Tesis sobre el tema "Video games – Social aspects"
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Wong, Chi-hang y 王志恆. "The localization of Japanese video games in Taiwan". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2013. http://hdl.handle.net/10722/197549.
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Modern Languages and Cultures
Doctoral
Doctor of Philosophy
Pelurson, Gaspard. "Queer quests : journeying through manifestations of queerness in video games". Thesis, University of Sussex, 2017. http://sro.sussex.ac.uk/id/eprint/78270/.
Texto completoLi, King-lun y 李景麟. "Nintendo revolution: what is happening in videogame industry and individuals". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44676670.
Texto completoChambers, Christopher. "Addressing Cheating and Workload Characterization in Online Games". PDXScholar, 2006. https://pdxscholar.library.pdx.edu/open_access_etds/2669.
Texto completoTran, Chris. "What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences". Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc10976/.
Texto completoZhu, Jun Chao. "The evolution of official media reports on video games :a case study of the People's Daily". Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3953768.
Texto completoMenuez, Paolo Xavier Machado. "The Downward Spiral: Postmodern Consciousness as Buddhist Metaphysics in the Dark Souls Video Game Series". PDXScholar, 2017. https://pdxscholar.library.pdx.edu/open_access_etds/4161.
Texto completoJin, Chengyue. "Game narrative conveyed through visual elements in digital games". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20104.
Texto completoClearwater, David A. "Full spectrum propaganda : the U.S. military, video games, and the genre of the military-themed shooter". Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=100338.
Texto completoRăzman, Diana Cristina. "Press ‘F’ to pay respects : Grief and memorialization in video games". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20098.
Texto completoAcarsoy, Sara Nil. "Effects of interactivity on narrative-driven games : A heuristic approach for narrative-driven games". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19844.
Texto completoGregory, Clairellyn Rose. "Who Gender-Bends and Why? A Qualitative Study of World of Warcraft". PDXScholar, 2011. https://pdxscholar.library.pdx.edu/open_access_etds/421.
Texto completoRăzman, Diana Cristina. "Replaying history : Accuracy and authenticity in historical video game narratives". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18962.
Texto completoCayatte, Rémi. "Les jeux vidéo américains de l’après 11 septembre 2001 : la guerre faite jeu, nouveau terrain de propagande idéologique ?" Thesis, Université de Lorraine, 2016. http://www.theses.fr/2016LORR0205/document.
Texto completoVideo games that directly or indirectly address real events transmit a certain vision of such events to their users. Be it thanks to the narratives on which they are based, the images users interact with, or gameplay and game structure specificities, some video games are inspired by real events as much as they (re)build those through the play experiences that they propose.In order to better understand this dynamic, this dissertation proposes a method of analysis that takes into account the three key components that constitute video games (narrative, audiovisual, game and play). This method is then applied to the three Call of Duty: Modern Warfare games (2007-2011). The contexts of production and reception are also taken into account in this analysis.This dissertation highlights the fact that, in addition to the exaltation of a militaristic, nationalist and patriotic ethos, the three Call of Duty: Modern Warfare games strive to convey a particularly positive image of American military actions abroad and of the adoption of a preventive warfare doctrine in the aftermath of the 9/11 attacks.The method applied to this corpus of games is also meant to propose an approach to this medium that takes into account its globality and complexity in order to better understand its persuasive possibilities
Ruiz, B. Nadia V. "VIDEO GAME CREATION : Inhibitors and Enablers in Female Inclusion". Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160713.
Texto completoLeite, Patrícia da Silva. "Elementos de jogos digitais inclusivos para gameplay no contexto das pessoas com deficiência sob a perspectiva da interação corporificada". Universidade Tecnológica Federal do Paraná, 2017. http://repositorio.utfpr.edu.br/jspui/handle/1/2892.
Texto completoO ato de jogar é uma maneira de a pessoa que joga estar no mundo e entender o que a rodeia, de experimentar realidades diferentes e identificar-se com as discussões propiciadas pelo jogo. Utilizado como gerador de significados para a sociedade e para as pessoas, os jogos podem ser compreendidos como artefatos que devem ser acessíveis a todos os membros da sociedade, particularmente os jogos digitais, por serem uma das mídias que mais apresentam desdobramentos sociais, culturais, políticos e econômicos na atualidade. Na reflexão do papel sociocultural dos jogos digitais e sua relevância para as pessoas, surge a questão das pessoas com deficiência, sobre como essas pessoas utilizam os jogos digitais, como são dadas suas representações nos jogos digitais e como elas se envolvem no processo de desenvolvimento de jogos digitais. Neste contexto, a presente pesquisa utiliza como principal método a Análise Crítica para realizar discussões sobre as etapas de conceito e elaboração dos elementos fundamentais de jogos digitais inclusivos para o gameplay, sob a perspectiva das pessoas com deficiência e à luz da teoria Interação Corporificada. Deste modo, considerar os princípios de inclusão para abordar os elementos dos jogos e articular as etapas de desenvolvimento de jogos digitais inclusivos com a Interação Corporificada, evidenciam, nesta pesquisa, como novos conceitos e perspectivas podem contribuir para subsidiar o projeto de jogos que vão na direção da inclusão das pessoas com deficiência, não somente como jogadoras, mas também como personagens e desenvolvedoras de jogos. Estas percepções propiciam novas maneiras de pensar e desenvolver jogos digitais inclusivos, de modo que na construção destes artefatos sejam considerados os desdobramentos da utilização dos jogos na sociedade, que ocorre por meio das representações, dos valores e dos significados expressados por meio dos jogos.
The act of playing is a way for the player to be in the world and to understand what is around her, to experience different realities and to identify herself with the discussions provided by the game. Used as a generator of meanings for society and for people, games can be understood as artifacts that must be accessible to all members of society, particularly digital games, considering they are one of the most comprehensive technologies nowadays, through which social, cultural, political and economic discussions are held. Reflecting on the sociocultural role of digital games and their relevance to people, arises the question about people with disabilities, how these people use digital games, how they are represented in digital games, and how they are engaged in the process of digital games development. In this sense, the present research uses Critical Analysis as the main method to conduct discussions about the stages of concept and elaboration of the fundamental elements of inclusive digital games for gameplay, from the perspective of people with disabilities in the light of Embodied Interaction theory. Thus, considering the principles of inclusion to address the elements of games and articulate the stages of development of inclusive digital games with Embodied Interaction, argue, in this research, how new concepts and perspectives can contribute to support the design of games towards the inclusion of people with disabilities, not only as players, but also as characters and game developers. These perceptions provide new ways of thinking and developing inclusive digital games, so that in the construction of these artifacts are considered the repercussion of the use of games in society, which occurs through the representations, values and meanings expressed by the games.
Cayatte, Rémi. "Les jeux vidéo américains de l’après 11 septembre 2001 : la guerre faite jeu, nouveau terrain de propagande idéologique ?" Electronic Thesis or Diss., Université de Lorraine, 2016. http://www.theses.fr/2016LORR0205.
Texto completoVideo games that directly or indirectly address real events transmit a certain vision of such events to their users. Be it thanks to the narratives on which they are based, the images users interact with, or gameplay and game structure specificities, some video games are inspired by real events as much as they (re)build those through the play experiences that they propose.In order to better understand this dynamic, this dissertation proposes a method of analysis that takes into account the three key components that constitute video games (narrative, audiovisual, game and play). This method is then applied to the three Call of Duty: Modern Warfare games (2007-2011). The contexts of production and reception are also taken into account in this analysis.This dissertation highlights the fact that, in addition to the exaltation of a militaristic, nationalist and patriotic ethos, the three Call of Duty: Modern Warfare games strive to convey a particularly positive image of American military actions abroad and of the adoption of a preventive warfare doctrine in the aftermath of the 9/11 attacks.The method applied to this corpus of games is also meant to propose an approach to this medium that takes into account its globality and complexity in order to better understand its persuasive possibilities
Lorentz, Pascaline. "La socialisation du joueur-adolescent : son voyage identitaire avec Les Sims®". Thesis, Strasbourg, 2012. http://www.theses.fr/2012STRAG013.
Texto completoIn many books, articles, conferences, we can read, hear, notice that gaming is helping the socialization process, that games are socializing tools and that is the reason why video games could be “good” for individuals (Greenfield, 1994 ; Taylor, 2002 ; Gee, 2003). But what is that socialization? What does this specific socialization is bringing to the overall understanding of the evolution of individuals in our societies? In one word: what is the video-ludological socialization? The concept of socialization is widely used by many disciplines such as Sociology, Social Psychology, Communication Sciences, Media Studies, Game Studies and Educational Studies and so forth. Socialization, which is the social process that makes a subject become a social being, is a key concept for understanding society and its functioning. That is why I scrutinize video-ludological socialization in this dissertation. To cast light on benefits of this specific socialization, no game is better than one simulating life which is also very popular: The Sims. For my research I overlooked praxis of teenagers gaming and how they utilize the gameplay to experiment social behaviours. In this thesis, I propose to explain what video gaming is bringing more than usual play by presenting findings of this study carried out in two steps with 180 teenagers from 12 to 16 years old.This video-ludological socialization, befalling through interacting, is part of the main socialization process which lasts during all the lifespan of individuals (Berger & Luckmann, 1966). In my research, I demonstrated that gaming with The Sims channels the video-ludological socialization process and that gaming plays an active role in gamers’ social lives
Jakobsson, Joel y Sara Ullman. "The role-playing game Final Fantasy 7 and English vocabulary development". Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30830.
Texto completoYan, Jingjing. "Gender and computer games / video games : girls’ perspective orientation". Thesis, Gotland University, Institutionen för humaniora och samhällsvetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-575.
Texto completoThe topic of this thesis is “Gender Differences in Computer games/ Video games Industry”. Due to rapid development in technology and popularization of computers all around the world, computer games have already become a kind of common entertainment. Because computer games were designed especially for boys at the very beginning, there are still some remaining barriers when training female game designers and expanding game markets among female players.This thesis is mainly based on two studies which have enormous contributions to gender issue in computer games area. A simple model is established by summarizing factors mentioned and discussed in those two books. The main purpose consists of two comparisons under Gender Differences: one comparison is between the current data with the previous one, in order to check whether there are any changes during the past 10 years. The other one compares the young people in two regions, Sweden and China, in computer games perspective.Model designing, test, questionnaire and interview methods are used in this paper aiming to collect and categorize the data, which facilitates to analyze the results of the comparisons. The results reflect that although computer becomes a familiar “friend” in modern daily life, there are not obvious changes of girls‟ perspectives in computer game industry. Certainly, there are some differences between the young people coming from two regions which will be expounded in the thesis.
Modin, Erik y Hanna Nordin. "Våld, sexism & rasism : En litteraturstudie om normer i data- och TV-spel och deras påverkan". Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-162096.
Texto completoMunir, Sundas y Mirza Sanam Iqbal Baig. "Challenges and Security Aspects of Blockchain Based Online Multiplayer Games". Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-38771.
Texto completoNøsterud, Øivind. "Mobile and Social Video Games : Prototype, Concepts, and Evaluation". Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8903.
Texto completoThe main goal of this project was to create new game concepts for mobile and social games. The project was a continuation of the depth study performed by the project in the course TDT 4570, Game Technology, at NTNU. The focus of this project was slightly more shifted toward the social side of mobile multiplayer games compared to the depth study. Additionally the project group were to create a prototype game using one of the concepts implemented in Java ME. The project group performed a prestudy of the technologies required to create the prototype(such as Java ME and features specific to mobile phones, such as location), as well as looking at games from a general viewpoint, but also by looking more closely at mobile and social games, current game genres, and multiplayer games available on mobile platforms and looking at how these games implement social game mechanisms. Several concepts were conceived and described during the project, with concepts from both the depth study and concepts created specifically in this project. The textit{Platform-puzzler} concept was chosen to be implemented as the prototype game. The prototype game is a 2D side scrolling platform multiplayer platform game with puzzle elements. The game was implemented in a development process, and at the end of the process the game was tested by two testers not from the project group. The test allowed the project group to assess how it performed in a simulated setting using emulators, as well as testing to see how the cooperative elements of the game performed, and additionally the test was performed in two sessions were in the first session the two testers were located in the same room, whereas in the second test the were located in the same room. The test session performed on the prototype indicated to the project group that there for the prototype game there were quite clear differences between playing the game in the same versus playing the game in different rooms. This indicates further that special care must be taken when designing and creating cooperative games for mobile platforms. The additional research performed by the project group also indicate to the project group that creating mobile and social games for mobile platforms is highly viable, and that social gameplay mechanisms can strengthen the experience of playing games.
Cachide, Olga Rute Gil Lemos de Albuquerque Carvalho. "Violence and video games in youngsters' lives". Master's thesis, Universidade de Aveiro, 2009. http://hdl.handle.net/10773/2838.
Texto completoO presente trabalho propõe-se divulgar o impacto que os vídeo jogos têm na vida dos pré-adolescentes e adolescentes; quais os seus vídeo jogos preferidos e o controlo que pais e lojas exercem sobre o uso de vídeo jogos por parte destes adolescentes. Este trabalho também visa contribuir para o debate em curso sobre uma possível associação entre o consumo de vídeo jogos violentos e comportamentos agressivos e violentos. Depois de estudar a literatura existente sobre os possíveis efeitos da exposição à violência transmitida pelos meios de comunicação, foram conduzidos questionários e entrevistas com alunos de diversas faixas etárias. Os resultados demonstram que os vídeo jogos são o meio de entretenimento mais extensivamente utilizado pelos jovens, confirmando a ideia de que afectam a sua vida de diferentes maneiras. Através da análise do conteúdo dos vídeo jogos mais jogados, demonstra-se como a violência está explicitamente expressa e como os jogos são projectados para ser viciantes. Estes resultados abrem caminho para posterior pesquisa sobre os efeitos sociais e culturais dos vídeo jogos. ABSTRACT: This dissertation examines the impact of video games on the lives of youngsters; their prime video games, and the control that parents and shops exert over the use of video games by youngsters. It also aims at contributing to the ongoing debate about media effects by analyzing a probable association between violent video games and violent and aggressive behaviours. After studying the existing literature on the effects of exposure to media violence, questionnaires and interviews were conducted with students of different age groups in order to determine the impact that videogames have on their lives. It was found that video games are indeed the most extensively-used entertainment media among youngsters, confirming the view that they affect young people’s lives in several ways. Through content analysis of the prime video games, it is demonstrated how violence is explicitly expressed and how these games are designed to be addictive. These findings lead the way to more extensive studies on the social and cultural effects of videogames.
Kim, Jung K. "The influence of flow experience on video games and agression". Virtual Press, 2007. http://liblink.bsu.edu/uhtbin/catkey/1371467.
Texto completoDepartment of Telecommunications
Meyers, Kelly Stephen. "Video games, aggression, and the new ESRB ratings system". Scholarly Commons, 1997. https://scholarlycommons.pacific.edu/uop_etds/2631.
Texto completoAlvarez, Julian. "Du jeu vidéo au serious game : approches culturelle, pragmatique et formelle". Toulouse 2, 2007. http://www.theses.fr/2007TOU20077.
Texto completoThis thesis is situated on the border of the Computer Science and the Social Sciences. It concerns the conception of Serious Games and their use within the context of targeted learning. By a Serious Game we mean a computer application, whose initial intention is to combine coherently the serious aspects (Serious) in a neither exhaustive nor exclusive manner, with instruction, learning, communication or further on information, assorted with the playing aspect of Video Games (Game). A Serious Game is thus for us a way to integrate an educational scenario into a Video Game. Our questioning will lead us to see how this relationship will be realized. After having examined the principal mains of application of the Serious Game and having defined it, the study of this questioning is realized in three phases concerning the cultural, pragmatic and formal systems in accordance with the Game Designers Salen and Zimmerman. Thus the cultural system means a transversal approach. It is explored by the development of a Serious Games. We particularly try to understand the complexity and the multitude of parameters that come up at different levels during such a realization, during the phases of conception, production and use. The pragmatic system allows us subsequently to refocus our approach and study the game and educational aspects. The aim is to identify a form of pedagogy that takes into account the use of a Serious Game. The formal system, at last, leads us to close our field of investigation and focus on the Gameplay which according to Jean-Noël Portugal is a link between the learning and the Video Game. This leads us in particular to analyse within a computer context, some of the game rules and to conceive a classification of these games. Once this classification realized, we then compare the rules of the pedagogical screenplay and those of the Video Game. At this stage of this study we try to observe if Serious Game is a new kind of computer application offering its own characteristics, or if we are facing of Video Game
Spoors, Glen R. "Meaning and emotion in Squaresoft's Final Fantasy X: Re-theorising realism and identification in video games". Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2005. https://ro.ecu.edu.au/theses/619.
Texto completoSetterstrom, Andrew John. "Social Influence and Willingness to Pay for Online Video Games". OpenSIUC, 2011. https://opensiuc.lib.siu.edu/dissertations/319.
Texto completoChan, Holing Sarah y 陳可苓. "The associations between video gaming, sleep, and neuropsychological functioning in Hong Kong children". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2014. http://hdl.handle.net/10722/209534.
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Clinical Psychology
Master
Master of Social Sciences
Mickelson, Carol Smith. "Do aggressive video games cause increased cardiovascular response?" Scholarly Commons, 1997. https://scholarlycommons.pacific.edu/uop_etds/2317.
Texto completoChen, Renee Chia-Lei. "Autoethnographic Research through Storytelling in Animation and Video Games". The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461270639.
Texto completoDjordjevic, Jelena. "YOUNG MEN'S ATTITUDE TOWARDS COMPUTER- AND VIDEO GAMES. AN INTERVIEW STUDY ABOUT YOUNG MEN’S EXPERIENCES OF COMPUTER- AND VIDEO GAMES". Thesis, Malmö högskola, Fakulteten för hälsa och samhälle (HS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-26768.
Texto completoThe knowledge of computer- and video game abuse and addiction among young people is very limited today. The sedentary lifestyle and physical inactivity that computer- and video games often involve can have negative consequences, and are becoming more common. A semi-structured interview was conducted on seven men between the ages of 17-29 in order to examine the driving forces behind men’s gaming behavior in their adolescence. In addition, information about game abuse among young people was gathered from professionals in the area of computer- and video games. This and links between computer- and video games and gambling have been made due to the lack of research on video and computer games. The former video game addicts have been categorized as recreational players, game problematics (who by themselves managed to stop abusing games) and game addicts, who have completely abstained from gaming to put an end to their addiction, while the others still play moderately and very little today. Actual and perceived control over themselves and their environment has been important determinants for the player’s former addiction. The reason why they stopped/decreased the gaming is essentially because they lost interest in games (not completely though), got other priorities and/or did not want to relapse and return to old problematic behavior. Gaming as an escape from a problematic life situation was a common feature among the addicts. The situation for the game addicts only worsened with time along with their game abuse. Although the experience of direct, incidental satisfaction has been a major driving force, it simultaneously led to game abuse. The time-consuming leisure activity had consequences on the mental and physical health, behavior and social development, as well as on the relationships to relatives, family situation, school attendance, social establishment and socioeconomic situation. To sum up, the informants developed an unhealthy and often destructive lifestyle because of the game habits.
Cicchirillo, Vincent J. "The effects of priming racial stereotypes through violent video games". Columbus, Ohio : Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view.cgi?acc%5Fnum=osu1243867231.
Texto completoWhaley, Benjamin Evan. "Beyond 8-bit : trauma and social relevance in Japanese video games". Thesis, University of British Columbia, 2016. http://hdl.handle.net/2429/59078.
Texto completoArts, Faculty of
Asian Studies, Department of
Graduate
Sutterfield, Curtis T. "The relationship between video game user and character". Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.
Texto completoDepartment of Telecommunications
Blackburn, Jeremy. "An Analysis of (Bad) Behavior in Online Video Games". Scholar Commons, 2014. https://scholarcommons.usf.edu/etd/5412.
Texto completoLianekhammy, Joann. "The Influence of Video Games on Adolescent Brain Activity". UKnowledge, 2014. http://uknowledge.uky.edu/hes_etds/12.
Texto completoYu, Shu. "Internet gaming disorder :its assessment and interplay with need satisfaction, maladaptive cognitions, and cognitive-behavioral skills". Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3953562.
Texto completoOßwald, Silvia. "Determinants of prosocial behavior : moral prototypes, social norms and prosocial video games". Aachen Shaker, 2008. http://d-nb.info/988688263/04.
Texto completoOsswald, Silvia. "Determinants of prosocial behavior moral prototypes, social norms and prosocial video games". Aachen Shaker, 2007. http://d-nb.info/988688263/04.
Texto completoKidd, Stan. "Investigation of the use of video games to detect alcohol-impaired performance". Thesis, Virginia Tech, 1985. http://hdl.handle.net/10919/41549.
Texto completoMaster of Science
Bishop, Kaelyn, Hannah Mathely, Andy Asllani, Joseph Barnet, Andrea Dr Clements y Kent Dr Norman. "Perception and Acceptability of Violence in Video Games, Movies, and News". Digital Commons @ East Tennessee State University, 2018. https://dc.etsu.edu/asrf/2018/schedule/203.
Texto completoBehrenshausen, Bryan G. "Touching is Good: An Eidetic Phenomenology of Interface, Interobjectivity, and Interaction in Nintendo's "Animal Crossing: Wild World"". Fogler Library, University of Maine, 2007. http://www.library.umaine.edu/theses/pdf/BehrenshausenBG2007.pdf.
Texto completoWood, Kevin R. "Simulation Video Games as Learning Tools: An Examination of Instructor Guided Reflection on Cognitive Outcomes". Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/msit_diss/77.
Texto completoBailie, Brian Jacob-Paul. "Everquest, reality, and postmodern theories of community". CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3254.
Texto completoBehrmann, Erika M. "Simulated Social Justice? Paradoxical Discourse and Decision-Making Within Educational Video Games Designed For Social Change". Bowling Green State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1491499376185639.
Texto completoCheung, Mei Fung Meily. "The role of video game in the cultivation of literacy : a medium perspective". HKBU Institutional Repository, 2009. http://repository.hkbu.edu.hk/etd_ra/1053.
Texto completoAlhidari, Abdullah. "Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions". Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc799485/.
Texto completoBurnett, William Dayl. "An Exploration of Salient Performance Aspects of Three Selected Works for Solo Trombone by William Goldstein, Nino Rota and Richard Peaslee". Scholarly Repository, 2010. http://scholarlyrepository.miami.edu/oa_dissertations/388.
Texto completo