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align with media consumption of documentary/light entertainment; fictional stories; information; games/gaming; music. It would be advantageous to have experience with: market research qualitative
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This research seeks to understand how gamers with and without disabilities (i.e. mixed-ability gamers) socialise on video games. This project may involve designing and implementing games or game
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platforms, and other digital tools in professional and workplace settings (e.g., hospitals, businesses, schools), in the arts and entertainment (e.g., gaming, music, galleries), and in their personal lives
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Creative arts Design Engineering English language and pathway programs Health Information technology and games Justice Languages Law Mathematics and data science Science Teaching Explore Mid-year entry QUT