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Description
The business models of the music industry are currently experiencing rapid changes. Services such as Spotify, SoundCloud, and Pandora offer methods of consuming music unlike any the industry has seen before. Consumers have shifted from wanting products (digital music and CDs) to using streaming services (Spotify, Pandora, etc.). This study

The business models of the music industry are currently experiencing rapid changes. Services such as Spotify, SoundCloud, and Pandora offer methods of consuming music unlike any the industry has seen before. Consumers have shifted from wanting products (digital music and CDs) to using streaming services (Spotify, Pandora, etc.). This study analyzes the motivation for these changes and considers why people choose the avenues by which they experience music.
ContributorsDugan, Emma (Co-author) / Foley, Meghan (Co-author) / Bhattacharjya, Nilanjana (Thesis director) / Ingram-Waters, Mary (Committee member) / School of Accountancy (Contributor) / Barrett, The Honors College (Contributor) / WPC Graduate Programs (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor)
Created2015-05
DescriptionKidSmith is an application to teach children about gendered marketing. The app has two components, a game and a database of activities featuring neutral found objects from the home or in nature.
ContributorsPeate, Lyric Laurel (Author) / Sanft, Al (Thesis director) / Heywood, William (Committee member) / Ingram-Waters, Mary (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor) / The Design School (Contributor)
Created2014-05
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Description
Revenge porn is the accepted term used to describe the distribution of explicit photos online with the intent to incite embarrassment or shame. Perpetrators are typically ex-lovers seeking revenge on a former partner. This harassment has become widespread alongside increased access to online networks and "sexting" culture. Early studies indicate

Revenge porn is the accepted term used to describe the distribution of explicit photos online with the intent to incite embarrassment or shame. Perpetrators are typically ex-lovers seeking revenge on a former partner. This harassment has become widespread alongside increased access to online networks and "sexting" culture. Early studies indicate revenge porn reflects a larger cultural attitude of "slut shaming", the tendency to shame women for behaving in a sexual manner outside the boundaries of traditional female sexuality. Focus groups were organized to discuss views regarding revenge porn, Internet privacy, and legislature.
Created2015-05
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Description

Music can be an incredibly powerful tool, and in an age where technology allows us to connect with those that don’t live near us, finding ways to use music to encourage that bonding can be incredibly beneficial. Particularly, in a global pandemic such as COVID-19, finding ways to connect with

Music can be an incredibly powerful tool, and in an age where technology allows us to connect with those that don’t live near us, finding ways to use music to encourage that bonding can be incredibly beneficial. Particularly, in a global pandemic such as COVID-19, finding ways to connect with others remotely is more important than ever. In this study, I will be looking at how one artist in particular, Tessa Violet, manages to continue to not only grow her community, but also encourage her community to bond with each other. She achieves this by finding various ways, unique to her and her branding, that allows her community to connect with each other. By using her platform to give scavenger hunts to her fanbase, promoting and fostering community growth through various platforms, and livestreaming in ways unique to her style, she is able to connect her audience with each other. By engaging and observing these various actions on her part, I am able to see and experience this community bonding myself. I also look at ways this might be able to expanded to other artists and their communities as well. The hope is that the internet and social media can be just another form of music encouraging people to connect with one another.

ContributorsPartin, Eli (Author) / Ingram-Waters, Mary (Thesis director) / Ring, Dan (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
Runaway i​s the 34 minute short film released alongside Kanye West’s “My Beautiful Dark Twisted Fantasy” album in 2010. The overall purpose of my project is to conduct a descriptive analysis of this film to analyze its visual messages and how they are influenced by the album’s lyrics as well.

Runaway i​s the 34 minute short film released alongside Kanye West’s “My Beautiful Dark Twisted Fantasy” album in 2010. The overall purpose of my project is to conduct a descriptive analysis of this film to analyze its visual messages and how they are influenced by the album’s lyrics as well. To dissect ​Runaway,​ I researched multiple perspectives of the film to further inform and provide a holistic view of the decoded messages in addition to my own analysis. Through use of the Stuart-Hall encoding and decoding model, I found multiple meanings for respective sections of ​Runaway​ and ultimately constructed a narrative path mirroring that of the album.
ContributorsBezawada, Ajay K (Author) / Ingram-Waters, Mary (Thesis director) / Chris, Lambert (Committee member) / Travis, Bean (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
This essay examines national leaders’ shaping of K-pop into a foreign export, specifically looking into how K-pop is used as a soft power for South Korea. I also examine how effective K-pop is as a soft power. Because of its growing global popularity and use of K-pop artists for international

This essay examines national leaders’ shaping of K-pop into a foreign export, specifically looking into how K-pop is used as a soft power for South Korea. I also examine how effective K-pop is as a soft power. Because of its growing global popularity and use of K-pop artists for international relations, such as Red Velvet performing for Kim Jong Un, we might expect K-pop to act as the gateway into South Korean culture, often being the first exposure that other countries have into this country’s way of life. Through a qualitative analysis of resources ranging from news articles, videos, and social media posts, we see that K-pop idols, a term for K-pop celebrities, are heavily groomed and shaped by their labels to promote the South Korean national brand. Combined with a well-made business model to appeal to different countries, they also create sentiment for South Korean culture throughout the world with the support of the government and a strong fanbase. This plan is extremely effective in generating revenue for a multitude of South Korean brands beyond K-pop and even fosters South Korean affection in North Korea.
ContributorsMendez, Audrey F (Author) / Ingram-Waters, Mary (Thesis director) / Sandoval, Mathew (Committee member) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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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
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Description
This thesis examines the representation of female Korean pop stars in music videos, specifically looking into how these music videos serve as a medium for communicating gender ideals. I examine K-Pop's damaging presentations of women and the multilayered ways that such representations shape the “ideal” woman, societal expectations, societal treatment,

This thesis examines the representation of female Korean pop stars in music videos, specifically looking into how these music videos serve as a medium for communicating gender ideals. I examine K-Pop's damaging presentations of women and the multilayered ways that such representations shape the “ideal” woman, societal expectations, societal treatment, and its consequences. South Korea, as a country of total media saturation and high technological advancement, leaves individuals surrounded with various ways to “learn” gender and properly enact it in their daily life. This builds and reinforces gender constructs on systemic and personal levels. K-Pop is unique in its strict organizational structure and emphasis on conformity, and both of those aspects lend to an even more intense and streamlined depiction of what a South Korean woman is meant to be. The music video is an ideal cultural artifact to examine due to the overlapping audio and visual elements, including lyrics, choreography, makeup, and outfits.
ContributorsCorreia, Madison (Author) / Ingram-Waters, Mary (Thesis director) / Carrasco, Clare (Committee member) / Barrett, The Honors College (Contributor) / Hugh Downs School of Human Communication (Contributor)
Created2022-05
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Description
By analyzing The Witcher and Game of Thrones fandoms, this research examines whether cosplayers adhere to social media or canon expectations of gender, sexuality, and violence. The study focuses on six canon female characters and how cosplayers emulate them on TikTok and Instagram. Along with a quantitative analysis, ten cosplayers

By analyzing The Witcher and Game of Thrones fandoms, this research examines whether cosplayers adhere to social media or canon expectations of gender, sexuality, and violence. The study focuses on six canon female characters and how cosplayers emulate them on TikTok and Instagram. Along with a quantitative analysis, ten cosplayers were interviewed regarding their experiences with the fandom, source material, and cosplaying. The prediction was that cosplayers might conform to the standards of social media and the expectations of the social material; however, the findings implicate that fantrepreneurs mostly exclude sexualization and violence in their content, which suggests that cosplay continues to be used for transformative purposes.
ContributorsSears, Madison (Author) / Ingram-Waters, Mary (Thesis director) / McGibbney, Michelle (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / School of Life Sciences (Contributor)
Created2022-05
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Description
Scholarly work, industry profile analyses, and sports entertainment, similarly posit the normative fantasy football fan as an uber fan, defined largely by the vast amount of time spent per week consuming sports media content. The average fantasy football participant is also defined as a white, middle-class, married man in his

Scholarly work, industry profile analyses, and sports entertainment, similarly posit the normative fantasy football fan as an uber fan, defined largely by the vast amount of time spent per week consuming sports media content. The average fantasy football participant is also defined as a white, middle-class, married man in his late 20s (FTSA.org). However, by drawing on qualitative interview data of 48 fantasy football participants, we argue that this typical profile of a fantasy football participant as an uber fan is limiting in a masculinist way precisely because it reifies a gendered category of fan as normal, making anything outside of that category deviant. Close analysis of the experiences of thirteen of the 48 fantasy football players, all of whom identify as women, indicate an alternative, cohesive fantasy football participant profile that is centered on being competitive while also being efficient with one's time and resources. Additionally, we find that these women fantasy fans actively reject the notion of the uber fan as the only way to be a normal fantasy football fan because they want to play and win on their own terms.
ContributorsItmam, Arif (Author) / Ingram-Waters, Mary (Thesis director) / Southergill, Keith (Committee member) / Lashley, Mark (Committee member) / School of Molecular Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05