If you're researching games, there are some main tools that you may want to search.
If your games research focuses on one or more other disciplines, such as business or health sciences, you can consult the research guides for those disciplines to find other discipline-specific databases you might search. Contact Digital Literacy Librarian Mish Boutet if you would like help with this.
Although uOttawa has no specific program about games, graduate students from a range of disciplines have written their theses and dissertations on games.
Shut Up and Play, or Get Out: A Pedagogy of Gendered Digital Identities in Video Gaming
by Kelsey Catherine Schmitz, Faculty of Education, 2018
Living Pedagogies of a Game-Master: An Autoethnographic Education of Liminal Moments
by Graeme Lachance, Faculty of Education, 2016
A Virtual Reality Role-Playing Serious Game for Experiential Learning
by Enas Abdulrahman Alrehaili, School of Electrical Engineering and Computer Science, 2018
A Serious Game for Children with Autism Spectrum Disorder
by Alejandra Ornelas Barajas, School of Electrical Engineering and Computer Science, 2017
Activity-Centric Prioritized Streaming of Games to Mobile Devices
by Hesam Aldin Rahimi Koopayi, School of Electrical Engineering and Computer Science, 2012
A distributed location-aware routing architecture for P2P massively multiplayer online games
by Saurabh Ratti, School of Information Technology and Engineering, 2010
Architectural challenges and solutions for peer-to-peer massively multiplayer online games
by Dewan Tanvir Ahmed, School of Information Technology and Engineering, 2009
Generation of rule-based adaptive strategies for games
by Alejandro Lujan, School of Information Technology and Engineering, 2009
Suitability of searching and representing multimedia learning resources in a three-dimensional virtual gaming environment
by Abu Saleh Md. Mahfujur Rahman, School of Information Technology and Engineering, 2007
Visibility-based zonal communication in massively multi-user online games and distributed simulations
by Ihab Kazem, School of Information Technology and Engineering, 2007
Display management for a shared visual workspace in a game playing context.
by Éric Le Bail, Department of Electrical Engineering, 1991
Passé ludique et déviations historiques: Sens et fonction du Moyen Âge dans les jeux de rôle
by Guillaume Viveiros, Department of History, 2017
« Je joue, donc je suis » : une étude de l’impact des jeux vidéo sur l’identité de joueurs franco-ontariens
by Geoffroy Legault-Thivierge, Department of Communication, 2016
Playing with Reality: Frame Valuations and the 2012 Alternate Reality Game
by Steve Payette, Department of Communication, 2012
Active Video Games and Energy Balance in Male Adolescents
by Aidan Gribbon, School of Human Kinetics, 2015
Effects of games-based biofeedback training on the attentional demands of balance tasks in older adults
by Eric Heiden, School of Human Kinetics, 2008
A Case Study of the Use of the Game Minecraft and Its Affinity Spaces for Information Literacy Development in Teen Gamers
by Sandra Bebbington, School of Information Studies, 2014
Teaching children about Internet safety: An evaluation of the effectiveness of an interactive computer game
by Anne Trinneer, School of Psychology, 2006