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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

The big five personality characteristics of World of Warcraft players

Winter, Jessica L. Henson, Robin K. January 2009 (has links)
Thesis (M.S.)--University of North Texas, May, 2009. / Title from title page display. Includes bibliographical references.
2

The null game feature-specific player enjoyment in massively multiplayer online role playing games /

Bouchard, Matthew. January 2010 (has links)
Thesis (M.A.)--University of Alberta, 2010. / Title from PDF file main screen (viewed on July 29, 2010). A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Arts, Department of Humanities Computing, University of Alberta. Includes bibliographical references.
3

Out of character issues of identity, acceptance, and creativity in tabletop role-playing games /

DeHart, Gretchen L. January 2008 (has links)
Thesis (M.A.)--Ball State University, 2008. / Title from PDF t.p. (viewed on Sept. 08, 2009). Includes bibliographical references (p. 100-104).
4

Vårt tempel : En kvalitativ studie om DreamHack, gamers och kommersialiseringen av ett brand community

Bergmark, Marlene, Olausson, Eric January 2016 (has links)
Problemformulering: E-sporten och marknaden som omger den har gått från att vara ett relativt okänt fenomen till att idag vara en miljardindustri. Den är ett fenomen som fortsätter växa både när det kommer till omsättning och publik och i centrum står världens största datorfestivalsarrangör: svenska DreamHack. DreamHack fungerar som en samlingsplats för e-sportsentusiaster och gamers och lockar över 26 000 av dessa till deras största evenemang. I samband med dessa typer av festivaler syns idag många av de marknadsledande företagen inom olika varumärkeskategorier, däribland Estrella, Telia, och Intel. Ökningen som skett av sponsorer på den här typen av evene­mang skulle kunna ses som ett exempel på den kommersialisering som sker av evene­mang idag. Den fortsatta ökningen pekar också mot att marknaden kring e-sport inte bara är ett temporärt fenomen utan något som kommer att fortsätta växa. Med detta som bakgrund ämnar studien bidra till djupare förståelse för subkulturen gamers och genom dem få insikt i DreamHack som brand community och kommer­sialiserat evenemang. Metod och material: Kvalitativa samtalsintervjuer med 13 respondenter på Dream­Hack Winter 2015 samt en informantintervju med Lisa Müller, Senior Brand Man­ager and Budget Communications Manager på livsmedelsföretaget Estrella. Huvudresultat: Ur respondenternas svar framgår att kommersialiseringen av Dream­Hack anses legitimera subkulturen gamers i allt högre grad. Detta tycks gamers, till skillnad från andra subkulturer, välkomna snarare än avfärda. Vidare visar också studien på att DreamHack går att se som ett brand community men inte absolut ett klassiskt sådant, då gemenskapen snarare än varumärket tycks vara central. Nyckelord: subkultur, gamers, brand community, kommersialisering, kongruens, sponsorskap
5

A study of the uses and gratifications of online fantasy sports

Dougherty, Dennis L. January 2007 (has links)
This study has examined the uses and gratifications, which fantasy sports users seek for their online participation. Several uses and gratifications were tested to demonstrate whether or not they were motivations for different groups of online fantasy users. A survey instrument was created and disseminated to online fantasy users through fantasy message boards on the Internet. Online fantasy users who are Beginners, have high levels of participation, and participate in monetary prize leagues were groups that were studied. The analyses identified seven motivations that are sought by online fantasy users of those three groups. Descriptive data indicates most of online fantasy users are full-time employees who spend time at work checking their fantasy leagues and teams. / Department of Journalism
6

Looking past the action : a study of the effects of structure on video game communities

Fecher, Daniel L. 21 July 2012 (has links)
This thesis explores the effects of ludic structure—defined as the elements of game play not considered content—on video game communities. Counter to the focus on video game content and its effects by other scholars, this study argues the importance of the study of game structure and its influences on player interactions. Two games, League of Legends and Puzzle Pirates were examined. I played both games for 20 hours, as well as interviewing four players from each game. Using Laura Ellingson’s (2009) crystallization as a guiding approach, I analyzed the games using both a traditional thematic analysis and personal narratives in an attempt to create a richer dataset from which to draw conclusions. I discovered that one game was more competitively structured (League of Legends), which resulted in more aggressive and negative interactions among players in the community. Puzzle Pirates, on the other hand was more cooperatively structured, which resulted in an open and friendly community of people who were wanting to help each other. I argue that ludic structure does have a significant impact on player interactions, and that game companies should strive for more cooperatively structured games to encourage a positive community of gamers. / Literature review -- Methodology -- Close analysis of League of legends -- Close analysis of Puzzle pirates -- Conclusions, flaws and future research. / Department of Communication Studies
7

Avatar interaction : online identity and the effects of visual technologies /

Martin, Jennifer. January 2005 (has links)
Thesis (M.A.)--York University, 2005. Graduate Programme in Communication and Culture. / Typescript. Includes bibliographical references (leaves 125-130). Also available on the Internet. MODE OF ACCESS via web browser by entering the following URL: http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:MR19676
8

From girlfriend to gamer negotiating place in the hardcore/casual divide of online video game communities /

Kubik, Erica. January 2010 (has links)
Thesis (Ph.D.)--Bowling Green State University, 2010. / Document formatted into pages; contains v, 146 p. Includes bibliographical references.
9

Players as knowledge producers and learners : emergent culture, enculturation, and expertise in massively multiplayer online games /

Chu, Sarah N. M. January 2008 (has links)
Thesis (M.Ed.)--York University, 2008. Graduate Programme in Education. / Typescript. Includes bibliographical references (leaves 106-113). Also available on the Internet. MODE OF ACCESS via web browser by entering the following URL: http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:MR51518
10

Headshot! An exploration of the phenomenon of violent video games /

Franklin, Adam Christopher. January 2007 (has links)
Thesis (M.A.)--Bowling Green State University, 2007. / Document formatted into pages; contains vi, 97 p. Includes bibliographical references.

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