and player experience in digital games.” 2009. Masters Thesis, University of Georgia. Accessed September 24, 2018. http://purl.galileo.usg.edu/uga_etd/lynn_christopher_j_200908_ma.

MLA Handbook (7th Edition):

Lynn, Christopher Jordan. “Player profiles: understanding immersion and player experience in digital games.” 2009. Web. 24 Sep 2018.

Vancouver:

Lynn CJ. Player profiles: understanding immersion and player experience in digital games. [Internet] [Masters thesis]. University of Georgia; 2009. [cited 2018 Sep 24]. Available from: http://purl.galileo.usg.edu/uga_etd/lynn_christopher_j_200908_ma.

Council of Science Editors:

Lynn CJ. Player profiles: understanding immersion and player experience in digital games. [Masters Thesis]. University of Georgia; 2009. Available from: http://purl.galileo.usg.edu/uga_etd/lynn_christopher_j_200908_ma


Universiteit Utrecht

2. Nicolai, Vincent. Weet wat ze spelen. Videogame classificatie op mondiaal en lokaal niveau.

Degree: 2007, Universiteit Utrecht

In deze scriptie wordt onderzocht hoe videogame classificatie wordt toegepast en waar knelpunten ontstaan binnen dit proces. Advisors/Committee Members: Vries, Imar de.

Subjects/Keywords: Letteren; videogames; classificatie

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APA (6th Edition):

Nicolai, V. (2007). Weet wat ze spelen. Videogame classificatie op mondiaal en lokaal niveau. (Masters Thesis). Universiteit Utrecht. Retrieved from http://dspace.library.uu.nl:8080/handle/1874/25539

Chicago Manual of Style (16th Edition):

Nicolai, Vincent. “Weet wat ze spelen. Videogame classificatie op mondiaal en lokaal niveau.” 2007. Masters Thesis, Universiteit Utrecht. Accessed September 24, 2018. http://dspace.library.uu.nl:8080/handle/1874/25539.

MLA Handbook (7th Edition):

Nicolai, Vincent. “Weet wat ze spelen. Videogame classificatie op mondiaal en lokaal niveau.” 2007. Web. 24 Sep 2018.

Vancouver:

Nicolai V. Weet wat ze spelen. Videogame classificatie op mondiaal en lokaal niveau. [Internet] [Masters thesis]. Universiteit Utrecht; 2007. [cited 2018 Sep 24]. Available from: http://dspace.library.uu.nl:8080/handle/1874/25539.

Council of Science Editors:

Nicolai V. Weet wat ze spelen. Videogame classificatie op mondiaal en lokaal niveau. [Masters Thesis]. Universiteit Utrecht; 2007. Available from: http://dspace.library.uu.nl:8080/handle/1874/25539


University of North Texas

3. Cisneros, Linet L. Playing Nice: the Limitations and Stereotypes Placed on Female Hero Representation in Video Games.

Degree: 2014, University of North Texas

 This thesis provides an investigation of how gender stereotypes affect the narrative, mechanics, and experience of three different console based video games (Venetica, WET, and… (more)

Subjects/Keywords: Female; hero; videogames

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APA (6th Edition):

Cisneros, L. L. (2014). Playing Nice: the Limitations and Stereotypes Placed on Female Hero Representation in Video Games. (Thesis). University of North Texas. Retrieved from https://digital.library.unt.edu/ark:/67531/metadc500096/

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Cisneros, Linet L. “Playing Nice: the Limitations and Stereotypes Placed on Female Hero Representation in Video Games.” 2014. Thesis, University of North Texas. Accessed September 24, 2018. https://digital.library.unt.edu/ark:/67531/metadc500096/.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Cisneros, Linet L. “Playing Nice: the Limitations and Stereotypes Placed on Female Hero Representation in Video Games.” 2014. Web. 24 Sep 2018.

Vancouver:

Cisneros LL. Playing Nice: the Limitations and Stereotypes Placed on Female Hero Representation in Video Games. [Internet] [Thesis]. University of North Texas; 2014. [cited 2018 Sep 24]. Available from: https://digital.library.unt.edu/ark:/67531/metadc500096/.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Cisneros LL. Playing Nice: the Limitations and Stereotypes Placed on Female Hero Representation in Video Games. [Thesis]. University of North Texas; 2014. Available from: https://digital.library.unt.edu/ark:/67531/metadc500096/

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Victoria University of Wellington

4. Bodnar, James. Talk It Out: Promoting Verbal Communication Through Virtual Reality Games.

Degree: 2017, Victoria University of Wellington

 Verbal communication skills have been shown to be important for both social and professional settings. However, a need for greater communication skills has been identified… (more)

Subjects/Keywords: Virtual reality; Videogames; Communication

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APA (6th Edition):

Bodnar, J. (2017). Talk It Out: Promoting Verbal Communication Through Virtual Reality Games. (Masters Thesis). Victoria University of Wellington. Retrieved from http://hdl.handle.net/10063/6890

Chicago Manual of Style (16th Edition):

Bodnar, James. “Talk It Out: Promoting Verbal Communication Through Virtual Reality Games.” 2017. Masters Thesis, Victoria University of Wellington. Accessed September 24, 2018. http://hdl.handle.net/10063/6890.

MLA Handbook (7th Edition):

Bodnar, James. “Talk It Out: Promoting Verbal Communication Through Virtual Reality Games.” 2017. Web. 24 Sep 2018.

Vancouver:

Bodnar J. Talk It Out: Promoting Verbal Communication Through Virtual Reality Games. [Internet] [Masters thesis]. Victoria University of Wellington; 2017. [cited 2018 Sep 24]. Available from: http://hdl.handle.net/10063/6890.

Council of Science Editors:

Bodnar J. Talk It Out: Promoting Verbal Communication Through Virtual Reality Games. [Masters Thesis]. Victoria University of Wellington; 2017. Available from: http://hdl.handle.net/10063/6890


Universidade do Rio Grande do Norte

5. Scott, Rafael Neia Barbosa. Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília .

Degree: 2015, Universidade do Rio Grande do Norte

 Dreams are important to simulate possible scenarios of success and failure to maximize adaptive success of the individual, by way of risk-less learning able to… (more)

Subjects/Keywords: Sono; Sonhos; Aprendizado; Vestibular; Videogames

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APA (6th Edition):

Scott, R. N. B. (2015). Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília . (Thesis). Universidade do Rio Grande do Norte. Retrieved from http://repositorio.ufrn.br/handle/123456789/20577

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Scott, Rafael Neia Barbosa. “Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília .” 2015. Thesis, Universidade do Rio Grande do Norte. Accessed September 24, 2018. http://repositorio.ufrn.br/handle/123456789/20577.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Scott, Rafael Neia Barbosa. “Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília .” 2015. Web. 24 Sep 2018.

Vancouver:

Scott RNB. Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília . [Internet] [Thesis]. Universidade do Rio Grande do Norte; 2015. [cited 2018 Sep 24]. Available from: http://repositorio.ufrn.br/handle/123456789/20577.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Scott RNB. Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília . [Thesis]. Universidade do Rio Grande do Norte; 2015. Available from: http://repositorio.ufrn.br/handle/123456789/20577

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Georgia State University

6. Kunzelman, Cameron. The Nonhuman Lives of Videogames.

Degree: MA, Communication, 2014, Georgia State University

Videogames are not subjects to be operated on, but rather bodies that humans live both with and inside of. In order to reconcile human… (more)

Subjects/Keywords: Nonhumans; Videogames; Game studies; Life

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APA (6th Edition):

Kunzelman, C. (2014). The Nonhuman Lives of Videogames. (Thesis). Georgia State University. Retrieved from https://scholarworks.gsu.edu/communication_theses/110

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Kunzelman, Cameron. “The Nonhuman Lives of Videogames.” 2014. Thesis, Georgia State University. Accessed September 24, 2018. https://scholarworks.gsu.edu/communication_theses/110.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Kunzelman, Cameron. “The Nonhuman Lives of Videogames.” 2014. Web. 24 Sep 2018.

Vancouver:

Kunzelman C. The Nonhuman Lives of Videogames. [Internet] [Thesis]. Georgia State University; 2014. [cited 2018 Sep 24]. Available from: https://scholarworks.gsu.edu/communication_theses/110.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Kunzelman C. The Nonhuman Lives of Videogames. [Thesis]. Georgia State University; 2014. Available from: https://scholarworks.gsu.edu/communication_theses/110

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of Tasmania

7. Gregory, TE. Killing machines.

Degree: 2012, University of Tasmania

 The purpose of this thesis is to address the question of whether the actions a player performs within video games can be considered to matter… (more)

Subjects/Keywords: videogames; morality; ethics; simulation

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APA (6th Edition):

Gregory, T. (2012). Killing machines. (Thesis). University of Tasmania. Retrieved from https://eprints.utas.edu.au/15841/1/front.pdf ; https://eprints.utas.edu.au/15841/2/whole.pdf

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Gregory, TE. “Killing machines.” 2012. Thesis, University of Tasmania. Accessed September 24, 2018. https://eprints.utas.edu.au/15841/1/front.pdf ; https://eprints.utas.edu.au/15841/2/whole.pdf.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Gregory, TE. “Killing machines.” 2012. Web. 24 Sep 2018.

Vancouver:

Gregory T. Killing machines. [Internet] [Thesis]. University of Tasmania; 2012. [cited 2018 Sep 24]. Available from: https://eprints.utas.edu.au/15841/1/front.pdf ; https://eprints.utas.edu.au/15841/2/whole.pdf.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Gregory T. Killing machines. [Thesis]. University of Tasmania; 2012. Available from: https://eprints.utas.edu.au/15841/1/front.pdf ; https://eprints.utas.edu.au/15841/2/whole.pdf

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Louisiana State University

8. Rose, Jason Liban. Emotion and rhetoric in Bioshock.

Degree: MA, Arts and Humanities, 2011, Louisiana State University

  In this paper, I tie four concepts together to form a defense both of videogames as art, and of rhetoric as a value-neutral tool… (more)

Subjects/Keywords: narrative; emotion; rhetoric; videogames

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APA (6th Edition):

Rose, J. L. (2011). Emotion and rhetoric in Bioshock. (Masters Thesis). Louisiana State University. Retrieved from etd-07072011-145443 ; https://digitalcommons.lsu.edu/gradschool_theses/1560

Chicago Manual of Style (16th Edition):

Rose, Jason Liban. “Emotion and rhetoric in Bioshock.” 2011. Masters Thesis, Louisiana State University. Accessed September 24, 2018. etd-07072011-145443 ; https://digitalcommons.lsu.edu/gradschool_theses/1560.

MLA Handbook (7th Edition):

Rose, Jason Liban. “Emotion and rhetoric in Bioshock.” 2011. Web. 24 Sep 2018.

Vancouver:

Rose JL. Emotion and rhetoric in Bioshock. [Internet] [Masters thesis]. Louisiana State University; 2011. [cited 2018 Sep 24]. Available from: etd-07072011-145443 ; https://digitalcommons.lsu.edu/gradschool_theses/1560.

Council of Science Editors:

Rose JL. Emotion and rhetoric in Bioshock. [Masters Thesis]. Louisiana State University; 2011. Available from: etd-07072011-145443 ; https://digitalcommons.lsu.edu/gradschool_theses/1560

9. Sousa, Henrique Alves de. Writing for the player : adapting a traditional screenplay into an interactive format.

Degree: 2014, RCAAP

 Video games are one of the most powerful storytelling tools of today and possess one intriguing and complex element: interactivity. Player interaction is often difficult… (more)

Subjects/Keywords: Story; Videogames; Interactivity; Evolution; Choice

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APA (6th Edition):

Sousa, H. A. d. (2014). Writing for the player : adapting a traditional screenplay into an interactive format. (Thesis). RCAAP. Retrieved from http://www.rcaap.pt/detail.jsp?id=oai:repositorio.ucp.pt:10400.14/16455

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Sousa, Henrique Alves de. “Writing for the player : adapting a traditional screenplay into an interactive format.” 2014. Thesis, RCAAP. Accessed September 24, 2018. http://www.rcaap.pt/detail.jsp?id=oai:repositorio.ucp.pt:10400.14/16455.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Sousa, Henrique Alves de. “Writing for the player : adapting a traditional screenplay into an interactive format.” 2014. Web. 24 Sep 2018.

Vancouver:

Sousa HAd. Writing for the player : adapting a traditional screenplay into an interactive format. [Internet] [Thesis]. RCAAP; 2014. [cited 2018 Sep 24]. Available from: http://www.rcaap.pt/detail.jsp?id=oai:repositorio.ucp.pt:10400.14/16455.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Sousa HAd. Writing for the player : adapting a traditional screenplay into an interactive format. [Thesis]. RCAAP; 2014. Available from: http://www.rcaap.pt/detail.jsp?id=oai:repositorio.ucp.pt:10400.14/16455

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Texas Tech University

10. Potter, Andrew. The vision we share: Identification of Call of Duty's militaristic messages.

Degree: 2014, Texas Tech University

Videogames have become a large part of American culture but the study of the medium is relatively space when compared with other media. Speficially, there… (more)

Subjects/Keywords: Rhetorical analysis; Videogames; Burke, Kenneth

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APA (6th Edition):

Potter, A. (2014). The vision we share: Identification of Call of Duty's militaristic messages. (Masters Thesis). Texas Tech University. Retrieved from http://hdl.handle.net/2346/58551

Chicago Manual of Style (16th Edition):

Potter, Andrew. “The vision we share: Identification of Call of Duty's militaristic messages.” 2014. Masters Thesis, Texas Tech University. Accessed September 24, 2018. http://hdl.handle.net/2346/58551.

MLA Handbook (7th Edition):

Potter, Andrew. “The vision we share: Identification of Call of Duty's militaristic messages.” 2014. Web. 24 Sep 2018.

Vancouver:

Potter A. The vision we share: Identification of Call of Duty's militaristic messages. [Internet] [Masters thesis]. Texas Tech University; 2014. [cited 2018 Sep 24]. Available from: http://hdl.handle.net/2346/58551.

Council of Science Editors:

Potter A. The vision we share: Identification of Call of Duty's militaristic messages. [Masters Thesis]. Texas Tech University; 2014. Available from: http://hdl.handle.net/2346/58551


University of Florida

11. Yam, Anna. The Effects of Spatially-Demanding Videogame Training on Mental Rotation Performance and Confidence in Older Adults.

Degree: Psychology
Clinical and Health Psychology, 2014, University of Florida

 Action videogames impart cognitive benefits, particularly in visuospatial speed of processing. The present study aimed to determine whether playing a spatially- demanding, fast-paced videogame improves… (more)

Subjects/Keywords: videogames; Clinical and Health Psychology

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APA (6th Edition):

Yam, A. (2014). The Effects of Spatially-Demanding Videogame Training on Mental Rotation Performance and Confidence in Older Adults. (Doctoral Dissertation). University of Florida. Retrieved from http://ufdc.ufl.edu/UFE0046918

Chicago Manual of Style (16th Edition):

Yam, Anna. “The Effects of Spatially-Demanding Videogame Training on Mental Rotation Performance and Confidence in Older Adults.” 2014. Doctoral Dissertation, University of Florida. Accessed September 24, 2018. http://ufdc.ufl.edu/UFE0046918.

MLA Handbook (7th Edition):

Yam, Anna. “The Effects of Spatially-Demanding Videogame Training on Mental Rotation Performance and Confidence in Older Adults.” 2014. Web. 24 Sep 2018.

Vancouver:

Yam A. The Effects of Spatially-Demanding Videogame Training on Mental Rotation Performance and Confidence in Older Adults. [Internet] [Doctoral dissertation]. University of Florida; 2014. [cited 2018 Sep 24]. Available from: http://ufdc.ufl.edu/UFE0046918.

Council of Science Editors:

Yam A. The Effects of Spatially-Demanding Videogame Training on Mental Rotation Performance and Confidence in Older Adults. [Doctoral Dissertation]. University of Florida; 2014. Available from: http://ufdc.ufl.edu/UFE0046918


Universidade do Rio Grande do Norte

12. Scott, Rafael Neia Barbosa. Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília .

Degree: 2015, Universidade do Rio Grande do Norte

 Dreams are important to simulate possible scenarios of success and failure to maximize adaptive success of the individual, by way of risk-less learning able to… (more)

Subjects/Keywords: Sono; Sonhos; Aprendizado; Vestibular; Videogames

Record DetailsSimilar RecordsGoogle PlusoneFacebookTwitterCiteULikeMendeleyreddit

APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Scott, R. N. B. (2015). Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília . (Doctoral Dissertation). Universidade do Rio Grande do Norte. Retrieved from http://repositorio.ufrn.br/handle/123456789/20577

Chicago Manual of Style (16th Edition):

Scott, Rafael Neia Barbosa. “Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília .” 2015. Doctoral Dissertation, Universidade do Rio Grande do Norte. Accessed September 24, 2018. http://repositorio.ufrn.br/handle/123456789/20577.

MLA Handbook (7th Edition):

Scott, Rafael Neia Barbosa. “Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília .” 2015. Web. 24 Sep 2018.

Vancouver:

Scott RNB. Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília . [Internet] [Doctoral dissertation]. Universidade do Rio Grande do Norte; 2015. [cited 2018 Sep 24]. Available from: http://repositorio.ufrn.br/handle/123456789/20577.

Council of Science Editors:

Scott RNB. Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília . [Doctoral Dissertation]. Universidade do Rio Grande do Norte; 2015. Available from: http://repositorio.ufrn.br/handle/123456789/20577


University of Melbourne

13. Bacalja, Alexander Victor. Videogames, distinction and subject-English: new paradigms for pedagogy.

Degree: 2017, University of Melbourne

 At a time when the proliferation of videogame ownership and practice has led to greater attention on the consequences of increased engagement with these texts,… (more)

Subjects/Keywords: English teaching; videogames; pedagogy; literacy

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Bacalja, A. V. (2017). Videogames, distinction and subject-English: new paradigms for pedagogy. (Doctoral Dissertation). University of Melbourne. Retrieved from http://hdl.handle.net/11343/194245

Chicago Manual of Style (16th Edition):

Bacalja, Alexander Victor. “Videogames, distinction and subject-English: new paradigms for pedagogy.” 2017. Doctoral Dissertation, University of Melbourne. Accessed September 24, 2018. http://hdl.handle.net/11343/194245.

MLA Handbook (7th Edition):

Bacalja, Alexander Victor. “Videogames, distinction and subject-English: new paradigms for pedagogy.” 2017. Web. 24 Sep 2018.

Vancouver:

Bacalja AV. Videogames, distinction and subject-English: new paradigms for pedagogy. [Internet] [Doctoral dissertation]. University of Melbourne; 2017. [cited 2018 Sep 24]. Available from: http://hdl.handle.net/11343/194245.

Council of Science Editors:

Bacalja AV. Videogames, distinction and subject-English: new paradigms for pedagogy. [Doctoral Dissertation]. University of Melbourne; 2017. Available from: http://hdl.handle.net/11343/194245

14. Piteira, José Pedro Subtil Lopes. Arquitectura nos videojogos: espaço, narrativa e gameplay.

Degree: 2015, RCAAP

Mestrado Integrado em Arquitetura

Os videojogos tem-se revelado uma área em exponencial evolução nos últimos anos. Uma área que tem criado, também, uma estreita relação… (more)

Subjects/Keywords: Videojogos; Arquitetura; Videogames; Architecture

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APA (6th Edition):

Piteira, J. P. S. L. (2015). Arquitectura nos videojogos: espaço, narrativa e gameplay. (Thesis). RCAAP. Retrieved from https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/11230

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Piteira, José Pedro Subtil Lopes. “Arquitectura nos videojogos: espaço, narrativa e gameplay.” 2015. Thesis, RCAAP. Accessed September 24, 2018. https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/11230.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Piteira, José Pedro Subtil Lopes. “Arquitectura nos videojogos: espaço, narrativa e gameplay.” 2015. Web. 24 Sep 2018.

Vancouver:

Piteira JPSL. Arquitectura nos videojogos: espaço, narrativa e gameplay. [Internet] [Thesis]. RCAAP; 2015. [cited 2018 Sep 24]. Available from: https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/11230.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Piteira JPSL. Arquitectura nos videojogos: espaço, narrativa e gameplay. [Thesis]. RCAAP; 2015. Available from: https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/11230

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of New Mexico

15. McKernan, Charlotte M. Worldbuilding: a survey of games and architecture at play.

Degree: School of Architecture and Planning, 2017, University of New Mexico

  Architecture often looks to the value of digital spaces for simulation and computation. This thesis argues that the architectural value of games comes not… (more)

Subjects/Keywords: Architecture; play; construction toys; software; videogames

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APA (6th Edition):

McKernan, C. M. (2017). Worldbuilding: a survey of games and architecture at play. (Masters Thesis). University of New Mexico. Retrieved from http://digitalrepository.unm.edu/arch_etds/36

Chicago Manual of Style (16th Edition):

McKernan, Charlotte M. “Worldbuilding: a survey of games and architecture at play.” 2017. Masters Thesis, University of New Mexico. Accessed September 24, 2018. http://digitalrepository.unm.edu/arch_etds/36.

MLA Handbook (7th Edition):

McKernan, Charlotte M. “Worldbuilding: a survey of games and architecture at play.” 2017. Web. 24 Sep 2018.

Vancouver:

McKernan CM. Worldbuilding: a survey of games and architecture at play. [Internet] [Masters thesis]. University of New Mexico; 2017. [cited 2018 Sep 24]. Available from: http://digitalrepository.unm.edu/arch_etds/36.

Council of Science Editors:

McKernan CM. Worldbuilding: a survey of games and architecture at play. [Masters Thesis]. University of New Mexico; 2017. Available from: http://digitalrepository.unm.edu/arch_etds/36


Leiden University

16. Geurts, Francine. What do you want to play? The desirability of video game translations from English into Dutch according to Dutch gamers and non-gamers.

Degree: 2015, Leiden University

 The purpose of this thesis is to discern whether Dutch gamers and non-gamers want to play games in Dutch and if so, what they think… (more)

Subjects/Keywords: videogames; translation; localisation; survey; gamers; subtitling; dubbing

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APA (6th Edition):

Geurts, F. (2015). What do you want to play? The desirability of video game translations from English into Dutch according to Dutch gamers and non-gamers. (Masters Thesis). Leiden University. Retrieved from http://hdl.handle.net/1887/34704

Chicago Manual of Style (16th Edition):

Geurts, Francine. “What do you want to play? The desirability of video game translations from English into Dutch according to Dutch gamers and non-gamers.” 2015. Masters Thesis, Leiden University. Accessed September 24, 2018. http://hdl.handle.net/1887/34704.

MLA Handbook (7th Edition):

Geurts, Francine. “What do you want to play? The desirability of video game translations from English into Dutch according to Dutch gamers and non-gamers.” 2015. Web. 24 Sep 2018.

Vancouver:

Geurts F. What do you want to play? The desirability of video game translations from English into Dutch according to Dutch gamers and non-gamers. [Internet] [Masters thesis]. Leiden University; 2015. [cited 2018 Sep 24]. Available from: http://hdl.handle.net/1887/34704.

Council of Science Editors:

Geurts F. What do you want to play? The desirability of video game translations from English into Dutch according to Dutch gamers and non-gamers. [Masters Thesis]. Leiden University; 2015. Available from: http://hdl.handle.net/1887/34704


Pontifícia Universidade Católica de São Paulo

17. Diego O. de Assis. Perspectivas para o jornalismo crítico de games.

Degree: 2007, Pontifícia Universidade Católica de São Paulo

O objetivo desta dissertação é analisar o estágio atual do jornalismo de games e apontar novas perspectivas para sua abordagem crítica. Mesmo reconhecido como um… (more)

Subjects/Keywords: Games; Games; Jornais  – Seccoes, colunas, etc  – Videogames; Videogames; Videogames; Digital culture; Ludologia; Cultura digital; Videogames; Ludology; Journalism; Jornalismo; Jogos por computador; COMUNICACAO

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APA (6th Edition):

Assis, D. O. d. (2007). Perspectivas para o jornalismo crítico de games. (Thesis). Pontifícia Universidade Católica de São Paulo. Retrieved from http://www.sapientia.pucsp.br//tde_busca/arquivo.php?codArquivo=5873

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Assis, Diego O. de. “Perspectivas para o jornalismo crítico de games.” 2007. Thesis, Pontifícia Universidade Católica de São Paulo. Accessed September 24, 2018. http://www.sapientia.pucsp.br//tde_busca/arquivo.php?codArquivo=5873.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Assis, Diego O. de. “Perspectivas para o jornalismo crítico de games.” 2007. Web. 24 Sep 2018.

Vancouver:

Assis DOd. Perspectivas para o jornalismo crítico de games. [Internet] [Thesis]. Pontifícia Universidade Católica de São Paulo; 2007. [cited 2018 Sep 24]. Available from: http://www.sapientia.pucsp.br//tde_busca/arquivo.php?codArquivo=5873.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Assis DOd. Perspectivas para o jornalismo crítico de games. [Thesis]. Pontifícia Universidade Católica de São Paulo; 2007. Available from: http://www.sapientia.pucsp.br//tde_busca/arquivo.php?codArquivo=5873

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

18. PAIVA, Mirela de Andrade. Inovação através do design: uma análise das ações inovadoras no mercado de consoles de games .

Degree: 2013, Universidade Federal de Pernambuco

 Neste trabalho investigamos como os modelos de inovação através do design propostos por Roberto Verganti e Tim Brown poderiam ser aplicados para analisar o impacto… (more)

Subjects/Keywords: Inovação; Inovação através do design; Videogames

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APA (6th Edition):

PAIVA, M. d. A. (2013). Inovação através do design: uma análise das ações inovadoras no mercado de consoles de games . (Thesis). Universidade Federal de Pernambuco. Retrieved from http://repositorio.ufpe.br/handle/123456789/11113

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

PAIVA, Mirela de Andrade. “Inovação através do design: uma análise das ações inovadoras no mercado de consoles de games .” 2013. Thesis, Universidade Federal de Pernambuco. Accessed September 24, 2018. http://repositorio.ufpe.br/handle/123456789/11113.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

PAIVA, Mirela de Andrade. “Inovação através do design: uma análise das ações inovadoras no mercado de consoles de games .” 2013. Web. 24 Sep 2018.

Vancouver:

PAIVA MdA. Inovação através do design: uma análise das ações inovadoras no mercado de consoles de games . [Internet] [Thesis]. Universidade Federal de Pernambuco; 2013. [cited 2018 Sep 24]. Available from: http://repositorio.ufpe.br/handle/123456789/11113.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

PAIVA MdA. Inovação através do design: uma análise das ações inovadoras no mercado de consoles de games . [Thesis]. Universidade Federal de Pernambuco; 2013. Available from: http://repositorio.ufpe.br/handle/123456789/11113

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Bowling Green State University

19. Wadsworth, Matt. Videogaming Principles and the Workplace.

Degree: MEd, Curriculum and Teaching/Master Teaching, 2008, Bowling Green State University

 The problem of this study was to determine the usage of the theories contained within Gee’s (2003) 36 Learning Principles in current workplace training. To… (more)

Subjects/Keywords: Education, Adult and Continuing; videogames; training; adult

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APA (6th Edition):

Wadsworth, M. (2008). Videogaming Principles and the Workplace. (Masters Thesis). Bowling Green State University. Retrieved from http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1204580795

Chicago Manual of Style (16th Edition):

Wadsworth, Matt. “Videogaming Principles and the Workplace.” 2008. Masters Thesis, Bowling Green State University. Accessed September 24, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1204580795.

MLA Handbook (7th Edition):

Wadsworth, Matt. “Videogaming Principles and the Workplace.” 2008. Web. 24 Sep 2018.

Vancouver:

Wadsworth M. Videogaming Principles and the Workplace. [Internet] [Masters thesis]. Bowling Green State University; 2008. [cited 2018 Sep 24]. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1204580795.

Council of Science Editors:

Wadsworth M. Videogaming Principles and the Workplace. [Masters Thesis]. Bowling Green State University; 2008. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1204580795


University of New South Wales

20. Lai, Seimeng. Forces at play - an exploration into the reality of the virtual within digital environments.

Degree: Physical, Environmental & Mathematical Sciences, 2015, University of New South Wales

 This thesis investigates military simulation environments, in order to shed light on the productive ways in which digital and non-digital realities inform and transform each… (more)

Subjects/Keywords: geography; habit; technology; culture; military; videogames

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APA (6th Edition):

Lai, S. (2015). Forces at play - an exploration into the reality of the virtual within digital environments. (Doctoral Dissertation). University of New South Wales. Retrieved from http://handle.unsw.edu.au/1959.4/55234

Chicago Manual of Style (16th Edition):

Lai, Seimeng. “Forces at play - an exploration into the reality of the virtual within digital environments.” 2015. Doctoral Dissertation, University of New South Wales. Accessed September 24, 2018. http://handle.unsw.edu.au/1959.4/55234.

MLA Handbook (7th Edition):

Lai, Seimeng. “Forces at play - an exploration into the reality of the virtual within digital environments.” 2015. Web. 24 Sep 2018.

Vancouver:

Lai S. Forces at play - an exploration into the reality of the virtual within digital environments. [Internet] [Doctoral dissertation]. University of New South Wales; 2015. [cited 2018 Sep 24]. Available from: http://handle.unsw.edu.au/1959.4/55234.

Council of Science Editors:

Lai S. Forces at play - an exploration into the reality of the virtual within digital environments. [Doctoral Dissertation]. University of New South Wales; 2015. Available from: http://handle.unsw.edu.au/1959.4/55234

21. González-Calero, Pedro A. Predicting performance in team games: The automatic coach.

Degree: 2018, INSTICC

Subjects/Keywords: Videogames; Clustering; Informática

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APA (6th Edition):

González-Calero, P. A. (2018). Predicting performance in team games: The automatic coach. (Thesis). INSTICC. Retrieved from http://hdl.handle.net/10486/665784

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

González-Calero, Pedro A. “Predicting performance in team games: The automatic coach.” 2018. Thesis, INSTICC. Accessed September 24, 2018. http://hdl.handle.net/10486/665784.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

González-Calero, Pedro A. “Predicting performance in team games: The automatic coach.” 2018. Web. 24 Sep 2018.

Vancouver:

González-Calero PA. Predicting performance in team games: The automatic coach. [Internet] [Thesis]. INSTICC; 2018. [cited 2018 Sep 24]. Available from: http://hdl.handle.net/10486/665784.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

González-Calero PA. Predicting performance in team games: The automatic coach. [Thesis]. INSTICC; 2018. Available from: http://hdl.handle.net/10486/665784

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of Southern California

22. Lin, Michael T. Emetic Labs: simulator sickness in videogame players.

Degree: MFA, Interactive Media, 2014, University of Southern California

 Simulator sickness is a physiological phenomenon similar to motion sickness that occurs in a number of contexts of media engagement, including videogame play. Emetic Labs… (more)

Subjects/Keywords: videogames; simulator sickness; motion sickness; interactive media

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APA (6th Edition):

Lin, M. T. (2014). Emetic Labs: simulator sickness in videogame players. (Thesis). University of Southern California. Retrieved from http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/404201/rec/2304

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Lin, Michael T. “Emetic Labs: simulator sickness in videogame players.” 2014. Thesis, University of Southern California. Accessed September 24, 2018. http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/404201/rec/2304.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Lin, Michael T. “Emetic Labs: simulator sickness in videogame players.” 2014. Web. 24 Sep 2018.

Vancouver:

Lin MT. Emetic Labs: simulator sickness in videogame players. [Internet] [Thesis]. University of Southern California; 2014. [cited 2018 Sep 24]. Available from: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/404201/rec/2304.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Lin MT. Emetic Labs: simulator sickness in videogame players. [Thesis]. University of Southern California; 2014. Available from: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/404201/rec/2304

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of Southern California

23. Muriel, Chris. My friend and me.

Degree: MFA, Interactive Media, 2015, University of Southern California

 My Friend and Me is a game about growing up, finding yourself and developing a relationship. It’s a puzzle adventure game where each room or… (more)

Subjects/Keywords: emotion; narrative; connection; relationship; identity; videogames

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APA (6th Edition):

Muriel, C. (2015). My friend and me. (Thesis). University of Southern California. Retrieved from http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/556499/rec/4285

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Muriel, Chris. “My friend and me.” 2015. Thesis, University of Southern California. Accessed September 24, 2018. http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/556499/rec/4285.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Muriel, Chris. “My friend and me.” 2015. Web. 24 Sep 2018.

Vancouver:

Muriel C. My friend and me. [Internet] [Thesis]. University of Southern California; 2015. [cited 2018 Sep 24]. Available from: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/556499/rec/4285.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Muriel C. My friend and me. [Thesis]. University of Southern California; 2015. Available from: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/556499/rec/4285

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

24. Knott, Stuart. The adaptive contexts of videogame adaptations and franchises across media.

Degree: PhD, 2016, De Montfort University

 Videogame adaptations have been a staple of cinema and television since the 1980s and have had a consistent presence despite receiving overwhelmingly negative reactions. Recognising… (more)

Subjects/Keywords: 794.8; videogames; adaptations; franchising; intertextuality; canonicity

Page 1 Page 2 Page 3

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APA (6th Edition):

Knott, S. (2016). The adaptive contexts of videogame adaptations and franchises across media. (Doctoral Dissertation). De Montfort University. Retrieved from http://hdl.handle.net/2086/12100

Chicago Manual of Style (16th Edition):

Knott, Stuart. “The adaptive contexts of videogame adaptations and franchises across media.” 2016. Doctoral Dissertation, De Montfort University. Accessed September 24, 2018. http://hdl.handle.net/2086/12100.

MLA Handbook (7th Edition):

Knott, Stuart. “The adaptive contexts of videogame adaptations and franchises across media.” 2016. Web. 24 Sep 2018.

Vancouver:

Knott S. The adaptive contexts of videogame adaptations and franchises across media. [Internet] [Doctoral dissertation]. De Montfort University; 2016. [cited 2018 Sep 24]. Available from: http://hdl.handle.net/2086/12100.

Council of Science Editors:

Knott S. The adaptive contexts of videogame adaptations and franchises across media. [Doctoral Dissertation]. De Montfort University; 2016. Available from: http://hdl.handle.net/2086/12100

25. Fernandes, Pedro Luís de Jesus. A importância e o impacto do modding de videojogos entre os jogadores portugueses.

Degree: 2015, RCAAP

O objetivo desta dissertação passou por analisar e explicar um dos fenómenos mais populares associados ao mundo dos videojogos, o modding. O seu objetivo era… (more)

Subjects/Keywords: Web 2.0; Videojogos; Videogames; Modding; Mods; Modders

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APA (6th Edition):

Fernandes, P. L. d. J. (2015). A importância e o impacto do modding de videojogos entre os jogadores portugueses. (Thesis). RCAAP. Retrieved from https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/10623

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Fernandes, Pedro Luís de Jesus. “A importância e o impacto do modding de videojogos entre os jogadores portugueses.” 2015. Thesis, RCAAP. Accessed September 24, 2018. https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/10623.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Fernandes, Pedro Luís de Jesus. “A importância e o impacto do modding de videojogos entre os jogadores portugueses.” 2015. Web. 24 Sep 2018.

Vancouver:

Fernandes PLdJ. A importância e o impacto do modding de videojogos entre os jogadores portugueses. [Internet] [Thesis]. RCAAP; 2015. [cited 2018 Sep 24]. Available from: https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/10623.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Fernandes PLdJ. A importância e o impacto do modding de videojogos entre os jogadores portugueses. [Thesis]. RCAAP; 2015. Available from: https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/10623

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

26. Magnani, Luiz Henrique. Isto não é só um jogo: videogames e construção de sentidos.

Degree: PhD, Estudos Lingüísticos e Literários em Inglês, 2014, University of São Paulo

O trabalho propõe uma análise de relações possíveis entre videogames e construção de sentidos, buscando discutir diferentes abordagens e perspectivas teóricas que possam contribuir no… (more)

Subjects/Keywords: Construção de sentidos; Epistemic object; Meaning-making; New media; Novas mídias; Objeto epistêmico; Videogames; Videogames

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Magnani, L. H. (2014). Isto não é só um jogo: videogames e construção de sentidos. (Doctoral Dissertation). University of São Paulo. Retrieved from http://www.teses.usp.br/teses/disponiveis/8/8147/tde-27032015-155843/ ;

Chicago Manual of Style (16th Edition):

Magnani, Luiz Henrique. “Isto não é só um jogo: videogames e construção de sentidos.” 2014. Doctoral Dissertation, University of São Paulo. Accessed September 24, 2018. http://www.teses.usp.br/teses/disponiveis/8/8147/tde-27032015-155843/ ;.

MLA Handbook (7th Edition):

Magnani, Luiz Henrique. “Isto não é só um jogo: videogames e construção de sentidos.” 2014. Web. 24 Sep 2018.

Vancouver:

Magnani LH. Isto não é só um jogo: videogames e construção de sentidos. [Internet] [Doctoral dissertation]. University of São Paulo; 2014. [cited 2018 Sep 24]. Available from: http://www.teses.usp.br/teses/disponiveis/8/8147/tde-27032015-155843/ ;.

Council of Science Editors:

Magnani LH. Isto não é só um jogo: videogames e construção de sentidos. [Doctoral Dissertation]. University of São Paulo; 2014. Available from: http://www.teses.usp.br/teses/disponiveis/8/8147/tde-27032015-155843/ ;

27. Gerab, Flavio Karpinscki. Ilusões temporais: um estudo sobre percepção de tempo em função de contingências de reforçamento e punição, a partir do relato verbal.

Degree: Mestrado, Psicologia Experimental, 2014, University of São Paulo

 As alteracoes na percepcao da passagem do tempo dos seres humanos tem sido investigadas em relacao as caracteristicas de diversos estimulos, condicoes corporais ou determinados… (more)

Subjects/Keywords: Controle instrucional; Instructional control; Percepção de tempo; Punição; Punishment; Reforçamento; Reinforcement; Relato verbal; Time perception; Verbal report; Videogames; Videogames

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APA (6th Edition):

Gerab, F. K. (2014). Ilusões temporais: um estudo sobre percepção de tempo em função de contingências de reforçamento e punição, a partir do relato verbal. (Masters Thesis). University of São Paulo. Retrieved from http://www.teses.usp.br/teses/disponiveis/47/47132/tde-14052014-153224/ ;

Chicago Manual of Style (16th Edition):

Gerab, Flavio Karpinscki. “Ilusões temporais: um estudo sobre percepção de tempo em função de contingências de reforçamento e punição, a partir do relato verbal.” 2014. Masters Thesis, University of São Paulo. Accessed September 24, 2018. http://www.teses.usp.br/teses/disponiveis/47/47132/tde-14052014-153224/ ;.

MLA Handbook (7th Edition):

Gerab, Flavio Karpinscki. “Ilusões temporais: um estudo sobre percepção de tempo em função de contingências de reforçamento e punição, a partir do relato verbal.” 2014. Web. 24 Sep 2018.

Vancouver:

Gerab FK. Ilusões temporais: um estudo sobre percepção de tempo em função de contingências de reforçamento e punição, a partir do relato verbal. [Internet] [Masters thesis]. University of São Paulo; 2014. [cited 2018 Sep 24]. Available from: http://www.teses.usp.br/teses/disponiveis/47/47132/tde-14052014-153224/ ;.

Council of Science Editors:

Gerab FK. Ilusões temporais: um estudo sobre percepção de tempo em função de contingências de reforçamento e punição, a partir do relato verbal. [Masters Thesis]. University of São Paulo; 2014. Available from: http://www.teses.usp.br/teses/disponiveis/47/47132/tde-14052014-153224/ ;


Pontifical Catholic University of Rio de Janeiro

28. ANTONIO NASCIMENTO LUTFI. [en] A FRAMEWORK FOR TV GAME SHOWS WITH SECOND SCREEN.

Degree: 2016, Pontifical Catholic University of Rio de Janeiro

[pt] Esta dissertação apresenta um framework para a criação de jogos de auditório em TV (game shows interativos) usando Realidade Aumentada em estúdios, que permitam… (more)

Subjects/Keywords: [pt] VIDEOGAMES; [en] VIDEOGAMES; [pt] REALIDADE AUMENTADA; [en] AUGMENTED REALITY; [pt] JOGOS DE AUDITORIO EM TV; [pt] SEGUNDA TELA

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APA (6th Edition):

LUTFI, A. N. (2016). [en] A FRAMEWORK FOR TV GAME SHOWS WITH SECOND SCREEN. (Thesis). Pontifical Catholic University of Rio de Janeiro. Retrieved from http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=25868

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

LUTFI, ANTONIO NASCIMENTO. “[en] A FRAMEWORK FOR TV GAME SHOWS WITH SECOND SCREEN.” 2016. Thesis, Pontifical Catholic University of Rio de Janeiro. Accessed September 24, 2018. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=25868.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

LUTFI, ANTONIO NASCIMENTO. “[en] A FRAMEWORK FOR TV GAME SHOWS WITH SECOND SCREEN.” 2016. Web. 24 Sep 2018.

Vancouver:

LUTFI AN. [en] A FRAMEWORK FOR TV GAME SHOWS WITH SECOND SCREEN. [Internet] [Thesis]. Pontifical Catholic University of Rio de Janeiro; 2016. [cited 2018 Sep 24]. Available from: http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=25868.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

LUTFI AN. [en] A FRAMEWORK FOR TV GAME SHOWS WITH SECOND SCREEN. [Thesis]. Pontifical Catholic University of Rio de Janeiro; 2016. Available from: http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=25868

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

29. Sá, Alexandre Machado de. Narrativa e Interatividade em meios audiovisuais.

Degree: Mestrado, Estudo dos Meios e da Produção Mediática, 2007, University of São Paulo

Em O Discurso da Narrativa Gerrard Genette faz uma análise de À La Recherche du Temps Perdu de Proust, destrinchando a poética narrativa e fornecendo… (more)

Subjects/Keywords: Electronic games; Interactivity; Interatividade; Jogos eletrônicos; Narrativa; Narrative; Videogame; Videogames

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Sá, A. M. d. (2007). Narrativa e Interatividade em meios audiovisuais. (Masters Thesis). University of São Paulo. Retrieved from http://www.teses.usp.br/teses/disponiveis/27/27153/tde-05072009-191853/ ;

Chicago Manual of Style (16th Edition):

Sá, Alexandre Machado de. “Narrativa e Interatividade em meios audiovisuais.” 2007. Masters Thesis, University of São Paulo. Accessed September 24, 2018. http://www.teses.usp.br/teses/disponiveis/27/27153/tde-05072009-191853/ ;.

MLA Handbook (7th Edition):

Sá, Alexandre Machado de. “Narrativa e Interatividade em meios audiovisuais.” 2007. Web. 24 Sep 2018.

Vancouver:

Sá AMd. Narrativa e Interatividade em meios audiovisuais. [Internet] [Masters thesis]. University of São Paulo; 2007. [cited 2018 Sep 24]. Available from: http://www.teses.usp.br/teses/disponiveis/27/27153/tde-05072009-191853/ ;.

Council of Science Editors:

Sá AMd. Narrativa e Interatividade em meios audiovisuais. [Masters Thesis]. University of São Paulo; 2007. Available from: http://www.teses.usp.br/teses/disponiveis/27/27153/tde-05072009-191853/ ;

30. Weiller, Thaís Arrias. Game design inteligente: elementos de design de videogames, como funcionam e como utilizá-los dentro e fora de jogos.

Degree: Mestrado, Interfaces Sociais da Comunicação, 2012, University of São Paulo

Videogames são um prolífico negócio no dias de hoje, rivalizando diretamente em cifras com indústrias muito mais antigas, como Hollywood. Tamanha aceitação do público é… (more)

Subjects/Keywords: aprendizado; design; game; game; game design; jogos; learning; videogame; videogames

Record DetailsSimilar RecordsGoogle PlusoneFacebookTwitterCiteULikeMendeleyreddit

APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Weiller, T. A. (2012). Game design inteligente: elementos de design de videogames, como funcionam e como utilizá-los dentro e fora de jogos. (Masters Thesis). University of São Paulo. Retrieved from http://www.teses.usp.br/teses/disponiveis/27/27154/tde-17052013-105240/ ;

Chicago Manual of Style (16th Edition):

Weiller, Thaís Arrias. “Game design inteligente: elementos de design de videogames, como funcionam e como utilizá-los dentro e fora de jogos.” 2012. Masters Thesis, University of São Paulo. Accessed September 24, 2018. http://www.teses.usp.br/teses/disponiveis/27/27154/tde-17052013-105240/ ;.

MLA Handbook (7th Edition):

Weiller, Thaís Arrias. “Game design inteligente: elementos de design de videogames, como funcionam e como utilizá-los dentro e fora de jogos.” 2012. Web. 24 Sep 2018.

Vancouver:

Weiller TA. Game design inteligente: elementos de design de videogames, como funcionam e como utilizá-los dentro e fora de jogos. [Internet] [Masters thesis]. University of São Paulo; 2012. [cited 2018 Sep 24]. Available from: http://www.teses.usp.br/teses/disponiveis/27/27154/tde-17052013-105240/ ;.

Council of Science Editors:

Weiller TA. Game design inteligente: elementos de design de videogames, como funcionam e como utilizá-los dentro e fora de jogos. [Masters Thesis]. University of São Paulo; 2012. Available from: http://www.teses.usp.br/teses/disponiveis/27/27154/tde-17052013-105240/ ;

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