Matching Items (5)
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This thesis analyzes the relationship between the themes of madness and immorality in two plays from William Shakespeare (Hamlet and Othello) and three stories from Edgar Allan Poe (“The Tell-Tale Heart,” “The Cask of Amontillado,” and “The Black Cat”). In the beginning, this thesis provides a brief overview of the

This thesis analyzes the relationship between the themes of madness and immorality in two plays from William Shakespeare (Hamlet and Othello) and three stories from Edgar Allan Poe (“The Tell-Tale Heart,” “The Cask of Amontillado,” and “The Black Cat”). In the beginning, this thesis provides a brief overview of the history of madness, focusing on humanity’s longstanding association of mental illnesses with immorality. Afterward, an analysis of the aforementioned works reveals connections and differences in how the works portray the relationship between the two themes. Throughout the analysis, the thesis includes information regarding each author’s historical context (specifically in regard to social, cultural, and historical associations between madness and immorality) to explore the authors’ depictions of their mad characters. The plays Hamlet and Othello indicate that madness, on one hand, results from God’s bestowment of rightful punishment on those that pursue revenge against His prohibition of seeking revenge. The plays, although primarily Othello on this second point, also suggest that madness originates from the influence of diabolical sources that gain control over those that pursue immoral actions. On the other hand, Poe depicts the relationship between madness and immorality slightly differently. In the works of Poe, immorality and madness connect in that madness triggers immorality. In the end, this analysis reveals how these works, differing slightly in the details, nevertheless show humanity’s old, prevailing association between madness and immorality.
ContributorsAragon, Maya (Author) / Fazio, Marsha (Thesis director) / Hattenhauer, Darryl (Committee member) / School of Humanities, Arts, and Cultural Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description

In the United States, the majority of the population suffers from some form of trauma. There are many ways that an individual can cope and accept their trauma, but two practices stand out as an inexpensive, flexible option for many. Bibliotherapy is the use of reading literature as a way

In the United States, the majority of the population suffers from some form of trauma. There are many ways that an individual can cope and accept their trauma, but two practices stand out as an inexpensive, flexible option for many. Bibliotherapy is the use of reading literature as a way to learn more about and understand one’s trauma through the perspective of others. Expressive writing is the practice of writing and reflecting about one’s own traumatic experiences, as well as the emotions that are tethered to it. In this paper, I explore the fields of bibliotherapy and expressive writing as forms of therapy by reviewing the history, use, goals, and effects of each in the context of mental and emotional well-being. Intertwined with the scholarship is my own self-guided bibliotherapy of reading memoirs and poetry collections related to my trauma and self-guided expressive writing in which I wrote a short collection of personal essays and poetry, finding that both fields, separately and used together, are effective avenues for trauma healing.

ContributorsGonzales, Veronica (Author) / Kirsch, Sharon (Thesis director) / Amparano Garcia, Julie (Committee member) / Barrett, The Honors College (Contributor) / School of Humanities, Arts, and Cultural Studies (Contributor) / School of Social and Behavioral Sciences (Contributor)
Created2022-12
Description

For my Spring 2022-23 Barrett Honors College creative project, I designed and created my own analog game. The created game is a tile-management game for 2-4 players called Plash. Players collect tiles and manipulate the board to complete goals and win the game. The paper for this project details the

For my Spring 2022-23 Barrett Honors College creative project, I designed and created my own analog game. The created game is a tile-management game for 2-4 players called Plash. Players collect tiles and manipulate the board to complete goals and win the game. The paper for this project details the inspirations and research done for the game’s design, the game's design journey, and detailed instructions on how to play.

ContributorsDavis, Jordan (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
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DescriptionIn this thesis I explore the many meanings of darkness and how it acts as an element of a place. Exploring different literary themes in connection with horror, I discuss what horror does for a reader and the ways in which this is achieved through literature.
ContributorsAsoera, Collin (Author) / Jakubzcak, Laura (Thesis director) / Kunkel, Ken (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor)
Created2022-05
Description

This project focuses on the changes in levels of violence from original fairy tales to their Disney counterparts, specifically Hans Christian Andersen’s “The Little Mermaid” and The Brothers Grimm’s “Cinderella”. It uses Sigmund Freud’s theories on the pleasure and reality principles and the life and death drives to analyze why

This project focuses on the changes in levels of violence from original fairy tales to their Disney counterparts, specifically Hans Christian Andersen’s “The Little Mermaid” and The Brothers Grimm’s “Cinderella”. It uses Sigmund Freud’s theories on the pleasure and reality principles and the life and death drives to analyze why the levels of violence in the original fairy tales became less acceptable over time. The analysis concludes that the original stories embodied Freud’s life drive and reality principle, whereas Disney’s counterparts emphasize his death drive and pleasure principle, and ultimately, modern consumers place more value on the latter. Research is provided to support the assertion that the numerous traumatic events that occurred in the first half of the 20th century caused consumers to make this switch in value. Further speculations are made on the impact this project has on the interpretation of Freudian theory, and how this paper interconnects with current research on disability representation in Andersen’s and Grimm’s stories. The project concludes that the shift in valuing the pleasure principle and death drive over the reality principle and life drive indicates that modern consumers would rather be pacified with pleasurable thoughts that taught important but stark morals about life, society, and themselves.

ContributorsGuido, Jessica (Author) / Mack, Robert (Thesis director) / Loebenberg, Abby (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor) / School of Molecular Sciences (Contributor)
Created2023-05