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You searched for subject:(video game). Showing records 1 – 30 of 136 total matches.

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Rutgers University

1. Ki, Seol. Exploring communication of compulsive gamers and their loved ones: a tensional approach.

Degree: PhD, Communication, Information and Library Studies, 2017, Rutgers University

 With the increasing popularity of online games, compulsive gaming has emerged as an important social issue. Previous scholarship, especially from pathological perspectives, tends to focus… (more)

Subjects/Keywords: Video game addiction

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APA (6th Edition):

Ki, S. (2017). Exploring communication of compulsive gamers and their loved ones: a tensional approach. (Doctoral Dissertation). Rutgers University. Retrieved from https://rucore.libraries.rutgers.edu/rutgers-lib/55527/

Chicago Manual of Style (16th Edition):

Ki, Seol. “Exploring communication of compulsive gamers and their loved ones: a tensional approach.” 2017. Doctoral Dissertation, Rutgers University. Accessed February 20, 2020. https://rucore.libraries.rutgers.edu/rutgers-lib/55527/.

MLA Handbook (7th Edition):

Ki, Seol. “Exploring communication of compulsive gamers and their loved ones: a tensional approach.” 2017. Web. 20 Feb 2020.

Vancouver:

Ki S. Exploring communication of compulsive gamers and their loved ones: a tensional approach. [Internet] [Doctoral dissertation]. Rutgers University; 2017. [cited 2020 Feb 20]. Available from: https://rucore.libraries.rutgers.edu/rutgers-lib/55527/.

Council of Science Editors:

Ki S. Exploring communication of compulsive gamers and their loved ones: a tensional approach. [Doctoral Dissertation]. Rutgers University; 2017. Available from: https://rucore.libraries.rutgers.edu/rutgers-lib/55527/


Wayne State University

2. Kohl, Amy Beth. Video Game Addiction And Motivation In Emerging Adults: A Person-Centered Approach.

Degree: PhD, Psychology, 2016, Wayne State University

  This study investigated risk for problem video game play (PVGP) and motivation for play in emerging adult college students. A sample of 700 undergraduate… (more)

Subjects/Keywords: Emerging Adult; Problem Video Game Playing; Video Game Addiction; Psychology

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APA (6th Edition):

Kohl, A. B. (2016). Video Game Addiction And Motivation In Emerging Adults: A Person-Centered Approach. (Doctoral Dissertation). Wayne State University. Retrieved from https://digitalcommons.wayne.edu/oa_dissertations/1454

Chicago Manual of Style (16th Edition):

Kohl, Amy Beth. “Video Game Addiction And Motivation In Emerging Adults: A Person-Centered Approach.” 2016. Doctoral Dissertation, Wayne State University. Accessed February 20, 2020. https://digitalcommons.wayne.edu/oa_dissertations/1454.

MLA Handbook (7th Edition):

Kohl, Amy Beth. “Video Game Addiction And Motivation In Emerging Adults: A Person-Centered Approach.” 2016. Web. 20 Feb 2020.

Vancouver:

Kohl AB. Video Game Addiction And Motivation In Emerging Adults: A Person-Centered Approach. [Internet] [Doctoral dissertation]. Wayne State University; 2016. [cited 2020 Feb 20]. Available from: https://digitalcommons.wayne.edu/oa_dissertations/1454.

Council of Science Editors:

Kohl AB. Video Game Addiction And Motivation In Emerging Adults: A Person-Centered Approach. [Doctoral Dissertation]. Wayne State University; 2016. Available from: https://digitalcommons.wayne.edu/oa_dissertations/1454


Duquesne University

3. Kuniak, Stephen Frank. The Gamer Culture: An Exploration of Gamer Archetypes and Their Relationship with Coping Strengths.

Degree: PhD, Counselor Education and Supervision (ExCES), 2014, Duquesne University

 The purpose of this study was to investigate the relationship between gamer personality types, preferred coping strategies, and levels of resiliency as a means of… (more)

Subjects/Keywords: Coping; Culture; Gamer; Personality; Resiliency; Video Game

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APA (6th Edition):

Kuniak, S. F. (2014). The Gamer Culture: An Exploration of Gamer Archetypes and Their Relationship with Coping Strengths. (Doctoral Dissertation). Duquesne University. Retrieved from https://dsc.duq.edu/etd/792

Chicago Manual of Style (16th Edition):

Kuniak, Stephen Frank. “The Gamer Culture: An Exploration of Gamer Archetypes and Their Relationship with Coping Strengths.” 2014. Doctoral Dissertation, Duquesne University. Accessed February 20, 2020. https://dsc.duq.edu/etd/792.

MLA Handbook (7th Edition):

Kuniak, Stephen Frank. “The Gamer Culture: An Exploration of Gamer Archetypes and Their Relationship with Coping Strengths.” 2014. Web. 20 Feb 2020.

Vancouver:

Kuniak SF. The Gamer Culture: An Exploration of Gamer Archetypes and Their Relationship with Coping Strengths. [Internet] [Doctoral dissertation]. Duquesne University; 2014. [cited 2020 Feb 20]. Available from: https://dsc.duq.edu/etd/792.

Council of Science Editors:

Kuniak SF. The Gamer Culture: An Exploration of Gamer Archetypes and Their Relationship with Coping Strengths. [Doctoral Dissertation]. Duquesne University; 2014. Available from: https://dsc.duq.edu/etd/792


University of Kansas

4. Alamri, Manal Ayed. The Relationship Between Digital Gaming and Behaviors, Thoughts, and Feelings among Saudi College Students.

Degree: EdD, Educational Leadership and Policy Studies, 2018, University of Kansas

 This study is investigating the relationships between playing video games and aggressive behaviors, thoughts, and feelings. The participants are Male and female Saudi college students… (more)

Subjects/Keywords: Educational technology; aggression; behaviors; Video game

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APA (6th Edition):

Alamri, M. A. (2018). The Relationship Between Digital Gaming and Behaviors, Thoughts, and Feelings among Saudi College Students. (Doctoral Dissertation). University of Kansas. Retrieved from http://hdl.handle.net/1808/27539

Chicago Manual of Style (16th Edition):

Alamri, Manal Ayed. “The Relationship Between Digital Gaming and Behaviors, Thoughts, and Feelings among Saudi College Students.” 2018. Doctoral Dissertation, University of Kansas. Accessed February 20, 2020. http://hdl.handle.net/1808/27539.

MLA Handbook (7th Edition):

Alamri, Manal Ayed. “The Relationship Between Digital Gaming and Behaviors, Thoughts, and Feelings among Saudi College Students.” 2018. Web. 20 Feb 2020.

Vancouver:

Alamri MA. The Relationship Between Digital Gaming and Behaviors, Thoughts, and Feelings among Saudi College Students. [Internet] [Doctoral dissertation]. University of Kansas; 2018. [cited 2020 Feb 20]. Available from: http://hdl.handle.net/1808/27539.

Council of Science Editors:

Alamri MA. The Relationship Between Digital Gaming and Behaviors, Thoughts, and Feelings among Saudi College Students. [Doctoral Dissertation]. University of Kansas; 2018. Available from: http://hdl.handle.net/1808/27539


University of Wollongong

5. Aljohani, Wafa Mubyrik. Using an instructional video game to support geography outcomes, motivate learning and support critical thinking of students in Stage Two primary classroom.

Degree: EdD, School of Education - Faculty of Social Sciences, 2015, University of Wollongong

  Research suggests that young people are motivated to play popular video games that involve learning (Eglesz, Fekete, Kiss & Izsó 2005). Educational video games… (more)

Subjects/Keywords: Video game; instruction; learning; motivation; critical thinking

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APA (6th Edition):

Aljohani, W. M. (2015). Using an instructional video game to support geography outcomes, motivate learning and support critical thinking of students in Stage Two primary classroom. (Doctoral Dissertation). University of Wollongong. Retrieved from ; https://ro.uow.edu.au/theses/4519

Chicago Manual of Style (16th Edition):

Aljohani, Wafa Mubyrik. “Using an instructional video game to support geography outcomes, motivate learning and support critical thinking of students in Stage Two primary classroom.” 2015. Doctoral Dissertation, University of Wollongong. Accessed February 20, 2020. ; https://ro.uow.edu.au/theses/4519.

MLA Handbook (7th Edition):

Aljohani, Wafa Mubyrik. “Using an instructional video game to support geography outcomes, motivate learning and support critical thinking of students in Stage Two primary classroom.” 2015. Web. 20 Feb 2020.

Vancouver:

Aljohani WM. Using an instructional video game to support geography outcomes, motivate learning and support critical thinking of students in Stage Two primary classroom. [Internet] [Doctoral dissertation]. University of Wollongong; 2015. [cited 2020 Feb 20]. Available from: ; https://ro.uow.edu.au/theses/4519.

Council of Science Editors:

Aljohani WM. Using an instructional video game to support geography outcomes, motivate learning and support critical thinking of students in Stage Two primary classroom. [Doctoral Dissertation]. University of Wollongong; 2015. Available from: ; https://ro.uow.edu.au/theses/4519


University of Texas – Austin

6. Fredman, Leah Ariela. Not just a game : sexual toxicity in online gaming hurts women.

Degree: PhD, Psychology, 2018, University of Texas – Austin

 It is unclear how sexual toxicity in gaming (STIG) affects women psychologically, if it prompts them to withdraw from gaming, or why it might do… (more)

Subjects/Keywords: Video game; Gender; Toxicity; Sexual harassment

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APA (6th Edition):

Fredman, L. A. (2018). Not just a game : sexual toxicity in online gaming hurts women. (Doctoral Dissertation). University of Texas – Austin. Retrieved from http://dx.doi.org/10.26153/tsw/2112

Chicago Manual of Style (16th Edition):

Fredman, Leah Ariela. “Not just a game : sexual toxicity in online gaming hurts women.” 2018. Doctoral Dissertation, University of Texas – Austin. Accessed February 20, 2020. http://dx.doi.org/10.26153/tsw/2112.

MLA Handbook (7th Edition):

Fredman, Leah Ariela. “Not just a game : sexual toxicity in online gaming hurts women.” 2018. Web. 20 Feb 2020.

Vancouver:

Fredman LA. Not just a game : sexual toxicity in online gaming hurts women. [Internet] [Doctoral dissertation]. University of Texas – Austin; 2018. [cited 2020 Feb 20]. Available from: http://dx.doi.org/10.26153/tsw/2112.

Council of Science Editors:

Fredman LA. Not just a game : sexual toxicity in online gaming hurts women. [Doctoral Dissertation]. University of Texas – Austin; 2018. Available from: http://dx.doi.org/10.26153/tsw/2112


Wayne State University

7. Lenk, Nicolas. What Keeps Bringing The Kids Back? An Exploration Of High School Video Game Clubs.

Degree: PhD, Educational Leadership and Policy, 2017, Wayne State University

  With the current trend of K-12 student interest in video games increasing, schools have a responsibility to take measures to meet their students’ passions… (more)

Subjects/Keywords: after-school; extracurricular; high school; student engagement; video game; video game club; Education

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APA (6th Edition):

Lenk, N. (2017). What Keeps Bringing The Kids Back? An Exploration Of High School Video Game Clubs. (Doctoral Dissertation). Wayne State University. Retrieved from https://digitalcommons.wayne.edu/oa_dissertations/1831

Chicago Manual of Style (16th Edition):

Lenk, Nicolas. “What Keeps Bringing The Kids Back? An Exploration Of High School Video Game Clubs.” 2017. Doctoral Dissertation, Wayne State University. Accessed February 20, 2020. https://digitalcommons.wayne.edu/oa_dissertations/1831.

MLA Handbook (7th Edition):

Lenk, Nicolas. “What Keeps Bringing The Kids Back? An Exploration Of High School Video Game Clubs.” 2017. Web. 20 Feb 2020.

Vancouver:

Lenk N. What Keeps Bringing The Kids Back? An Exploration Of High School Video Game Clubs. [Internet] [Doctoral dissertation]. Wayne State University; 2017. [cited 2020 Feb 20]. Available from: https://digitalcommons.wayne.edu/oa_dissertations/1831.

Council of Science Editors:

Lenk N. What Keeps Bringing The Kids Back? An Exploration Of High School Video Game Clubs. [Doctoral Dissertation]. Wayne State University; 2017. Available from: https://digitalcommons.wayne.edu/oa_dissertations/1831


The Ohio State University

8. Plank, Dana Marie. Bodies in Play: Representations of Disability in 8- and 16-bit Video Game Soundscapes.

Degree: PhD, Music, 2018, The Ohio State University

 This dissertation explores sonic signifiers of injury, disease, and mental illness in 8- and 16-bit video game soundscapes. The immediacy and invasiveness of the medium… (more)

Subjects/Keywords: Music; Video Game Music; Video Game Sound; Video Game Soundscapes; Soundscapes; Ludomusicology; Disability Studies; Music and Disability; Impairment; Musicology; Video Games; Disability

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APA (6th Edition):

Plank, D. M. (2018). Bodies in Play: Representations of Disability in 8- and 16-bit Video Game Soundscapes. (Doctoral Dissertation). The Ohio State University. Retrieved from http://rave.ohiolink.edu/etdc/view?acc_num=osu1543506274730883

Chicago Manual of Style (16th Edition):

Plank, Dana Marie. “Bodies in Play: Representations of Disability in 8- and 16-bit Video Game Soundscapes.” 2018. Doctoral Dissertation, The Ohio State University. Accessed February 20, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1543506274730883.

MLA Handbook (7th Edition):

Plank, Dana Marie. “Bodies in Play: Representations of Disability in 8- and 16-bit Video Game Soundscapes.” 2018. Web. 20 Feb 2020.

Vancouver:

Plank DM. Bodies in Play: Representations of Disability in 8- and 16-bit Video Game Soundscapes. [Internet] [Doctoral dissertation]. The Ohio State University; 2018. [cited 2020 Feb 20]. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=osu1543506274730883.

Council of Science Editors:

Plank DM. Bodies in Play: Representations of Disability in 8- and 16-bit Video Game Soundscapes. [Doctoral Dissertation]. The Ohio State University; 2018. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=osu1543506274730883

9. Mader, Stéphanie. Le "game design" de jeux thérapeutiques : Modèles et méthodes pour la conception du gameplay : Game Design of Therapeutic Games : Models and methods to design the gameplay.

Degree: Docteur es, Informatique, 2015, Paris, CNAM

Cette thèse propose des modèles, méthodes et outils destinés aux game designers de jeux thérapeutiques. Le problème de conception le plus fondamental des jeux thérapeutiques… (more)

Subjects/Keywords: Jeu vidéo; Jeu sérieux; Patient; Game designer; Santé; Thérapie; Video game; Serious game; Patient; Game designer; Health; Therapy; 794.8

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APA (6th Edition):

Mader, S. (2015). Le "game design" de jeux thérapeutiques : Modèles et méthodes pour la conception du gameplay : Game Design of Therapeutic Games : Models and methods to design the gameplay. (Doctoral Dissertation). Paris, CNAM. Retrieved from http://www.theses.fr/2015CNAM1011

Chicago Manual of Style (16th Edition):

Mader, Stéphanie. “Le "game design" de jeux thérapeutiques : Modèles et méthodes pour la conception du gameplay : Game Design of Therapeutic Games : Models and methods to design the gameplay.” 2015. Doctoral Dissertation, Paris, CNAM. Accessed February 20, 2020. http://www.theses.fr/2015CNAM1011.

MLA Handbook (7th Edition):

Mader, Stéphanie. “Le "game design" de jeux thérapeutiques : Modèles et méthodes pour la conception du gameplay : Game Design of Therapeutic Games : Models and methods to design the gameplay.” 2015. Web. 20 Feb 2020.

Vancouver:

Mader S. Le "game design" de jeux thérapeutiques : Modèles et méthodes pour la conception du gameplay : Game Design of Therapeutic Games : Models and methods to design the gameplay. [Internet] [Doctoral dissertation]. Paris, CNAM; 2015. [cited 2020 Feb 20]. Available from: http://www.theses.fr/2015CNAM1011.

Council of Science Editors:

Mader S. Le "game design" de jeux thérapeutiques : Modèles et méthodes pour la conception du gameplay : Game Design of Therapeutic Games : Models and methods to design the gameplay. [Doctoral Dissertation]. Paris, CNAM; 2015. Available from: http://www.theses.fr/2015CNAM1011


Penn State University

10. Lee, Yunjoon. Working hypothesis in second language development in natural settings of World of Warcraft.

Degree: PhD, Curriculum and Instruction, 2014, Penn State University

 This research is concerned with the power of natural learning for L2 development. In this study, the World of Warcraft community has been used as… (more)

Subjects/Keywords: language development; language acquisition; ESL; MMORPG; video game; online game; world of warcraft

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APA (6th Edition):

Lee, Y. (2014). Working hypothesis in second language development in natural settings of World of Warcraft. (Doctoral Dissertation). Penn State University. Retrieved from https://etda.libraries.psu.edu/catalog/22466

Chicago Manual of Style (16th Edition):

Lee, Yunjoon. “Working hypothesis in second language development in natural settings of World of Warcraft.” 2014. Doctoral Dissertation, Penn State University. Accessed February 20, 2020. https://etda.libraries.psu.edu/catalog/22466.

MLA Handbook (7th Edition):

Lee, Yunjoon. “Working hypothesis in second language development in natural settings of World of Warcraft.” 2014. Web. 20 Feb 2020.

Vancouver:

Lee Y. Working hypothesis in second language development in natural settings of World of Warcraft. [Internet] [Doctoral dissertation]. Penn State University; 2014. [cited 2020 Feb 20]. Available from: https://etda.libraries.psu.edu/catalog/22466.

Council of Science Editors:

Lee Y. Working hypothesis in second language development in natural settings of World of Warcraft. [Doctoral Dissertation]. Penn State University; 2014. Available from: https://etda.libraries.psu.edu/catalog/22466


University of Oxford

11. Sweeney, Mark Richard. The aesthetics of videogame music.

Degree: PhD, 2014, University of Oxford

 The videogame now occupies a unique territory in contemporary culture that offers a new perspective on conceptions of high and low art. While the fear… (more)

Subjects/Keywords: 781.5; Video game music – History and criticism; Video game music – Analysis; appreciation; Music – Philosophy and aesthetics

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APA (6th Edition):

Sweeney, M. R. (2014). The aesthetics of videogame music. (Doctoral Dissertation). University of Oxford. Retrieved from http://ora.ox.ac.uk/objects/uuid:70a29850-0c0d-4abd-a501-e75224fa856a ; https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.711756

Chicago Manual of Style (16th Edition):

Sweeney, Mark Richard. “The aesthetics of videogame music.” 2014. Doctoral Dissertation, University of Oxford. Accessed February 20, 2020. http://ora.ox.ac.uk/objects/uuid:70a29850-0c0d-4abd-a501-e75224fa856a ; https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.711756.

MLA Handbook (7th Edition):

Sweeney, Mark Richard. “The aesthetics of videogame music.” 2014. Web. 20 Feb 2020.

Vancouver:

Sweeney MR. The aesthetics of videogame music. [Internet] [Doctoral dissertation]. University of Oxford; 2014. [cited 2020 Feb 20]. Available from: http://ora.ox.ac.uk/objects/uuid:70a29850-0c0d-4abd-a501-e75224fa856a ; https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.711756.

Council of Science Editors:

Sweeney MR. The aesthetics of videogame music. [Doctoral Dissertation]. University of Oxford; 2014. Available from: http://ora.ox.ac.uk/objects/uuid:70a29850-0c0d-4abd-a501-e75224fa856a ; https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.711756


Columbia University

12. Torez, Miguel. An Online Investigation Into Internet Gaming Disorder (IGD), Comorbidity, and Psychosocial Issues: a Comparison of American and Chinese Gamers—and Predictors of Meeting Criteria for a Formal Diagnosis of IGD.

Degree: 2019, Columbia University

 The problem that this study addressed is the rise of internet gaming disorder (IGD) globally, including within the United States and countries such as China—and,… (more)

Subjects/Keywords: Health education; Public health; Psychology; Video gamers; Video game addiction; Social psychology; Chinese

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APA (6th Edition):

Torez, M. (2019). An Online Investigation Into Internet Gaming Disorder (IGD), Comorbidity, and Psychosocial Issues: a Comparison of American and Chinese Gamers—and Predictors of Meeting Criteria for a Formal Diagnosis of IGD. (Doctoral Dissertation). Columbia University. Retrieved from https://doi.org/10.7916/d8-js7c-nx64

Chicago Manual of Style (16th Edition):

Torez, Miguel. “An Online Investigation Into Internet Gaming Disorder (IGD), Comorbidity, and Psychosocial Issues: a Comparison of American and Chinese Gamers—and Predictors of Meeting Criteria for a Formal Diagnosis of IGD.” 2019. Doctoral Dissertation, Columbia University. Accessed February 20, 2020. https://doi.org/10.7916/d8-js7c-nx64.

MLA Handbook (7th Edition):

Torez, Miguel. “An Online Investigation Into Internet Gaming Disorder (IGD), Comorbidity, and Psychosocial Issues: a Comparison of American and Chinese Gamers—and Predictors of Meeting Criteria for a Formal Diagnosis of IGD.” 2019. Web. 20 Feb 2020.

Vancouver:

Torez M. An Online Investigation Into Internet Gaming Disorder (IGD), Comorbidity, and Psychosocial Issues: a Comparison of American and Chinese Gamers—and Predictors of Meeting Criteria for a Formal Diagnosis of IGD. [Internet] [Doctoral dissertation]. Columbia University; 2019. [cited 2020 Feb 20]. Available from: https://doi.org/10.7916/d8-js7c-nx64.

Council of Science Editors:

Torez M. An Online Investigation Into Internet Gaming Disorder (IGD), Comorbidity, and Psychosocial Issues: a Comparison of American and Chinese Gamers—and Predictors of Meeting Criteria for a Formal Diagnosis of IGD. [Doctoral Dissertation]. Columbia University; 2019. Available from: https://doi.org/10.7916/d8-js7c-nx64


Arizona State University

13. Keylor, Eric Karl. Space Vector: Video Games for Introductory Newtonian Mechanics.

Degree: Educational Technology, 2014, Arizona State University

 This dissertation describes Space Vector 1 and Space Vector 2, two video games that introduce Newtonian mechanics concepts. Space Vector 1 is a side-scrolling game,… (more)

Subjects/Keywords: Educational technology; Science education; Physics; Bayesian statistics; educational video game; game design; Newtonian mechanics; physics education; serious game

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APA (6th Edition):

Keylor, E. K. (2014). Space Vector: Video Games for Introductory Newtonian Mechanics. (Doctoral Dissertation). Arizona State University. Retrieved from http://repository.asu.edu/items/25818

Chicago Manual of Style (16th Edition):

Keylor, Eric Karl. “Space Vector: Video Games for Introductory Newtonian Mechanics.” 2014. Doctoral Dissertation, Arizona State University. Accessed February 20, 2020. http://repository.asu.edu/items/25818.

MLA Handbook (7th Edition):

Keylor, Eric Karl. “Space Vector: Video Games for Introductory Newtonian Mechanics.” 2014. Web. 20 Feb 2020.

Vancouver:

Keylor EK. Space Vector: Video Games for Introductory Newtonian Mechanics. [Internet] [Doctoral dissertation]. Arizona State University; 2014. [cited 2020 Feb 20]. Available from: http://repository.asu.edu/items/25818.

Council of Science Editors:

Keylor EK. Space Vector: Video Games for Introductory Newtonian Mechanics. [Doctoral Dissertation]. Arizona State University; 2014. Available from: http://repository.asu.edu/items/25818


Xavier University

14. Suarez, Juan M. Emotional Intelligence and its Link to Aggressive Cognition and Aggressive Affect Generated by Violent Video Game Use of Male Undergraduates.

Degree: Doctor of Psychology (Psy.D.), Psychology, 2015, Xavier University

 AbstractThis study investigated the relationship between violent video game use and aggressive affect and cognitions. Emotional Intelligence (EI) as a possible protective factor against the… (more)

Subjects/Keywords: Psychology; Emotional Intelligence; Aggressive Cognitions; Aggressive Affect; Video Games; Affect; Cognition; Tetris; Mortal Kombat; Violent Video Games; Video Game

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APA (6th Edition):

Suarez, J. M. (2015). Emotional Intelligence and its Link to Aggressive Cognition and Aggressive Affect Generated by Violent Video Game Use of Male Undergraduates. (Doctoral Dissertation). Xavier University. Retrieved from http://rave.ohiolink.edu/etdc/view?acc_num=xavier1452010918

Chicago Manual of Style (16th Edition):

Suarez, Juan M. “Emotional Intelligence and its Link to Aggressive Cognition and Aggressive Affect Generated by Violent Video Game Use of Male Undergraduates.” 2015. Doctoral Dissertation, Xavier University. Accessed February 20, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1452010918.

MLA Handbook (7th Edition):

Suarez, Juan M. “Emotional Intelligence and its Link to Aggressive Cognition and Aggressive Affect Generated by Violent Video Game Use of Male Undergraduates.” 2015. Web. 20 Feb 2020.

Vancouver:

Suarez JM. Emotional Intelligence and its Link to Aggressive Cognition and Aggressive Affect Generated by Violent Video Game Use of Male Undergraduates. [Internet] [Doctoral dissertation]. Xavier University; 2015. [cited 2020 Feb 20]. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=xavier1452010918.

Council of Science Editors:

Suarez JM. Emotional Intelligence and its Link to Aggressive Cognition and Aggressive Affect Generated by Violent Video Game Use of Male Undergraduates. [Doctoral Dissertation]. Xavier University; 2015. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=xavier1452010918


University of Illinois – Urbana-Champaign

15. Bulut, Ergin. Creativity and its discontents: a case study of precarious playbour in the video game industry.

Degree: PhD, 0279, 2014, University of Illinois – Urbana-Champaign

 Considered to be a blindspot until recently, labor has now become a popular research topic within media and communication studies. This dissertation is an attempt… (more)

Subjects/Keywords: video game industry; production studies; immaterial labor; precarity; ethnography

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APA (6th Edition):

Bulut, E. (2014). Creativity and its discontents: a case study of precarious playbour in the video game industry. (Doctoral Dissertation). University of Illinois – Urbana-Champaign. Retrieved from http://hdl.handle.net/2142/50379

Chicago Manual of Style (16th Edition):

Bulut, Ergin. “Creativity and its discontents: a case study of precarious playbour in the video game industry.” 2014. Doctoral Dissertation, University of Illinois – Urbana-Champaign. Accessed February 20, 2020. http://hdl.handle.net/2142/50379.

MLA Handbook (7th Edition):

Bulut, Ergin. “Creativity and its discontents: a case study of precarious playbour in the video game industry.” 2014. Web. 20 Feb 2020.

Vancouver:

Bulut E. Creativity and its discontents: a case study of precarious playbour in the video game industry. [Internet] [Doctoral dissertation]. University of Illinois – Urbana-Champaign; 2014. [cited 2020 Feb 20]. Available from: http://hdl.handle.net/2142/50379.

Council of Science Editors:

Bulut E. Creativity and its discontents: a case study of precarious playbour in the video game industry. [Doctoral Dissertation]. University of Illinois – Urbana-Champaign; 2014. Available from: http://hdl.handle.net/2142/50379


University of South Carolina

16. Shepherd, Jeremiah Jeffrey. Benefits of Video Games in Multidisciplinary Scientific Research.

Degree: PhD, Computer Science and Engineering, 2014, University of South Carolina

  In recent years, computer-based games have been shown to be effective both as a tool for conducting research in a variety of domains and… (more)

Subjects/Keywords: Computer Engineering; Engineering; aphasia; genome; research; second language acquisition; video game

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APA (6th Edition):

Shepherd, J. J. (2014). Benefits of Video Games in Multidisciplinary Scientific Research. (Doctoral Dissertation). University of South Carolina. Retrieved from https://scholarcommons.sc.edu/etd/3028

Chicago Manual of Style (16th Edition):

Shepherd, Jeremiah Jeffrey. “Benefits of Video Games in Multidisciplinary Scientific Research.” 2014. Doctoral Dissertation, University of South Carolina. Accessed February 20, 2020. https://scholarcommons.sc.edu/etd/3028.

MLA Handbook (7th Edition):

Shepherd, Jeremiah Jeffrey. “Benefits of Video Games in Multidisciplinary Scientific Research.” 2014. Web. 20 Feb 2020.

Vancouver:

Shepherd JJ. Benefits of Video Games in Multidisciplinary Scientific Research. [Internet] [Doctoral dissertation]. University of South Carolina; 2014. [cited 2020 Feb 20]. Available from: https://scholarcommons.sc.edu/etd/3028.

Council of Science Editors:

Shepherd JJ. Benefits of Video Games in Multidisciplinary Scientific Research. [Doctoral Dissertation]. University of South Carolina; 2014. Available from: https://scholarcommons.sc.edu/etd/3028


University of Rochester

17. Li, Renjie (1985 - ). The Effects of action video game playing on low level vision.

Degree: PhD, 2010, University of Rochester

 Action video game playing has been shown to significantly improve reaction times and modify selective visual attention, from the spatial distribution and resolution of attention… (more)

Subjects/Keywords: Brain plasticity; Video game play; Perceptual learning; Vision

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APA (6th Edition):

Li, R. (. -. ). (2010). The Effects of action video game playing on low level vision. (Doctoral Dissertation). University of Rochester. Retrieved from http://hdl.handle.net/1802/11372

Chicago Manual of Style (16th Edition):

Li, Renjie (1985 - ). “The Effects of action video game playing on low level vision.” 2010. Doctoral Dissertation, University of Rochester. Accessed February 20, 2020. http://hdl.handle.net/1802/11372.

MLA Handbook (7th Edition):

Li, Renjie (1985 - ). “The Effects of action video game playing on low level vision.” 2010. Web. 20 Feb 2020.

Vancouver:

Li R(-). The Effects of action video game playing on low level vision. [Internet] [Doctoral dissertation]. University of Rochester; 2010. [cited 2020 Feb 20]. Available from: http://hdl.handle.net/1802/11372.

Council of Science Editors:

Li R(-). The Effects of action video game playing on low level vision. [Doctoral Dissertation]. University of Rochester; 2010. Available from: http://hdl.handle.net/1802/11372


University of Rochester

18. Loparev, Anna; Kautz, Henry Alexander (1956 - ). The impact of collaborative scaffolding in educational video games on the collaborative support skills of middle school students.

Degree: PhD, 2016, University of Rochester

 Collaboration is crucial to everything from product development in the workplace to research design in academia, yet there is no consensus on best practice when… (more)

Subjects/Keywords: Collaboration; Cooperation; Prosocial behavior; Scaffolding; Teamwork; Video game

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APA (6th Edition):

Loparev, Anna; Kautz, H. A. (. -. ). (2016). The impact of collaborative scaffolding in educational video games on the collaborative support skills of middle school students. (Doctoral Dissertation). University of Rochester. Retrieved from http://hdl.handle.net/1802/30836

Chicago Manual of Style (16th Edition):

Loparev, Anna; Kautz, Henry Alexander (1956 - ). “The impact of collaborative scaffolding in educational video games on the collaborative support skills of middle school students.” 2016. Doctoral Dissertation, University of Rochester. Accessed February 20, 2020. http://hdl.handle.net/1802/30836.

MLA Handbook (7th Edition):

Loparev, Anna; Kautz, Henry Alexander (1956 - ). “The impact of collaborative scaffolding in educational video games on the collaborative support skills of middle school students.” 2016. Web. 20 Feb 2020.

Vancouver:

Loparev, Anna; Kautz HA(-). The impact of collaborative scaffolding in educational video games on the collaborative support skills of middle school students. [Internet] [Doctoral dissertation]. University of Rochester; 2016. [cited 2020 Feb 20]. Available from: http://hdl.handle.net/1802/30836.

Council of Science Editors:

Loparev, Anna; Kautz HA(-). The impact of collaborative scaffolding in educational video games on the collaborative support skills of middle school students. [Doctoral Dissertation]. University of Rochester; 2016. Available from: http://hdl.handle.net/1802/30836


University of Southern California

19. Derdenger, Timothy P. Vertical integration and two-sided market pricing: evidence from the video game industry.

Degree: PhD, Economics, 2009, University of Southern California

 The focus of this dissertation is twofold. The first objective is to construct an empirical demand model for video game consoles which captures the complementary… (more)

Subjects/Keywords: vertical integration; two-sided markets; pricing; video game industry

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APA (6th Edition):

Derdenger, T. P. (2009). Vertical integration and two-sided market pricing: evidence from the video game industry. (Doctoral Dissertation). University of Southern California. Retrieved from http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll127/id/254257/rec/7816

Chicago Manual of Style (16th Edition):

Derdenger, Timothy P. “Vertical integration and two-sided market pricing: evidence from the video game industry.” 2009. Doctoral Dissertation, University of Southern California. Accessed February 20, 2020. http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll127/id/254257/rec/7816.

MLA Handbook (7th Edition):

Derdenger, Timothy P. “Vertical integration and two-sided market pricing: evidence from the video game industry.” 2009. Web. 20 Feb 2020.

Vancouver:

Derdenger TP. Vertical integration and two-sided market pricing: evidence from the video game industry. [Internet] [Doctoral dissertation]. University of Southern California; 2009. [cited 2020 Feb 20]. Available from: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll127/id/254257/rec/7816.

Council of Science Editors:

Derdenger TP. Vertical integration and two-sided market pricing: evidence from the video game industry. [Doctoral Dissertation]. University of Southern California; 2009. Available from: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll127/id/254257/rec/7816


Boston College

20. Rouse, Elizabeth. Kill your darlings? Experiencing, maintaining, and changing psychological ownership in creative work.

Degree: PhD, Management and Organization, 2013, Boston College

 The psychology of ownership literature suggests that creation is one of the most powerful processes through which people may come to feel a sense of… (more)

Subjects/Keywords: Creative workers; Creativity; Psychological ownership; Qualitative methods; Relational perspective; Video game

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APA (6th Edition):

Rouse, E. (2013). Kill your darlings? Experiencing, maintaining, and changing psychological ownership in creative work. (Doctoral Dissertation). Boston College. Retrieved from http://dlib.bc.edu/islandora/object/bc-ir:101452

Chicago Manual of Style (16th Edition):

Rouse, Elizabeth. “Kill your darlings? Experiencing, maintaining, and changing psychological ownership in creative work.” 2013. Doctoral Dissertation, Boston College. Accessed February 20, 2020. http://dlib.bc.edu/islandora/object/bc-ir:101452.

MLA Handbook (7th Edition):

Rouse, Elizabeth. “Kill your darlings? Experiencing, maintaining, and changing psychological ownership in creative work.” 2013. Web. 20 Feb 2020.

Vancouver:

Rouse E. Kill your darlings? Experiencing, maintaining, and changing psychological ownership in creative work. [Internet] [Doctoral dissertation]. Boston College; 2013. [cited 2020 Feb 20]. Available from: http://dlib.bc.edu/islandora/object/bc-ir:101452.

Council of Science Editors:

Rouse E. Kill your darlings? Experiencing, maintaining, and changing psychological ownership in creative work. [Doctoral Dissertation]. Boston College; 2013. Available from: http://dlib.bc.edu/islandora/object/bc-ir:101452


University of Melbourne

21. Azizi, Elham. The influence of playing video games as an attention rehabilitation technique in patients with traumatic brain injury.

Degree: 2016, University of Melbourne

 Introduction: Video game playing has been suggested to modify various aspects of visual attention in healthy adults. Moreover, it has been tried as a training… (more)

Subjects/Keywords: video game training; traumatic brain injury; eye movements

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APA (6th Edition):

Azizi, E. (2016). The influence of playing video games as an attention rehabilitation technique in patients with traumatic brain injury. (Doctoral Dissertation). University of Melbourne. Retrieved from http://hdl.handle.net/11343/123316

Chicago Manual of Style (16th Edition):

Azizi, Elham. “The influence of playing video games as an attention rehabilitation technique in patients with traumatic brain injury.” 2016. Doctoral Dissertation, University of Melbourne. Accessed February 20, 2020. http://hdl.handle.net/11343/123316.

MLA Handbook (7th Edition):

Azizi, Elham. “The influence of playing video games as an attention rehabilitation technique in patients with traumatic brain injury.” 2016. Web. 20 Feb 2020.

Vancouver:

Azizi E. The influence of playing video games as an attention rehabilitation technique in patients with traumatic brain injury. [Internet] [Doctoral dissertation]. University of Melbourne; 2016. [cited 2020 Feb 20]. Available from: http://hdl.handle.net/11343/123316.

Council of Science Editors:

Azizi E. The influence of playing video games as an attention rehabilitation technique in patients with traumatic brain injury. [Doctoral Dissertation]. University of Melbourne; 2016. Available from: http://hdl.handle.net/11343/123316

22. Bogajewski, Sébastien. Le jeu vidéo dans ses rapports à la psychologie clinique : Une approche psychanalytique : The video game and his reports to the clinical psychology : A psychoanalytic approach.

Degree: Docteur es, Psychologie, 2015, Sorbonne Paris Cité

L’objet jeu vidéo interroge de plus en plus la psychologie clinique depuis le début des années 2000. Au centre de divers controverses quant à ses… (more)

Subjects/Keywords: Histoire du jeu vidéo; History of the video game

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APA (6th Edition):

Bogajewski, S. (2015). Le jeu vidéo dans ses rapports à la psychologie clinique : Une approche psychanalytique : The video game and his reports to the clinical psychology : A psychoanalytic approach. (Doctoral Dissertation). Sorbonne Paris Cité. Retrieved from http://www.theses.fr/2015USPCD112

Chicago Manual of Style (16th Edition):

Bogajewski, Sébastien. “Le jeu vidéo dans ses rapports à la psychologie clinique : Une approche psychanalytique : The video game and his reports to the clinical psychology : A psychoanalytic approach.” 2015. Doctoral Dissertation, Sorbonne Paris Cité. Accessed February 20, 2020. http://www.theses.fr/2015USPCD112.

MLA Handbook (7th Edition):

Bogajewski, Sébastien. “Le jeu vidéo dans ses rapports à la psychologie clinique : Une approche psychanalytique : The video game and his reports to the clinical psychology : A psychoanalytic approach.” 2015. Web. 20 Feb 2020.

Vancouver:

Bogajewski S. Le jeu vidéo dans ses rapports à la psychologie clinique : Une approche psychanalytique : The video game and his reports to the clinical psychology : A psychoanalytic approach. [Internet] [Doctoral dissertation]. Sorbonne Paris Cité; 2015. [cited 2020 Feb 20]. Available from: http://www.theses.fr/2015USPCD112.

Council of Science Editors:

Bogajewski S. Le jeu vidéo dans ses rapports à la psychologie clinique : Une approche psychanalytique : The video game and his reports to the clinical psychology : A psychoanalytic approach. [Doctoral Dissertation]. Sorbonne Paris Cité; 2015. Available from: http://www.theses.fr/2015USPCD112

23. Ross, Julie. Video game classification in Australia : Does it enable parents to make informed game choices for their children.

Degree: PhD, 2016, Federation University Australia

If Australian video game classification does not warn of all classifiable elements, parents may be making game choices that inadvertently expose their child to content… (more)

Subjects/Keywords: Video game classification; Australia; Parental decision making; Child protection

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

APA (6th Edition):

Ross, J. (2016). Video game classification in Australia : Does it enable parents to make informed game choices for their children. (Doctoral Dissertation). Federation University Australia. Retrieved from http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/160416 ; https://library.federation.edu.au/record=b2713090

Chicago Manual of Style (16th Edition):

Ross, Julie. “Video game classification in Australia : Does it enable parents to make informed game choices for their children.” 2016. Doctoral Dissertation, Federation University Australia. Accessed February 20, 2020. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/160416 ; https://library.federation.edu.au/record=b2713090.

MLA Handbook (7th Edition):

Ross, Julie. “Video game classification in Australia : Does it enable parents to make informed game choices for their children.” 2016. Web. 20 Feb 2020.

Vancouver:

Ross J. Video game classification in Australia : Does it enable parents to make informed game choices for their children. [Internet] [Doctoral dissertation]. Federation University Australia; 2016. [cited 2020 Feb 20]. Available from: http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/160416 ; https://library.federation.edu.au/record=b2713090.

Council of Science Editors:

Ross J. Video game classification in Australia : Does it enable parents to make informed game choices for their children. [Doctoral Dissertation]. Federation University Australia; 2016. Available from: http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/160416 ; https://library.federation.edu.au/record=b2713090


University of Washington

24. Clayton, Andrew. Essays on Social Demand Estimation: Evidence from CAPS and Steam.

Degree: PhD, 2018, University of Washington

 This dissertation examines the role of peer influence on the demand decisions made by socially connected consumers within markets for household investment and digital video(more)

Subjects/Keywords: caps; demand; household investor; social network; steam; video game; Economics; Economics

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APA (6th Edition):

Clayton, A. (2018). Essays on Social Demand Estimation: Evidence from CAPS and Steam. (Doctoral Dissertation). University of Washington. Retrieved from http://hdl.handle.net/1773/41768

Chicago Manual of Style (16th Edition):

Clayton, Andrew. “Essays on Social Demand Estimation: Evidence from CAPS and Steam.” 2018. Doctoral Dissertation, University of Washington. Accessed February 20, 2020. http://hdl.handle.net/1773/41768.

MLA Handbook (7th Edition):

Clayton, Andrew. “Essays on Social Demand Estimation: Evidence from CAPS and Steam.” 2018. Web. 20 Feb 2020.

Vancouver:

Clayton A. Essays on Social Demand Estimation: Evidence from CAPS and Steam. [Internet] [Doctoral dissertation]. University of Washington; 2018. [cited 2020 Feb 20]. Available from: http://hdl.handle.net/1773/41768.

Council of Science Editors:

Clayton A. Essays on Social Demand Estimation: Evidence from CAPS and Steam. [Doctoral Dissertation]. University of Washington; 2018. Available from: http://hdl.handle.net/1773/41768


Antioch University

25. Stark, Jessica. A Day in the Life of a Sim: Making Meaning of Video Game Avatars and Behaviors.

Degree: Psy. D., Antioch Seattle: Clinical Psychology, 2018, Antioch University

 With video game usage – and criticism on its activity – on the rise, it may be helpful for the psychological community to understand what it actually… (more)

Subjects/Keywords: Artificial Intelligence; Psychology; video games; The Sims; phenomenology; gamers; video game players; video game users; simulated life; qualitative; Sim; video game psychology; user behavior; lived experience; gameplay; self-representation; avatar; self-reflection; identity

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APA (6th Edition):

Stark, J. (2018). A Day in the Life of a Sim: Making Meaning of Video Game Avatars and Behaviors. (Doctoral Dissertation). Antioch University. Retrieved from http://rave.ohiolink.edu/etdc/view?acc_num=antioch1497718914530561

Chicago Manual of Style (16th Edition):

Stark, Jessica. “A Day in the Life of a Sim: Making Meaning of Video Game Avatars and Behaviors.” 2018. Doctoral Dissertation, Antioch University. Accessed February 20, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1497718914530561.

MLA Handbook (7th Edition):

Stark, Jessica. “A Day in the Life of a Sim: Making Meaning of Video Game Avatars and Behaviors.” 2018. Web. 20 Feb 2020.

Vancouver:

Stark J. A Day in the Life of a Sim: Making Meaning of Video Game Avatars and Behaviors. [Internet] [Doctoral dissertation]. Antioch University; 2018. [cited 2020 Feb 20]. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=antioch1497718914530561.

Council of Science Editors:

Stark J. A Day in the Life of a Sim: Making Meaning of Video Game Avatars and Behaviors. [Doctoral Dissertation]. Antioch University; 2018. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=antioch1497718914530561


University of Central Florida

26. Hess, Taryn. Comparison Of Learning Experiences And Outcomes Between A Serious Game-based And Non-game-based Online American History Course.

Degree: 2010, University of Central Florida

 The use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little… (more)

Subjects/Keywords: serious game; serious games; serious gaming; video game; video games; serious game-based online course; educational video game; educational video games; multimedia; online video game course; online video game; online course; online courses; online learning; online learning environment; online learning environments; virtual learning environment; virtual learning environments; online educational learning environments; online educational environments; American history; intrinsic motivation; motivation; self-determination theory; Education

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APA (6th Edition):

Hess, T. (2010). Comparison Of Learning Experiences And Outcomes Between A Serious Game-based And Non-game-based Online American History Course. (Doctoral Dissertation). University of Central Florida. Retrieved from https://stars.library.ucf.edu/etd/4328

Chicago Manual of Style (16th Edition):

Hess, Taryn. “Comparison Of Learning Experiences And Outcomes Between A Serious Game-based And Non-game-based Online American History Course.” 2010. Doctoral Dissertation, University of Central Florida. Accessed February 20, 2020. https://stars.library.ucf.edu/etd/4328.

MLA Handbook (7th Edition):

Hess, Taryn. “Comparison Of Learning Experiences And Outcomes Between A Serious Game-based And Non-game-based Online American History Course.” 2010. Web. 20 Feb 2020.

Vancouver:

Hess T. Comparison Of Learning Experiences And Outcomes Between A Serious Game-based And Non-game-based Online American History Course. [Internet] [Doctoral dissertation]. University of Central Florida; 2010. [cited 2020 Feb 20]. Available from: https://stars.library.ucf.edu/etd/4328.

Council of Science Editors:

Hess T. Comparison Of Learning Experiences And Outcomes Between A Serious Game-based And Non-game-based Online American History Course. [Doctoral Dissertation]. University of Central Florida; 2010. Available from: https://stars.library.ucf.edu/etd/4328


The Ohio State University

27. Griffiths, Robert P. Cyber athletes: identification, competition, and affect implications.

Degree: PhD, Communication, 2007, The Ohio State University

 Previous research has shown video games afford learning experiences, thus what occurs within the gaming realm is applicable to the real-world and vice-versa. Therefore, this… (more)

Subjects/Keywords: Mass Communications; Video Game; Competition; Identification; Social Identity; Enjoyment; Presence; State Hostility; Aggression; Sport; Football; Game

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APA (6th Edition):

Griffiths, R. P. (2007). Cyber athletes: identification, competition, and affect implications. (Doctoral Dissertation). The Ohio State University. Retrieved from http://rave.ohiolink.edu/etdc/view?acc_num=osu1180009007

Chicago Manual of Style (16th Edition):

Griffiths, Robert P. “Cyber athletes: identification, competition, and affect implications.” 2007. Doctoral Dissertation, The Ohio State University. Accessed February 20, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1180009007.

MLA Handbook (7th Edition):

Griffiths, Robert P. “Cyber athletes: identification, competition, and affect implications.” 2007. Web. 20 Feb 2020.

Vancouver:

Griffiths RP. Cyber athletes: identification, competition, and affect implications. [Internet] [Doctoral dissertation]. The Ohio State University; 2007. [cited 2020 Feb 20]. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=osu1180009007.

Council of Science Editors:

Griffiths RP. Cyber athletes: identification, competition, and affect implications. [Doctoral Dissertation]. The Ohio State University; 2007. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=osu1180009007


Antioch University

28. Devenny, Jean M. Does Personality Moderate the Relationship Between Video Gaming and Quality of Life?.

Degree: Psy. D., Antioch New England: Clinical Psychology, 2018, Antioch University

Video game research has expanded greatly in recent decades, fueled partly by concerns that video game content affects real-word behaviors and experiences. Despite the preponderance… (more)

Subjects/Keywords: Clinical Psychology; Psychology; video game; computer game; quality of life; personality; conscientiousness; extraversion; neuroticism; agreeableness; moderator variable

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APA (6th Edition):

Devenny, J. M. (2018). Does Personality Moderate the Relationship Between Video Gaming and Quality of Life?. (Doctoral Dissertation). Antioch University. Retrieved from http://rave.ohiolink.edu/etdc/view?acc_num=antioch1534976597585047

Chicago Manual of Style (16th Edition):

Devenny, Jean M. “Does Personality Moderate the Relationship Between Video Gaming and Quality of Life?.” 2018. Doctoral Dissertation, Antioch University. Accessed February 20, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1534976597585047.

MLA Handbook (7th Edition):

Devenny, Jean M. “Does Personality Moderate the Relationship Between Video Gaming and Quality of Life?.” 2018. Web. 20 Feb 2020.

Vancouver:

Devenny JM. Does Personality Moderate the Relationship Between Video Gaming and Quality of Life?. [Internet] [Doctoral dissertation]. Antioch University; 2018. [cited 2020 Feb 20]. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=antioch1534976597585047.

Council of Science Editors:

Devenny JM. Does Personality Moderate the Relationship Between Video Gaming and Quality of Life?. [Doctoral Dissertation]. Antioch University; 2018. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=antioch1534976597585047


University of Alberta

29. Salerno, Kandise Michelle. Leveling Up Teaching and Learning Through Video Game Construction.

Degree: PhD, Department of Elementary Education, 2016, University of Alberta

Video game construction plays an important role for students and teachers. The experience of constructing a video game aligns with students’ out-of-school experiences while connecting… (more)

Subjects/Keywords: Digital learners; Remixing; Educational technology; Constructionism; Video game construction; Learning-by-doing; Tinkering; Maker Spaces

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APA (6th Edition):

Salerno, K. M. (2016). Leveling Up Teaching and Learning Through Video Game Construction. (Doctoral Dissertation). University of Alberta. Retrieved from https://era.library.ualberta.ca/files/c6108vb296

Chicago Manual of Style (16th Edition):

Salerno, Kandise Michelle. “Leveling Up Teaching and Learning Through Video Game Construction.” 2016. Doctoral Dissertation, University of Alberta. Accessed February 20, 2020. https://era.library.ualberta.ca/files/c6108vb296.

MLA Handbook (7th Edition):

Salerno, Kandise Michelle. “Leveling Up Teaching and Learning Through Video Game Construction.” 2016. Web. 20 Feb 2020.

Vancouver:

Salerno KM. Leveling Up Teaching and Learning Through Video Game Construction. [Internet] [Doctoral dissertation]. University of Alberta; 2016. [cited 2020 Feb 20]. Available from: https://era.library.ualberta.ca/files/c6108vb296.

Council of Science Editors:

Salerno KM. Leveling Up Teaching and Learning Through Video Game Construction. [Doctoral Dissertation]. University of Alberta; 2016. Available from: https://era.library.ualberta.ca/files/c6108vb296


University of Rochester

30. Zhang, Ruyuan (1988 - ); Tadin, Duje. Computational and psychophysical mechanisms of brain plasticity induced by perceptual learning and action video game play.

Degree: PhD, 2016, University of Rochester

 Recent developments in brain science inspire increasing interests in understanding how our brain dynamically learns to perform different tasks. Investigations on brain plasticity shed new… (more)

Subjects/Keywords: Action video game; Bayesian inference; Cognitive training; Motion perception; Perceptual learning; Visual psychophysics

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APA (6th Edition):

Zhang, Ruyuan (1988 - ); Tadin, D. (2016). Computational and psychophysical mechanisms of brain plasticity induced by perceptual learning and action video game play. (Doctoral Dissertation). University of Rochester. Retrieved from http://hdl.handle.net/1802/30940

Chicago Manual of Style (16th Edition):

Zhang, Ruyuan (1988 - ); Tadin, Duje. “Computational and psychophysical mechanisms of brain plasticity induced by perceptual learning and action video game play.” 2016. Doctoral Dissertation, University of Rochester. Accessed February 20, 2020. http://hdl.handle.net/1802/30940.

MLA Handbook (7th Edition):

Zhang, Ruyuan (1988 - ); Tadin, Duje. “Computational and psychophysical mechanisms of brain plasticity induced by perceptual learning and action video game play.” 2016. Web. 20 Feb 2020.

Vancouver:

Zhang, Ruyuan (1988 - ); Tadin D. Computational and psychophysical mechanisms of brain plasticity induced by perceptual learning and action video game play. [Internet] [Doctoral dissertation]. University of Rochester; 2016. [cited 2020 Feb 20]. Available from: http://hdl.handle.net/1802/30940.

Council of Science Editors:

Zhang, Ruyuan (1988 - ); Tadin D. Computational and psychophysical mechanisms of brain plasticity induced by perceptual learning and action video game play. [Doctoral Dissertation]. University of Rochester; 2016. Available from: http://hdl.handle.net/1802/30940

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