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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.
91

Administrative discretion the case of the licensing of automatic machine establishments /

Lai, Ying-sie, Benedict. January 1985 (has links)
Thesis (M.Soc.Sc.)--University of Hong Kong, 1985. / Also available in print.
92

Relations between videogame play and 8th-graders' mathematics achievement

Tobias, Scott A. Rudy, Duane. Ispa, Jean. January 2009 (has links)
Title from PDF of title page (University of Missouri--Columbia, viewed on Feb 24, 2010). The entire thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file; a non-technical public abstract appears in the public.pdf file. Dissertation advisor: Dr. Jean Ispa and Dr. Duane Rudy. Vita. Includes bibliographical references.
93

Real economics in virtual worlds a massively multiplayer online game case study: Runescape /

Bilir, Tanla E. January 2009 (has links)
Thesis (M. S.)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010. / Committee Chair: Pearce, Celia; Committee Member: Burnett, Rebecca; Committee Member: Do, Ellen Yi-Luen; Committee Member: Knoespel, Kenneth. Part of the SMARTech Electronic Thesis and Dissertation Collection.
94

Participatory culture and enjoyment in the video games industry : reconfiguring the player-developer relationship /

Banks, John A. L. January 2004 (has links) (PDF)
Thesis (Ph.D.) - University of Queensland, 2005. / Includes bibliography.
95

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
96

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.
97

Touching is Good: An Eidetic Phenomenology of Interface, Interobjectivity, and Interaction in Nintendo's "Animal Crossing: Wild World"

Behrenshausen, Bryan G. January 2007 (has links) (PDF)
No description available.
98

Counter strike 1.6 calls to play

Souza, Cecilia Amanda Willi de 25 October 2012 (has links)
Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Comunicação e Expressão, Programa de Pós-graduação em Letras/Inglês e Literatura Correspondente, Florianópolis, 2010 / Made available in DSpace on 2012-10-25T05:47:24Z (GMT). No. of bitstreams: 1 289915.pdf: 2237047 bytes, checksum: a0d702f0981f51a52d99906c3959e707 (MD5) / Vídeo jogos, considerados um fenômeno de entretenimento de massa contemporâneo, vem sendo estudados e utilizados nas mais diversas áreas. Na Educação, cada vez mais docentes se aderem a esta prática como um meio de interação com as tecnologias de informação (Aarseth, 1997, Lemke, 2002) e os utilizam como uma ferramenta potencial para promover pensamento crítico (Frasca, 2001). No Brasil, o uso de vídeo jogos na Educação é ainda uma prática nova e restrita. Contudo, o rico conteúdo semiótico destes jogos e a familiaridade generalizada dos estudantes com este meio fazem com que sejam incluídos entre as fontes de material para o multiletramento (Unsworth, 2007, 2001; Christie, 2005; Gee, 2005; Jenkins & Squire, 2003). Esta situação levanta questões referentes às representações semióticas dos vídeo jogos, como assim também, à criação de aplicativos adequados ao multiletramento. Esta pesquisa tem por objetivo compreender e interpretar a representação multimodal do discurso de guerra como entretenimento, na capa do jogo de tiro Counter Strike 1.6. O estudo, baseado principalmente nos trabalhos de Kress e van Leeuwen (1996), Unsworth (2001; 2006) e Machin e van Leeuwen (2009), revela que: 1) o propósito ou função da capa sugere ter influenciado nas escolhas feitas para a composição da mesma. Nela se dá ênfase à representação glamurizada do soldado da força antiterrorista e são abstraídas possíveis representações explicitas de guerra; 2) as funções Representacional, Interativa e Composicional (GDV) articulam-se através dos modos de representação e realizam o trabalho conjunto de tentar fundir, visualmente falando, as fronteiras entre a representação da guerra na realidade da vida e na realidade do jogo; 3) efeitos de áudio e som contextualizam o jogo em um determinado gênero como assim também, a espacialização dos ambientes criados em mapas locais; 4) o tipo de letra escolhido para facilitar a compreensão de textos enquanto se joga sob pressão de tempo, pode espelhar uma mudança nos hábitos de leitura na era da computação. Concluo o presente trabalho refletindo sobre o uso de vídeo jogos, mesmo quando o tema for controvertido, e, sugiro possíveis atividades que incluam vídeo jogos como material para uma abordagem critica ao letramento multimodal.
99

The Aesthetic Experience of Video Games: A Pluralistic Approach

Bratkowski, Tad 01 May 2014 (has links)
In this dissertation, I make a serious philosophic application of several aesthetic theories to the emerging medium of video games. I look at concepts such as the play of art, psychical distancing, and an experience, and apply each of these to a representative video game. Hence, I use a variety of aesthetic works, but apply these in a pluralistic manner. The thesis I defend is that a number of specific video games offer possibilities for aesthetic experience that can be comprehended through these traditional aesthetic theories. The purpose of my project is not a comparative one among these theories: I do not argue that any one of these is definitive in application to all video games. Instead, I hold these theories in tension by showing that each has practical merit in being applied to different games I use a variety of aesthetic approaches to argue that a specific game exemplifies the aesthetic value which is at the core of a particular theory. I apply John Dewey's notion of an experience as a single, distinctive whole consisting of parts in unity to the music-based game Rock Band. To consider the distance between the player of a video game and the game's content, I discuss Edward Bullough's theory of psychical distance and apply this concept to a violent game such as Grand Theft Auto IV. Finally, I consider Hans-Georg Gadamer's thoughts on the play of art and the connection of play to seriousness and apply these thoughts to a game which integrates a sense of playfulness with serious themes: Braid.
100

Games, Gender, and Digital Culture: An Analysis of Three Communities

Hobler, Mara 06 1900 (has links)
xii, 188 p. This file has been removed at the author's request. A print copy of this title is available from the UO Libraries, under the call number: SCIENCE GV1469.34.S52 H63 2007 / As digital entertainment becomes more advanced, the medium of the video game has gained a broader audience. Today, more women are spending their leisure time enjoying video games. This research focuses on serious (or ‘hardcore’) women who play games traditionally believed to appeal primarily to males. Interviews and observation were used to explore their experience as gamers and as members of women-only communities. Results showed that these women are choosing the experience of playing shooter games because it is interactive, social, and enjoyable, not to be resistive. This study also analyzes the role of these women gamers within game culture, considers how they are being perceived, and identifies the ways the gaming community and games industry has responded to these women. Textual and discourse analysis was used to study social constructions of gender. This analysis showed that the ways women are framed by game culture and in the media limits their potential to be regarded as skilled gamers and legitimate contributors. / Adviser: Dr. H Leslie Steeves

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