Dissertations / Theses on the topic 'Action video games'
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Bloom, Victoria. "Multiple Action Recognition for Video Games (MARViG)." Thesis, Kingston University, 2015. http://eprints.kingston.ac.uk/37171/.
Full textBrown, Christopher Michael. "Specific effects of action video games on perception and attention." Diss., Wichita State University, 2012. http://hdl.handle.net/10057/5352.
Full textReynolds, Katherine J. "Narrative, Body and gaze; Representations of Action Heroines in Console Video Games and Gamer Subjectivity." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363616108.
Full textVance, Brittany Nicole. ""This Action Will Have Consequences": How the Video Game Life Is Strange Balances Entertainment with Empathy." BYU ScholarsArchive, 2019. https://scholarsarchive.byu.edu/etd/8707.
Full textWhitlock, Katherine Lynne. "Theatre and the video game beauty and the beast /." Columbus, Ohio : Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1086119742.
Full textBorghetti, Lorraine. "Closing the Gender Gap: Action Video Game Training, Cognitive Improvement, and Related Self-Efficacy." University of Dayton / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1418101534.
Full textBlacker, Kara J. "The Effects of Action Video Game Training on Visual Short-term Memory." Diss., Temple University Libraries, 2013. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/225466.
Full textAl, Gabbani Maha Fahad S. "Action video games enhance executive function in typically developing children and children with Hemiplegic Cerebral Palsy." Thesis, University of Newcastle upon Tyne, 2017. http://hdl.handle.net/10443/3869.
Full textDapra, Charles. "Action Video Game Skill Level Predicts Performance on Target Detection and Identification in a Simulated Combat Environment." Honors in the Major Thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1214.
Full textRzicznek, Zachary J. "Competitive and explicit video game content: Frustration as a premeditative factor in aggressive feelings, communication, and action." Bowling Green State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1624261234278133.
Full textBurke, Benjamin M. S., James M. Ph D. Duncan, Nick Ph D. Frye, and Mallory Ph D. LMFT CFLE Lucier-Greer. "Sense of (Online) Community? The Social Organization Theory of Action and Change and Adult Video Game Players." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/secfr-conf/2020/schedule/45.
Full textNylander, Johanna. "ActionMegaPower : att inkludera tjejer i marknadsföring av actionspel." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1064.
Full textTiraboschi, Gabriel Arantes. "Resolução temporal de videogames de ação e seus efeitos em tarefas visuais." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/59/59134/tde-20062017-181443/.
Full textChisholm, Joseph Donald. "Reduced attentional capture in action video game players." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12578.
Full textBraaf, Adele. "A grounded theory for active video game design to promote gamer engagement and immersion." Thesis, Cape Peninsula University of Technology, 2017. http://hdl.handle.net/20.500.11838/2724.
Full textEguia, José Luis. "El videojuego como recurso para el aprendizaje estratégico en las aulas: el caso de Personatges en Joc." Doctoral thesis, Universitat de Vic, 2012. http://hdl.handle.net/10803/124835.
Full textChisholm, Joseph D. "Individual differences in oculomotor control : the case of action video game players." Thesis, University of British Columbia, 2014. http://hdl.handle.net/2429/49997.
Full textRussell, Robert Bruce. "Probabilistic Inference as a Mechanism for Action-Video-Game Induced Visuospatial Skill Improvement." OpenSIUC, 2013. https://opensiuc.lib.siu.edu/theses/1153.
Full textFent, Andrew Thomas. "The Effect of Action Video Game Play on the Distribution and Resolution of Visuospatial Attention." Wright State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=wright1503943019166304.
Full textSchmidt, Anne [Verfasser], and Stefan [Gutachter] Pollmann. "Spatial contextual cueing in handball players and action video game players / Anne Schmidt ; Gutachter: Stefan Pollmann." Magdeburg : Universitätsbibliothek Otto-von-Guericke-Universität, 2019. http://d-nb.info/1219965812/34.
Full textWhite, Kathleen. "Energy expenditure and enjoyment of active video games vs. other activities in 10-12 year old boys." AUT University, 2008. http://hdl.handle.net/10292/934.
Full textSchueller, William. "Active control of complexity growth in Language Games." Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0382/document.
Full textMorais, Milca Abda de. "Efeito agudo de atividades realizadas no Xbox Kinect sobre o estado de humor de idosos destreinados." Universidade Federal de Goiás, 2016. http://repositorio.bc.ufg.br/tede/handle/tede/5804.
Full textMeyer, Svetlana. "Conception et évaluation d'Evasion, un logiciel éducatif d'entraînement des capacités d'attention visuelle impliquées en lecture." Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAS002/document.
Full textFrossard, Frédérique. "Fostering teachers’ creativity through the creation of GBL scenarios." Doctoral thesis, Universitat de Barcelona, 2013. http://hdl.handle.net/10803/130831.
Full textSchmoll, Laurence. "Concevoir un scénario de jeu vidéo sérieux pour l'enseignement-apprentissage des langues ou comment dominer un oxymore." Thesis, Strasbourg, 2016. http://www.theses.fr/2016STRAC014.
Full textPalma, Nuno Miguel Canto da. "Atividade física, obesidade e videojogos ativos na escola. Um estudo sobre hábitos e práticas de jogos em jovens do ensino básico e secundário." Doctoral thesis, Universidade de Évora, 2014. http://hdl.handle.net/10174/18305.
Full textJohansson, Anneli, and Tove Dahlström. "Diffraktion i spelgrafik;En metod för analogt och digitalt konstskapande." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19946.
Full textRobert, Martine. "Vivre le passé au présent : Dimensions et valeurs de la forme du jeu vidéo au regard de l'épistémologie de la connaissance historique et de la simulation informatique." Thesis, Aix-Marseille, 2014. http://www.theses.fr/2014AIXM3051.
Full textFecher, Daniel L. "Looking past the action : a study of the effects of structure on video game communities." 2012. http://liblink.bsu.edu/uhtbin/catkey/1675903.
Full textCardoso, Pedro Jorge Couto. "Playing in 7D: An Action-Oriented Framework for Video Games." Tese, 2016. https://repositorio-aberto.up.pt/handle/10216/82685.
Full textCardoso, Pedro Jorge Couto. "Playing in 7D: An Action-Oriented Framework for Video Games." Doctoral thesis, 2016. https://repositorio-aberto.up.pt/handle/10216/82685.
Full textZetu, Alina Gabriela. "Neurophysiological differences in visual selective attention in action video-games players." 2007. http://link.library.utoronto.ca/eir/EIRdetail.cfm?Resources__ID=788933&T=F.
Full textFeng, Jing. "Cognitive training using action video games: A new approach to close the gender gap." 2006. http://link.library.utoronto.ca/eir/EIRdetail.cfm?Resources__ID=450662&T=F.
Full textParedes-Olea, Mariana. "Procedural Realism in Computer Strategy Games." Master's thesis, 2009. http://hdl.handle.net/10048/690.
Full textThériault, Pascale. "L’héroïne d’action dans le jeu vidéo et ses représentations de personnages féminins : une figure et ses variations." Thèse, 2016. http://hdl.handle.net/1866/18750.
Full textSHIH, CHIA-JU, and 施佳如. "Performance Difference on Attention Switch between Action Video Game Player and Puzzle Video Game Player." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/2vc5pj.
Full textChang, Yu-Hsuan, and 張佑瑄. "Effects of Action Video Game by Xbox360 Kinect – The Example of Baseball Game." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/2fv3nu.
Full textMing-HsienTsai and 蔡明憲. "Visuospatial Attention Abilities in the Action and Real-Time Strategy Video Game Players as Compared with Nonplayers." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/80412717830536460488.
Full textCHIU, TIEN-SHENG, and 邱天盛. "Difference on Performance of Visual Attention for the Primary School Students Among Deaf Action Video Game Players and Normal Ones." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/yga2r5.
Full textDeslongchamps-Gagnon, Maxime. "Un poids sur la conscience : la culpabilité du joueur pour ses actions vidéoludiques." Thèse, 2016. http://hdl.handle.net/1866/18739.
Full textYao, Christopher. "A Randomized Controlled Trial Exploring the Feasibility of Multimedia-Based Exercise Programs on Older Adult Adherence and Physical Activity." Thesis, 2015. http://hdl.handle.net/1828/6708.
Full textMark, Rachel. "Testing the effectiveness of interactive game bikes on physical activity motivation among parents and young children in the home: a pilot study." Thesis, 2009. http://hdl.handle.net/1828/1987.
Full textReichertová, Simona. "Aktivní videohry wii systému jako forma balančního tréninku - pilotní studie." Master's thesis, 2015. http://www.nusl.cz/ntk/nusl-345096.
Full textSorice, Michael G. "Understanding Participation in Wildlife Conservation Programs on Private Lands." 2008. http://hdl.handle.net/1969.1/ETD-TAMU-2008-12-190.
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