Rozprawy doktorskie na temat „Gaming”
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Goh, Ci'an. "The psychology of gaming and gambling". Thesis, University of Birmingham, 2017. http://etheses.bham.ac.uk//id/eprint/7950/.
Pełny tekst źródłaPerez, Michael. "MMO gaming culture| An online gaming family". Thesis, Florida Atlantic University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10096029.
Pełny tekst źródłaThis study examines the social organization of Gaiscíoch, a large online gaming community that exists within the simulated world of a massively multiplayer online role playing game (MMORPG). It provides an ethnographic account of an online gaming community that is open to any player without skill or time commitment requirements, but still maintains high status within the game world. This project identifies eight elements that make this inclusive, friendly, and casual community successful in virtual worlds that tend to be dominated by communities that have a competitive, strict, and exclusive approach to online gaming (social interaction, code of values, leadership, rank system, events, community building, population size, gameplay). Lastly, this project briefly inquires about the nature of the border between the virtual and the physical and establishes that gamers can be considered pseudo-border-inhabitants that are in control of the community they place adjacent to them in the cyber world.
McGivern, Paul R. "Risk-taking and expenditure in digital roulette : examining the impact of tailored dynamic information and warnings on gambling attitudes and behaviours". Thesis, University of Derby, 2018. http://hdl.handle.net/10545/622837.
Pełny tekst źródłaЗолотова, Світлана Григорівна, Светлана Григорьевна Золотова, Svitlana Hryhorivna Zolotova i T. M. Shabelnyk. "3D gaming". Thesis, Вид-во СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/22501.
Pełny tekst źródłaChhina, Gagun S. "Video gaming parlours : the emergence of video gaming in India". Thesis, University of Manchester, 2016. https://www.research.manchester.ac.uk/portal/en/theses/video-gaming-parlours-the-emergence-of-video-gaming-in-india(75217f0f-c060-4c68-b708-ed496b3988e1).html.
Pełny tekst źródłaWestermark, Christian. "Mobile Multiplayer Gaming". Thesis, KTH, Kommunikationssystem, CoS, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-91990.
Pełny tekst źródłaDe senaste tio åren har multiplayer gaming blivit väldigt populärt. Under samma tidsperiod har cellulära terminaler och de mobile nätverken genomgått en stor teknisk evolution. Därför kan man undra varför inte mobile multiplayer gaming har slagit igenom än. Svaret på denna fåga är värdefullt för föreatag som säljer mobila system, men även mobiloperatörerna, dådet kan ge en hint hur man bättre kan fylla ut dagens tomma 3G system med trafik. Detta examensarbete är en fortsättning på Mattias Åkerviks arbete. Det ger läsaren en förståelse i dagens trådlösa teknologier och vad de kan prestera. Med detta i bagaget kommer ett antal spel undersökas och hur deras spelupplevelse influeras av begräsningarna som de mobila nätverken har. Arbetet kommer också att behandla vilken trafik dessa spel genererar, då detta kan ge en bättre förståelse i hur man kan anpassa nätverken i ett gamingsyfte. Slutligen kommer marknaden att analyseras. Inte bara det potentiella värdet av gamingmarknaden, men även om det finns några marknadsstrukturella orsaker som bromsar utvecklingen av mobila multiplayer spel.
Lundqvist, Joakim. "Training through gaming : The effect of frequent gaming on cognitive performance". Thesis, Umeå universitet, Institutionen för psykologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136554.
Pełny tekst źródłaROGEFELT, JOAKIM, i ADAM LUNDSTRÖM. "Mobile Gaming Earbud. : Design and functionality investigation of mobile gaming headphones". Thesis, KTH, Skolan för industriell teknik och management (ITM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263155.
Pełny tekst źródłaPå dagens marknad finns det en otrolig mängd hörlurstyper, modeller och varumärken – däralla gör sitt bästa för att differentiera sig från de andra. I samarbete med Defunc ämnade dettaexamensarbete att undersöka hur ett par hörlurar för mobil gaming kan utvecklas somtillmötesgår behov och önskemål hos dess användare. Projektet var indelat i tre faser –Utforskning, Validering och Implementering – med fokusområdena användarcentrerad design,ergonomi, varumärkesstrategi, och framförallt hörlursteknologi. Användarstudier och marknadsanalyser visade att det fanns ett potentiellt utrymme för mobilgaming, och att spelbehov främst berodde av fyra kategorier av personligt värdeskapande undersjälva spelandet. Fiskbensdiagram och en QFD analys användes för att identifiera och prioriteraproduktegenskaper gentemot användarvärden. Tävlingsinriktade spelare valdes som denslutgiltiga användargruppen då dessa hade mest att gynna av ett par gaming-hörlurar, men ävendå de sätter standarden för den övriga gaming-världen. Moduler skapades och användes som verktyg i konceptgenereringsprocessen. De genereradekoncepten testades därefter med hjälp av rapid prototyping och triggerintervjuer med avseendepå användarvänlighet och ergonomi. Samlade insikter vägledde tillsammans medprisuppskattningar från tillverkare konceptvalet. En första design skapades och verifieradessedan i samarbete med tillverkare på plats i Kina. Projektet resulterade i en portabel mobil gaming-hörlur (MGE) med hybrida drivare, justerbarMEMS-mick, 15 timmars batteritid, BT 5.0 med stöd för aptX ll och ACC, 3D-simulerat ljud,kompressor, mickavstängning, memory foam-proppar, och magnetiska hörlursryggar medinbyggd av/på-funktionalitet. Alla dessa egenskaper följer de behov och önskemål somidentifierats i användarstudierna – inkluderat en design som passar spelande utanför hemmetoch som differentierar sig från konkurrenterna
Crane, yuliya. "New casinos in the United Kingdom: costs, benefits and other considerations". Thesis, University of Salford, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.492417.
Pełny tekst źródłaKjellson, Emma. "Eco2Trainer möter serious gaming". Thesis, University of Kalmar, School of Communication and Design, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-2028.
Pełny tekst źródłaArbetets syfte är att studera om en ansats baserad på serious gaming kan göra ett datorbaserat träningsverktyg mer självständigt och mer motiverande för användaren. I detta arbete beskrivs erfarenheterna från en fallstudie där ett speciellt träningsverktyg, Eco2Trainer, utvärderades med hjälp av användartest. Eco2Trainer är ett träningsverktyg för sparsam körning med buss. Träningen görs framför en dator med en ratt och pedaler. Arbetets syfte är att med hjälp av serious gaming göra Eco2Trainer självständig och mer motiverande för användaren. Arbetet baseras på ett uppdrag av StageIT AB och innefattar flera intressanta och aktuella delar. Serious gaming är en aktuell ansats som lämpar sig bra för just detta projekt och även psykologiska faktorer som driver en tv- och datorspelare generellt och hur dessa gynnsamma faktorer kan implementeras i ett träningsverktyg som Eco2Trainer beskrivs. Arbetet innefattar litteraturstudier men också användarstudier i form av två användartest med personer i målgruppen. Under användartesten gjordes observationer och frågeformulär besvarades av testdeltagarna. All information samlades ihop och analyserades för att sedan användas för vidare utveckling. Resultatet av arbetet blev en ny version av Eco2Trainer som bygger på ett upplägg baserat på serious gaming. Det nya upplägget testades i ett andra användartest och fick gott betyg av deltagarna. Eco2Trainer visade sig vara självständig och testdeltagarna var motiverade och tyckte det var underhållande. Slutsatsen är därför att projektet har lyckats uppnå sina mål och varit med och skapat en produkt som kan bidraga till en mer miljömedveten framtid.
Eco2Trainer is a tool for practicing Ecodriving, developed for busses. In front of a computer screen, with a steering wheel and pedals the training is performed. This method has advantages compared to practicing Ecodriving in a vehicle. No CO2 discharge, no exhaust fumes and no fuel expenses makes Eco2Trainer a tool of today. Making Eco2Trainer more independent and motivating for the user is the purpose of this paper. The project is an assignment for StageIT AB and contains interesting and current topics. Environmental matters are the background of the whole Eco2Trainer project. Serious gaming is another current subject that is brought up and adapt to the project as well as the psychology behind what makes a videogame player, play on. The paper includes literary studies and user studies. The result of this project is a new version of Eco2Trainer were the structure is based on serious gaming. The new version of Eco2Trainer was well liked at the last user test and therefore the conclusion is that the project was successful. The test also shows that the project reaches its goals and helped creating a tool for a more aware future.
Jagad, Lakshmi Ms. "Online Gaming and Teamwork". Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/communication_theses/83.
Pełny tekst źródłaJöneros, Jenny, i Hugo Tinglöf. "Social roles in gaming". Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20833.
Pełny tekst źródłaThis paper explores communication and group dynamics in digital gaming. The purpose of doing this is to establish if there is a correlation between these and the player´s ultimate experience. Past research has shown that communication has a direct influence on the player´s performance, while in a group setting. There is relatively limited amounts of research into group dynamics and how it relates to communication and performance in games. However there is a vast amount of research that relates to roles within a multiplayer setting. Therefor experiments were performed to observe various roles and what impact they had upon the dynamic of the each group. Each group consisted of four candidates that were asked to play a game. During play they were observed and recorded for further analysis in regards to their performance, communication and ultimately what roles they all filled. We saw a connection between communication and group-dynamics and how it affected the player’s performance. Furthermore, we have presented the different roles that appeared and what they want from a game.
Anderson, Joanna M. "Gaming in Library Instruction". Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/etsu-works/393.
Pełny tekst źródłaHellström, Charlotta. "Adolescent Gaming and Gambling in Relation to Negative Social Consequences and Health". Doctoral thesis, Uppsala universitet, Centrum för klinisk forskning, Västerås, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-261156.
Pełny tekst źródłaMännikkö, N. (Niko). "Problematic gaming behavior among adolescents and young adults:relationship between gaming behavior and health". Doctoral thesis, Oulun yliopisto, 2017. http://urn.fi/urn:isbn:9789526216584.
Pełny tekst źródłaTiivistelmä Tutkimuksen tarkoituksena oli kuvata ja selittää 13–24-vuotiaiden nuorten ongelmallisen digipelaamiskäyttäytymisen yhteyksiä psyykkiseen, sosiaaliseen ja fyysiseen terveyteen. Tutkimuksen tavoitteena oli tuottaa uutta tietoa ongelmallisesta digipelaamisesta, helpottaa ilmiön tunnistamista ja edistää terveyskasvatusta. Digipeleillä tarkoitetaan tässä tutkimuksessa tietokone-, konsoli-, verkko- ja mobiililaitteilla pelattavia pelejä. Ensimmäisessä osatutkimuksessa arvioitiin ja tiivistettiin systemaattisen kirjallisuuskatsauksen avulla tämän hetkinen tutkimustieto (n = 50) ongelmallisen digipelaamisen ja terveyden välisistä yhteyksistä. Toisessa osatutkimuksessa tutkittiin ositettuna satunnaisotantana (N = 3 000) kerätyn aineiston avulla suomalaisten nuorten (n = 293) digipelaamista, ongelmallisen digipelaamisen esiintyvyyttä sekä ongelmallisen digipelaamisen yhteyksiä nuorten pelaamiskäyttäytymiseen ja terveyteen. Kolmannessa osatutkimuksessa kuvattiin alueellisen poikkileikkaustutkimuksen avulla nuorten (n = 560) digipelaamiskäyttäytymistä ja sen yhteyksiä ongelmalliseen digipelaamiseen. Empiiristen osatutkimusten aineisto kerättiin verkkopohjaisen kyselyn avulla, ja saatu aineisto analysoitiin tilastollisilla menetelmillä. Katsauksen ja empiirisen tutkimuksen tulokset osoittivat, että ongelmallinen digipelaaminen oli erityisesti yhteydessä psykologisiin ja sosiaalisiin oireisiin, kuten masennukseen ja ahdistukseen, sekä korostuneeseen mieltymykseen olla vuorovaikutuksessa verkkoympäristön välityksellä. Ongelmallisen digipelaamisen riski-ryhmään kuuluneet henkilöt suosivat digipelityyppejä, jotka sisälsivät rooli-, toiminta- ja strategiapelaamisen ominaisuuksia. Digipelaamisen motiiveista edistymispyrkimys, sosiaalisuus ja todellisuuspako olivat yhteydessä ongelmalliseen digipelaamiseen. Nuorilla uusioperhetilanne saattoi lisätä ongelmallisen pelaa-misen oireita. Tutkimus lisäsi tietoperustaa nuorten ongelmallisesta digipelaamisesta, pelaamiskäyttäytymisestä ja terveysominaisuuksien merkityksestä. Tuloksia voidaan hyödyntää ongelmallisen digipelaamisen seulonnan ja ilmiöön liittyvän ohjauksen kehittämisessä
Collie, Christin. "Gaming Behaviors in Day-to-Day Life: Exploring a Problematic Gaming Behavior Scale". Digital Commons @ East Tennessee State University, 2018. https://dc.etsu.edu/etd/3496.
Pełny tekst źródłaD'Ascoli, Joseph. "The Lure of Gambling: What State Governments Can Gain from the Legalization and Expansion of Gambling". Thesis, Boston College, 2006. http://hdl.handle.net/2345/372.
Pełny tekst źródłaGambling, both in the casino-style and lottery forms, has risen to become a major component of the entertainment industry in the United States. State governments are the gatekeepers of this growing industry, holding the power to legalize and regulate all aspects of gambling. This thesis explores the rationale state governments have for legalizing gambling as well as the impact gambling tax revenues have for state budgets. The main focus is casino-style gambling, as casino-style gambling in particular is being pursued for expansion by numerous states in a variety of forms. As various forms of gambling are legalized throughout the country, a state's gambling interests begin to face competition from both neighboring states and other forms of gambling within the state. Econometric models attempted to predict the tax revenues a state can obtain from legalized gambling based on such competition and a states own demographics. The results support a first-mover advantage for states expanding casino-style gambling and finds that new forms of gambling significantly erode established gambling industries
Thesis (BS) — Boston College, 2006
Submitted to: Boston College. College of Arts and Sciences
Discipline: Economics Honors Program
Höschele, Modic Bernard. "Serious Games and Affective Gaming : Affective avatars and the play-motivation in serious gaming". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13803.
Pełny tekst źródłaBurenheide, Bradley J. "Instructional gaming in elementary schools /". Search for this dissertation online, 2006. http://wwwlib.umi.com/cr/ksu/main.
Pełny tekst źródłaSundman, Jan. "Website Globalization in Monetary Gaming". Thesis, Uppsala University, Department of Information Technology, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-98278.
Pełny tekst źródłaTo be able to reach new audiences and to be able to target new markets, companiesnowadays find great need for localizing content of their online gaming sites. Thisreport highlights the different pitfalls and best practices that need to be consideredwhile targeting an online gaming site towards international customers. These bestpractices have been extracted from contemporary literature and reports and havethen been used to evaluate the work of a company providing an online gaming site.This evaluation has only taken into account the work done by the teams developingthe site, thus no managerial and marketing staff have been approached. The evaluationof the company globalization work has shown that their main problems lie in theprocesses and communication surrounding this kind of work. Many of the pitfalls thatthe company have fallen into may very well be removed by deciding on neededartifacts, processes, and software solutions that could remedy these problems. Suchsoftware could be for example translation memory software that may aid translatorsin their day to day work, providing more consistent translations to the site.
Cai, Wei. "Optimizing cloud gaming service delivery". Thesis, University of British Columbia, 2016. http://hdl.handle.net/2429/57861.
Pełny tekst źródłaApplied Science, Faculty of
Electrical and Computer Engineering, Department of
Graduate
Koh, Sunny. "Stratified protocols for mobile gaming". University of Southern Queensland, Faculty of Sciences, 2006. http://eprints.usq.edu.au/archive/00003851/.
Pełny tekst źródłaZhang, Dan. "Gaming Realism in Second Life". Digital Archive @ GSU, 2009. http://digitalarchive.gsu.edu/communication_theses/49.
Pełny tekst źródłaAlaa, Alaqra. "The Thing about gaming experience". Thesis, Umeå universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73161.
Pełny tekst źródłaHanig, Marco. "Differential gaming models of oligopoly". Thesis, Massachusetts Institute of Technology, 1986. http://hdl.handle.net/1721.1/14869.
Pełny tekst źródłaTitle as it appeared in the Massachusetts Institute of Technology Graduate List, June 1987: Differential game models of oligopoly.
Bibliography: leaves 242-249.
by Marco Hanig.
Ph.D.
Gaffney, Bradley R. "Cooperative learning in educational gaming". Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85420.
Pełny tekst źródłaCataloged from PDF version of thesis.
Includes bibliographical references (page 59).
This thesis analyzes Herbo Hunt, an educational game that aims to teach variables to students. By assigning unknown point values to creatures that must be caught in groups, we subtly encourage students to solve mental equations to achieve their goals. In addition to the formal study, the creation of the game itself utilized intelligent and flexible design techniques. Two main focuses were modularity of design and opportunity for procedural generation of content. Two versions of the game were used to explore the difference in learning between them; we created both a single-player experience and a cooperative version. We expected that players of the cooperative game would learn more quickly through discussion and coordination. Students played both versions, and then answered short questions regarding their experience. Contrary to our expectations students did not appear to show a difference in learning between the two versions; understanding seemed to take place at the same point regardless of game type.
by Bradley R. Gaffney.
M. Eng.
Pöyhtäri, A. (Aleksi). "Social gaming in online games". Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201605221858.
Pełny tekst źródłaHall, Amy Conlin. "Gaming as a Literacy Practice". Diss., Virginia Tech, 2011. http://hdl.handle.net/10919/28700.
Pełny tekst źródłaEd. D.
Weil, Stefan. "Vermarktungsstrategien im Mobile-Gaming-Markt". [S.l. : s.n.], 2007. http://digbib.ubka.uni-karlsruhe.de/volltexte/1000006232.
Pełny tekst źródłaWingo, Rebecca Shirley. "Indian Gaming the Montana stalemate /". Thesis, Montana State University, 2009. http://etd.lib.montana.edu/etd/2009/wingo/WingoR0509.pdf.
Pełny tekst źródłaButt, Mahli-Ann Rakkomkaew. "Gaming Lifeworlds: Videogames in Culture". Thesis, The University of Sydney, 2022. https://hdl.handle.net/2123/27979.
Pełny tekst źródłaErshov, Igor. "Blockchain gaming: An analysis of the use of blockchain technology in the video gaming industry". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20533/.
Pełny tekst źródłaJarrett, Martin, i Eivind Sorteberg. "Real-Time Online Multiplayer Mobile Gaming". Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8804.
Pełny tekst źródłaGaming on mobile phones is a business with a great growth potential both in profit and popularity. In today's modern world, the number of potential users of online multiplayer mobile games is enormous. This is because of the wide deployment of mobile phones and the increasing general interest in gaming. For game developers, this is an interesting business area, since mobile games are faster and easier to develop than console or computer games, due to the mobile games' smaller size and reduced complexity. Telecom companies, on the other hand, may profit from this both by attracting users through exclusive contents only available to their subscribers, and trough the potential network traffic generated by online multiplayer games. Some multiplayer mobile games are available on the market today. However, few of these can be played real-time, which often involves a more entertaining and attractive gameplay compared to slower, turn-based games. This project has focused on two main areas. Firstly, different network technologies and transport protocols have been tested to evaluate whether these are suitable for real-time multiplayer mobile games or not. This was done by testing the different networks' response times and transfer speeds. Secondly, a framework for developing this kind of games has been developed. Also, a game prototype has been implemented based on this framework, and the experience from this development has been recorded to provide assistance for future development projects within the same scope. The results from the tests show that, among the widely available mobile networks today, only UMTS (3G) and EDGE offer performance sufficient for a fast and stable real-time multiplayer mobile game. GPRS is too slow and unstable, and using this technology for real-time game communication is likely to lead to lags and an incoherent gameplay. Furthermore, the tests have clearly shown that UDP is far better suited for in-game communication than TCP, because of UDP's superior response time. For developers of such games, there are several challenges that have to be closely considered. Synchronization of clients is a very difficult task because of high network latencies. Furthermore, mobile phones are weak in terms of available resources. Managing these problems requires distribution of calculations and efficient algorithms. The game framework developed in this project has proved to provide a good basis for developing different game concepts within real-time multiplayer mobile gaming. Common functionality for such games is implemented in the framework, thus helping game developers avoid having to reinvent the wheel. This project has shown that successful real-time multiplayer mobile games are definitely possible to implement. However, doing this is a great challenge, both for developers, distributors, and telecom companies offering such games to their subscribers. A middle way has to be found between the complexity of the game, the need for frequent network updates, and the user cost involved with playing the game. If this middle way is found, it is very likely that such a game could be a great success.
Åkervik, Mattias. "Network Gaming : Performance and Traffic Modeling". Thesis, KTH, Kommunikationssystem, CoS, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-92181.
Pełny tekst źródłaDet finns idag en stor mängd datorspel som spelas i flerspelarläge över nätverk. De spel som från ett hårdvaru- och nätverksperspektiv ställer högst krav är realtidsbaserade flerspelarspel. Slutanvändare av dessa realtidsspel både förutsätter och tar för givet att interaktionen sker i så nära realtid som möjligt samtidigt som dessa spel ofta stödjer ett stort antal samtidiga användare. De flesta nätverk är i första hand anpassade för rösttrafik (som första och andra generationens mobilnät) eller datatrafik (som trådade datanätverk). Det står inte klart huruvida någon av dessa nätverk kan garantera tillräcklig prestanda för att en acceptabel spelkvalité skall uppnås för slutanvändaren. Kärnan i denna rapport utreder vilka krav som dagens mest krävande realtidsbaserade flerspelarspel ställer på nätverken de spelas över samt kopplingen mellan brister i dessa nätverk och den upplevda spelkvalitén för användarna. Trafik genererad av realtidsbaserade flerspelarspel särskiljer sig från annan trafik både när det gäller generell karaktäristik och när det gäller de krav som de ställer på nätverken. Det är viktigt att ha en förståelse kring den trafik som dessa spel skapar, kraven de ställer, samt de konsekvenser ett misslyckande av upprätthållande av sådana krav medför. Denna förståelse är av yttersta vikt när man designar nya nätverk för att kunna erbjuda en passande Quality of Service för denna typ av interaktiva multimediatjänster.
Tosney, N. B. "Gaming in England, c. 1540-1760". Thesis, University of York, 2008. http://etheses.whiterose.ac.uk/14152/.
Pełny tekst źródłaSjöström, Oscar, i Björn Bernfort. "Mechanical Design of a Gaming Robot". Thesis, Högskolan i Halmstad, Maskinteknisk produktframtagning (MTEK), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-28739.
Pełny tekst źródłaYousupova, M. F. "Oculus rift-change the gaming forever". Thesis, Sumy State University, 2015. http://essuir.sumdu.edu.ua/handle/123456789/40513.
Pełny tekst źródłaSalie, Rushdi. "The social context of LAN gaming". Master's thesis, University of Cape Town, 2011. http://hdl.handle.net/11427/11556.
Pełny tekst źródłaIncludes bibliographical references (leaves 58-61).
Playing video games at a Local Area Network (LAN) has become a complex social activity. Engaging with these games requires more than simply accomplishing the games’ objectives: it is also a process of socialisation within a community of gamers. Through my observation of players' activities at a Cape Town based LAN event, I begin to outline where, when and how social learning and sharing occurs at these events. I will show how playing games in a LAN setting can teach valuable interpersonal and social skills.
Palazzi, Claudio Enrico. "Fast online gaming over wireless networks". Diss., Restricted to subscribing institutions, 2007. http://proquest.umi.com/pqdweb?did=1414134591&sid=1&Fmt=2&clientId=1564&RQT=309&VName=PQD.
Pełny tekst źródłaKato, Brigitta Andrea, i Lisa Derman. "Problematic gaming habits, perceived stigma and help-seeking behavior among gamers". Thesis, Linköpings universitet, Institutionen för kultur och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-167722.
Pełny tekst źródłaEklund, Lina. "The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity". Doctoral thesis, Stockholms universitet, Sociologiska institutionen, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-83163.
Pełny tekst źródłaAt the time of the doctoral defense, the following papers were unpublished and had a status as follows: Paper 1: Manuscript. Paper 2: Manuscript. Paper 3: Manuscript.
Bikov, Maja, i Ramström Nikky. "Gaming, genus och journalistik - En jämförande studie av nyhetsartiklar inriktade på gaming med betoning på skribenternas genus". Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21773.
Pełny tekst źródłaThe purpose of this study was to compare news articles about gaming and further to investigate what differences and similarities could be identified in the different texts depending on the gender of the writer. This was done through qualitative text analysis and semiotic image analysis on six different comparisons of 12 articles from the news sites MyoGaming and Fragbite. By applying the theories of Bourdieu’s field theory, Halls theory encoding/decoding and Butlers feminist theory on the analyzed comparisons several differences and similarities could be identified. The main results showed differences based on the prevailing power conditions in the journalistic field and gamingculture. The female writers demonstrated less knowledge and capital with one exception, the writer Mårtensson. Furthermore, several tactics from the female writers were identified, with many of them trying to fight the power structures they find themselves in.
Auer, M. "Behavioural tracking and the effects of responsible gaming tools and personalized feedback in online gambling". Thesis, Nottingham Trent University, 2015. http://irep.ntu.ac.uk/id/eprint/29002/.
Pełny tekst źródłaHÄHLE, GUSTAV. "SUSTAINABLE COMPETITIVE ADVANTAGES IN THE INDUSTRY OF MOBILE GAMBLING". Thesis, KTH, Nationalekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-199209.
Pełny tekst źródłaChagas, José Bernardo Fonseca Pólvora Trindade. "University student gambling consumption". Master's thesis, Instituto Superior de Economia e Gestão, 2007. http://hdl.handle.net/10400.5/12142.
Pełny tekst źródłaThe present research analysed gambling activity of college students from a consumer behaviour perspective in order assess their gambling behaviour. A questionnaire was administered to 216 college students from several courses in different universities in the city of Lisbon (Portugal). No significant differences were found between men and women in gambling activity , both for players and non-players in all the types of games analysed (lottery, bingo and casino). Even tough most students were infrequent gamblers, lottery playing was found to the most played form of gambling (79.6%). Lottery playing was found to be related to parental gambling. This research also examined peer influence and addictive behaviours as gambling influential factors. No significant relationship between peer influence, addictive activities (alcohol drinking and smoking) and university student gambling was found.
Svensson, Maria. "Extramural Gaming and English Language Proficiency : The potential benefits of extramural gaming as a tool for learning English". Thesis, Högskolan Dalarna, Engelska, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:du-27450.
Pełny tekst źródłaJiang, Hua. "Money laundering control in Macau gaming industry". Thesis, University of Macau, 2010. http://umaclib3.umac.mo/record=b2147560.
Pełny tekst źródłaLo, Sio Lai. "Determinants of gaming customer satisfaction in Macau". Thesis, University of Macau, 2009. http://umaclib3.umac.mo/record=b1950295.
Pełny tekst źródłaTam, Hoi Ian. "A study of Mainland Chinese gaming behavior". Thesis, University of Macau, 2009. http://umaclib3.umac.mo/record=b1950693.
Pełny tekst źródłaJönsson, Martin. "Social gaming on the Spotify app platform". Thesis, Linköpings universitet, Medie- och Informationsteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-101987.
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