Dissertations / Theses on the topic 'Problematic use of video games'
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Wolfe, Amanda. "Massively Multiplayer Online Gamers: Motivations and Risks." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/cps_diss/74.
Full textWeissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.
Full textCoëffec, Adélaïde. "Etude exploratoire, en population adolescente, des variables psychologiques impliquées dans l’utilisation des jeux vidéo et autres technologies numériques." Thesis, Paris 10, 2014. http://www.theses.fr/2014PA100193.
Full textBopp, Stacey-Lee. "A phenomenological study of problematic internet use with massively multiplayer online games." Thesis, Nelson Mandela University, 2017. http://hdl.handle.net/10948/13757.
Full textLee, Wai Yu. "Understanding problematic use of massively multiplayer online games: instrument development and theoretical model testing." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/186.
Full textNiemi, Eric J. "The games men play| How community college men use video games to construct masculinity." Thesis, Northern Illinois University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3681948.
Full textScantlin, Ronda Mae. "Interactive media : an analysis of children's computer and video game use /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.
Full textShand, Matthew. "Beginning, persisting, and ceasing to play : a stage use and gratifications approach to multiplayer video games /." Online version of thesis, 2010. http://hdl.handle.net/1850/11589.
Full textSanger, Mark A. "Use of video games to increase sport knowledge and game-play performance." [Ames, Iowa : Iowa State University], 2009. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1473254.
Full textSilberman, Lauren (Lauren Beth). "Double play : athletes' use of sport video games to enhance athletic performance." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/59733.
Full textKidd, Stan. "Investigation of the use of video games to detect alcohol-impaired performance." Thesis, Virginia Tech, 1985. http://hdl.handle.net/10919/41549.
Full textBarr, Matthew J. "Gaming for graduates : exploring the use of video games to develop graduate attributes." Thesis, University of Glasgow, 2017. http://theses.gla.ac.uk/8344/.
Full textBohman, Niclas, and Kimberly Stinson. "The Effects of Peripheral Use on Video Game Play." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26262.
Full textDiez, Stephanie L. "The Mediating Effects of Problematic Internet and Video Gaming Behaviors on Family, Cultural, and Individual Constructs among Latinx and non-Latinx Black Youth." FIU Digital Commons, 2019. https://digitalcommons.fiu.edu/etd/3966.
Full textSuarez, Juan M. "Emotional Intelligence and its Link to Aggressive Cognition and Aggressive Affect Generated by Violent Video Game Use of Male Undergraduates." Xavier University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1452010918.
Full textBebbington, Sandra. "A Case Study of the Use of the Game Minecraft and Its Affinity Spaces for Information Literacy Development in Teen Gamers." Thesis, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/31699.
Full textBlazer, Erin C., Keleigh B. Engle, Shelby L. McKinley, Thalia P. Sullivan, and Meredith K. Ginley. "An Investigation Into the Relation Between Problems From Video Gaming and Frequency of Cannabis Use." Digital Commons @ East Tennessee State University, 2021. https://dc.etsu.edu/etsu-works/8891.
Full textNicklaus, Mark Bodnar. "Videogame use among male residents in university housing at Eastern Illinois University /." View online, 2009. http://repository.eiu.edu/theses/docs/32211131566279.pdf.
Full textStraight, Ryan M. "An Exploratory Study of Augmented Reality and Mobile Games Examining Ingress Player Motivation and Potential Educational Value." Ohio University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1426691458.
Full textSwahn, Clara, and Niki Eriksson. "Does the devil wear Prada? A content analysis of costume design in video games as a tool for conveying narrative and functionality : A study concerning costume design and its current use in games." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40587.
Full textPellas, William, and Sandra Thenstedt. "The Importance of Colour Guided Navigation : A Qualitative Study on the Use of Colour as a Tool of Communication and Navigation in Video Games." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40563.
Full textDobry, Stella Christine. "The Moderating Effect of Attachment Behaviors on the Association Between Video Game Use, Time Together as a Problem, and Relationship Quality." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5931.
Full textChristy, Katheryn R. "Investigating the Use of Interactive Narratives for Changing Health Beliefs: A Test of the Model of Interactive Narrative Effects." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461167842.
Full textGranich, Joanna. "Electronic-based sedentary behaviour among children within the family home environment : a descriptive study." University of Western Australia. School of Population Health, 2009. http://theses.library.uwa.edu.au/adt-WU2010.0069.
Full textGilbert, Katherine G. "Differences in Body Mass of Children Who use Sedentary Video Games versus Children Who Use Wii." 2010.
Find full textShim, Mi-suk P. "Predictors of children's violent media use." Thesis, 2004. http://hdl.handle.net/2152/1406.
Full textShim, Mi-suk P. Vandewater Elizabeth A. "Predictors of children's violent media use." 2004. http://repositories.lib.utexas.edu/bitstream/handle/2152/1406/shimm59034.pdf.
Full textWANG, CHUN-XUAN, and 王春煊. "A Study of Twitch TV Fans Continuous Use of Video Games Live Broadcast: Uses and Gratifications Theory." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/53500639849119283719.
Full textDoucet, Lars Andreas. "Designing a Real-time Strategy Game about Sustainable Energy Use." Thesis, 2010. http://hdl.handle.net/1969.1/ETD-TAMU-2010-05-7707.
Full textBickham, David Stephen. "The social implications of children's media use." Thesis, 2004. http://hdl.handle.net/2152/1189.
Full textBickham, David Stephen Vandewater Elizabeth A. "The social implications of children's media use." 2004. http://wwwlib.umi.com/cr/utexas/fullcit?p3139192.
Full textTruby, Elvir Joan. "The use of digital media within gestalt play therapy." Diss., 2011. http://hdl.handle.net/10500/4818.
Full textCHIANG-TA-CHENG and 江大成. "The study mainly investigated the table tennis strategy of Taiwanese high school table tennis players by three stage skill analysis. The study analysed players who are from the quarter final in the 2014 National High School Athletic Games(all about Fu Cheng Senior High School players). Games were recorded by video and record those players’ gripping mode from preliminaries to the final game. The gripped mode, three stage skill, and strategy were recorded by 3 A-level coaches. By this way, we can analse high school students’ skill in actual situation. Moreover, we can review the advantage and disadvantage for future training, and enhance their level of skill.The scoring rates of Three-Part Skill are as follow:No.1234 player 48.9%、39.1%、12%, No.1235 player 40.6%、28.1%、31.3%,and No.1240 player 33.1%、35%、32%. The usage rates of Three-Part Skill are as follow:No.1234 player 42.6%、43.3%、14.1%, No.1235 player 38.4%、33.2%、28.2%,and No.1240 player 28.2%、35.1%、36.6%.The overall average of usage rate showed that Three-Part Skill is used more in the section of attack after serve part and attack on return serve part. Conclusion: The research shows that players of Kaohsiung Municipal Fu Cheng Senior High School mainly use quick attack combining top spin and top spin combining quick attack. If they could participate more national events,and train themselves to strengthen their advantages and improve shortcomings. Someday, they can greatly enhance their personal achievement." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/94996991702015980304.
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