Matching Items (4)
Filtering by

Clear all filters

133643-Thumbnail Image.png
Description
Drawing on existing scholarship as well as primary analytical materials, the research within this report demonstrates Wile E. Coyote's character is reliant on human connectivity and is evocative of the human condition, reflecting his disciplined and stylized design he possesses. Comprised of literary, film/media, and rhetorical elements, this report illustrates

Drawing on existing scholarship as well as primary analytical materials, the research within this report demonstrates Wile E. Coyote's character is reliant on human connectivity and is evocative of the human condition, reflecting his disciplined and stylized design he possesses. Comprised of literary, film/media, and rhetorical elements, this report illustrates how Wile E. is an individual whose character holds various influences that provide dimensionality to his existence. The research within this report is both primary and secondary through observational recordings about the cartoons Wile E. appears in and through thorough analysis of texts elaborating on the elements comprising Wile E.'s character. Primary research from the initial observational recordings provides direction for the secondary research after viewing multiple cartoons and films containing Wile E. Coyote in his Warner Brothers Studios appearances and noting unique moments in his cinematic career. The notes from this viewing of Wile E. in his natural "habitat" drive the secondary research to focus on specific aspects of Wile E.'s character through the analysis of supporting texts which ultimately leads to the findings within this report. Research in the fields of literature, film/media studies, and rhetoric shape the analysis of Wile E.'s character as this report studies the various components compiled within the cartoon coyote. As a multifaceted individual, Wile E. illustrates a complexity within a stylized character that allows viewers to connect to his plights and to identify with his struggles. Through his emulative form, Wile E. embodies vital elements of character creation that allow him to become a memorable and prominent character that resonates in viewers and artists. From Wile E. Coyote's example, future generations of story tellers, regardless of their medium, can learn how to create similarly iconic and timeless characters within their works. Such stories can then contribute significant additions to popular narrative and characterization.
ContributorsGarza, Christopher Aaron (Author) / Baldini, Cajsa (Thesis director) / Mack, Robert (Committee member) / Sandler, Kevin (Committee member) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
134424-Thumbnail Image.png
Description
Playable female characters in video games have become increasingly more acceptable in the mind of the average gamer. Video games like the Mass Effect series allow gamers to choose to play as either male or female. Despite the industry's data showing that the male character is more likely to be

Playable female characters in video games have become increasingly more acceptable in the mind of the average gamer. Video games like the Mass Effect series allow gamers to choose to play as either male or female. Despite the industry's data showing that the male character is more likely to be played, vocal fans of the game will often argue that the female character is more desirable depending on the experience that the player is wanting. It is this inconsistency between the gaming industry's data on gender choice and the fans that go against this data that leads to the present research. This research explores why men play female characters in video games. Previous literature found that avatar choices matter to gamers, both for how they are viewed and how they experience the game. This literature suggests that gamers make character decisions based on the desired gaming experience. Data for the current study consists of comments from five Reddit posts and from supplementary surveys completed by volunteers from Reddit. Four main categories that encompassed the numerous results are identified: in-game advantages, player-character interactions, exploration of new experiences and/or identities, and novelty. Each category also features a number of subcategories that were identified first and then combined to make the final four categories. The results found supported previous literature as well as expanded the literature to offer more insight behind why male gamers choose to play as female characters. This choice is ultimately reliant upon varied factors on which they base their choices for the desired gaming experience.
ContributorsBunch, Sarah Elizabeth (Author) / Mack, Robert (Thesis director) / Ingram-Waters, Mary (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
134805-Thumbnail Image.png
Description
In this undergraduate thesis, I explore the relationship between politics and popular culture through an ethnography of Justice League Arizona, a cosplay ensemble devoted to costumed civic activism. While existing scholarship addresses cosplay ensembles and political theory, there is very little that examines how the act of cosplay can be

In this undergraduate thesis, I explore the relationship between politics and popular culture through an ethnography of Justice League Arizona, a cosplay ensemble devoted to costumed civic activism. While existing scholarship addresses cosplay ensembles and political theory, there is very little that examines how the act of cosplay can be a form of politics and what the impact of that interpretation has on both individuals and the community at large. Through both participant observation and interviews with members of the ensemble, I discovered that cosplay has the ability to intensify aspects of the self, the ability to expose new aspects of the self, and the ability to bring one closer to a particular character. I also found cosplay to be political through the sensibility and situated knowledge that proves to be in practice during cosplay, ultimately having the power to be used as a form of political resistance.
ContributorsBurrus, Ella Rene (Author) / Mack, Robert (Thesis director) / Behl, Natasha (Committee member) / School of Social and Behavioral Sciences (Contributor) / Herberger Institute for Design and the Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
134199-Thumbnail Image.png
Description
Across​ ​group​ ​studies,​ ​identifying​ ​as​ ​part​ ​of​ ​one​ ​group​ ​over​ ​the​ ​other​ ​is​ ​instrumental​ ​in determining​ ​the​ ​traits​ ​of​ ​an​ ​individual’s​ ​personality.​ ​Furthermore,​ ​when​ ​someone’s​ ​style​ ​of​ ​dress causes​ ​them​ ​to​ ​fit​ ​into​ ​a​ ​group,​ ​their​ ​personality​ ​is​ ​likely​ ​to​ ​be​ ​dictated​ ​by​ ​what​ ​they​ ​are​ ​wearing and​ ​who​ ​they​

Across​ ​group​ ​studies,​ ​identifying​ ​as​ ​part​ ​of​ ​one​ ​group​ ​over​ ​the​ ​other​ ​is​ ​instrumental​ ​in determining​ ​the​ ​traits​ ​of​ ​an​ ​individual’s​ ​personality.​ ​Furthermore,​ ​when​ ​someone’s​ ​style​ ​of​ ​dress causes​ ​them​ ​to​ ​fit​ ​into​ ​a​ ​group,​ ​their​ ​personality​ ​is​ ​likely​ ​to​ ​be​ ​dictated​ ​by​ ​what​ ​they​ ​are​ ​wearing and​ ​who​ ​they​ ​are​ ​with.​ ​Attendees​ ​of​ ​comic​ ​conventions​ ​have​ ​been​ ​part​ ​of​ ​a​ ​growing​ ​trend​ ​to dress​ ​up​ ​as​ ​their​ ​favorite​ ​characters​ ​from​ ​different​ ​anime,​ ​manga,​ ​television​ ​shows,​ ​books,​ ​video games,​ ​etc.,​ ​where​ ​they​ ​can​ ​meet​ ​like-minded​ ​people​ ​who​ ​share​ ​similar​ ​interests​ ​and​ ​hobbies. When​ ​combining​ ​changes​ ​of​ ​affect,​ ​and​ ​similarities​ ​of​ ​cultural​ ​and​ ​group​ ​identification,​ ​the likelihood​ ​to​ ​engage​ ​in​ ​a​ ​romantic​ ​relationship​ ​may​ ​become​ ​heightened.​ ​Using​ ​existing​ ​measures to​ ​examine​ ​commitment,​ ​sociosexual​ ​orientation​ ​and​ ​relationship​ ​satisfaction,​ ​1232​ ​convention attendees​ ​responded​ ​to​ ​measures​ ​addressing​ ​their​ ​current​ ​or​ ​most​ ​recent​ ​relationship.​ ​The respondents​ ​were​ ​split​ ​into​ ​4​ ​groups,​ ​individuals​ ​who​ ​are​ ​currently​ ​in​ ​a​ ​relationship​ ​and​ ​cosplay, individuals​ ​who​ ​are​ ​currently​ ​in​ ​a​ ​relationship​ ​and​ ​do​ ​not​ ​cosplay,​ ​individuals​ ​who​ ​are​ ​currently single​ ​and​ ​cosplay,​ ​and​ ​individuals​ ​who​ ​are​ ​currently​ ​in​ ​a​ ​relationship​ ​and​ ​do​ ​not​ ​cosplay. Results​ ​indicated​ ​non-significant​ ​results​ ​in​ ​the​ ​two​ ​groups​ ​that​ ​are​ ​not​ ​in​ ​relationships,​ ​as​ ​well​ ​as non-cosplaying​ ​attendees​ ​currently​ ​in​ ​a​ ​relationship,​ ​for​ ​all​ ​the​ ​measures,​ ​while​ ​there​ ​were​ ​weak, significant​ ​results​ ​for​ ​sociosexual​ ​orientation​ ​and​ ​relationship​ ​satisfaction​ ​for​ ​individuals​ ​who are​ ​in​ ​relationships​ ​and​ ​also​ ​cosplay.​ ​Limitations​ ​and​ ​future​ ​directions​ ​are​ ​discussed.
ContributorsLeshner, Connor (Author) / de la Garza, Amira (Thesis director) / Mack, Robert (Committee member) / Kenrick, Douglas (Committee member) / Barrett, The Honors College (Contributor)
Created2017-12