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- Creators: School of International Letters and Cultures
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- Member of: Barrett, The Honors College Thesis/Creative Project Collection
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Coverage of Black soccer players by Italian media outlets perpetuate narratives rooted in anti-Black racism. These narratives reflect the country’s changing attitude toward immigration. Historically a country from which citizens emigrated, it is now a recipient of immigrants from Africa. These changing demographics have also caused a shift in the focus of racism in Italy, from discrimination against southern Italians to anti-Black racism. As the country has explored what defines a unified Italian identity, Afro-Italians have been excluded. This study evaluates how these perceptions of Afro-Italian soccer players manifest according to various racial frames, and the frequency with which they do so in three Italian sports dailies: La Gazzetta dello Sport, Corriere dello Sport – Stadio, and Tuttosport. In this context, Afro-Italian refers to an Italian citizen of African descent, and anti-Black racism denotes any form of discrimination, stereotyping, or racism that specifically impacts those of African descent. For this study, a representative sample was collected consisting of website coverage published by the three sports dailies: articles devoted to Mario Balotelli that appeared between 2007 and 2014, and articles devoted to Moise Kean between 2016 and 2019. Three coders recorded the content of the sample articles on a spreadsheet organized by the type of racial frame applied to Black athletes. The analysis reveals that the players were frequently portrayed as being incapable of self-determination and of having an innate, natural athletic capability, rather than one honed through practice. The coders noted that in addition to explicit racial framing, there were also instances of implicit and subtle ways these racial frames manifest. In future research, the coding procedure will need to be adapted to account for these more layered and nuanced manifestations of anti-Black racism.
In order to determine the essential features of Japanese variety television, I watched a total of 22 episodes of three popular Japanese variety shows: Gaki no tsukai ya arahende (ダウンタウンのガキの使いやあらへんで! Usually abbreviated as ガキの使い), London Hearts (ロンドンハーツ), and Utaban (うたばん). I chose these three shows because of their differing styles, popular comedic hosts, and impressive longevity, with a combined 58 years of runtime. Through my research, I was able to assemble the analyses of basic and technical features found in the next section of this document in addition to several pages of my own notes used to design my original program.
My own program, American Joke (アメリカンジョーク), is meant to be filmed in America featuring an entirely Japanese cast. The main idea of the show is to capitalize on the comedic potential of cultural differences by having Japanese comedians interact with American people and traditions.
In order to showcase the show, I filmed a short “sizzle reel” video featuring Japanese exchange students as the cast. Segments filmed included our “comedians” learning the high jump from ASU track athletes, bringing Japanese fermented soybeans to campus for American students to taste, and participating in an American-themed quiz show.
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ews outlet. I also gathered information from elementary, middle, high-school, and college students. Having a different variety of ages, helped me gage the influence media has on its consumers so that I could draw an accurate conclusion.
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This thesis discusses why there is so much employee turnover in the Sports Programs department, which is a working department of the Sun Devil Fitness Complex on Arizona State’s Tempe Campus. The analysis discusses the problems that have been noticed from personal experience, and the problems that have been explained by employees that left about why they decided to leave. The analysis is done based on the concepts of the four frames, based on research documented by Bolman and Deal in their book. There is an overview of all of the departments and specifically the Sports Programs department, and a deep dive into what that department does. There is a discussion of what problems may be present, and some solutions such as debriefings, trainings, and more objective evaluations that can be implemented into the department to try to fix the problems that have been noticed.
Video games are packed full of endless potential. They are the telling of impossible narratives with something for every type of person. So then why has the industry historically been one of the worst for representations of race and gender? In this thesis, I define "good" media representation and engage in the analysis of both Overwatch (2016) and Detroit Become Human (2018) to observe the ways these two video games, which so outwardly market their diversity, have failed marginalized groups. Accompanying the research paper is a video game poster representing a woman of color designed by the author which is meant to learn from the mistakes of its predecessors.