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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.
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Using behaviour patterns to generate scripts for computer role-playing gamesCutumisu, Maria. January 2009 (has links)
Thesis (Ph.D.)--University of Alberta, 2009. / Title from PDF file main screen (viewed on Sept. 9, 2009). "A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Doctor of Philosophy, Department of Computing Science, University of Alberta." Includes bibliographical references.
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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.
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Cognition and learning in massively multiplayer online games a critical approach /Steinkuehler, Constance A. January 2005 (has links)
Thesis (Ph. D.)--University of Wisconsin--Madison, 2005. / Description based on print version record. Includes bibliographical references (p. 157-199).
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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.
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The production of shows in the cities of the roman empire : a study of the Latin epigraphic evidence /Chamberland, Guy. January 2001 (has links)
Thesis (Ph.D.) -- McMaster University, 2001. / Includes bibliographical references (p. 321-329). Also available via World Wide Web.
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Cognition and learning in massively multiplayer online games : a critical approach /Steinkuehler, Constance A. January 2005 (has links)
Thesis (Ph. D.)--University of Wisconsin--Madison, 2005. / Includes bibliographical references (p. 157-199). Also available on the Internet.
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Prospects of fantasy sports as a profitable sport marketing mediaWirakartakusumah, Daryl N. January 2002 (has links)
Thesis (M.S.)--University of Wisconsin--La Crosse, 2002. / Includes bibliographical references.
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Guidelines for the design of augmented reality strategy games : a thesis submitted in partial fulfilment of the requirements for the degree of Master of Science in the University of Canterbury /Nilsen, Trond. January 2006 (has links)
Thesis (M. Sc.)--University of Canterbury, 2006. / Typescript (photocopy). Includes bibliographical references (leaves 105-114). Also available via the World Wide Web.
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Guidelines for the use of the Indie approach in game development projects in the context of a capstone experienceMarais, Craig January 2013 (has links)
This research addresses the challenges associated with the supervision of game development projects as part of a capstone experience. The context of this research is the capstone experience as undertaken by third year software development students who have chosen to develop a game for their project at the School of Information and Communication Technology (ICT) at the Nelson Mandela Metropolitan University (NMMU). This research begins by determining the curricular requirements with respect to the capstone experience for Information Technology (IT) qualifications. This is done by investigating the applicable documentation at the international, national and departmental levels. The position of game development as a sub-category of software development is established and the Indie paradigm is investigated as a further sub-category of game development. Furthermore, the Indie paradigm is investigated through in-depth analyses of the techniques used in the development of ten Indie games. This investigation serves to identify the commonly used techniques in the Indie paradigm. The research presents a case study of the game development projects at the School of ICT at the NMMU for the period from 2009 to 2013. This case study combined with the techniques identifed from the Indie paradigm forms the basis of the guidelines presented by this research. The guidelines are subject to a review by an industry expert. The review takes the form of an expert interview, which serves to verify the guidelines. This research concludes by demonstrating alignment with the objectives it set out to achieve and motivating the success of the research conducted.
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