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This paper explores the contested relationships between nature, culture, and gender. In order to analyze these relationships, we look specifically at outdoor recreation. Furthermore, we employ poststructuralist feminist theory in order to produce three frameworks; the first of which is titled Mother Nature’s Promiscuous Past. Rooted in Old World and

This paper explores the contested relationships between nature, culture, and gender. In order to analyze these relationships, we look specifically at outdoor recreation. Furthermore, we employ poststructuralist feminist theory in order to produce three frameworks; the first of which is titled Mother Nature’s Promiscuous Past. Rooted in Old World and colonial values, this framework illustrates the flawed feminization of nature by masculinity, and its subsequent extortion of anything related to femininity — including women and nature itself. This belief barred women from nature, resulting in a lack of access for women to outdoor recreation.
Our second framework, titled The Pleasurable Potential of Outdoor Recreation, cites second-wave feminism as a catalyst for women’s participation in wilderness exploration and outdoor recreation. The work of radical feminists and the women’s liberation movement in 1960s and 1970s empowered women at home, in the workplace, and eventually, in the outdoors; women reclaimed their wilderness, yet they continued to employ Framework One’s feminization of nature. Ecofeminsim brought together nature and women, seeking to bring justice to two groups wronged by the same entity: masculinity. In this context, outdoor recreation is empowering for women.
Despite the potential of Framework Two to reinscribe and better the experiences of women in outdoor recreation, we argue that both Frameworks One and Two perpetuate the gender binary and the nature/culture binary, because they are based upon the notion that women are in fact fundamentally different and separate from men, the notion that nature is an entity separate from culture, or human society, as well as the notion that nature is in fact a feminine entity.
Our third framework, Deer Pay No Mind to Your Genitals, engages poststructuralism, asserting that outdoor recreation and activities that occur in nature can serve to destabilize and deconstruct notions of the gender binary. However, we argue that care must be exercised during this process as not to perpetuate the problematic nature/culture binary, a phenomenon that is unproductive in terms of both sustainability and gender liberation. Outdoor recreation has been used by many as a tool to deconstruct numerous societal constraints, including the gender binary; this, however, continues to attribute escapist and isolationist qualities toward nature, and therefore perpetuating the nature/culture divide. Ultimately, we argue outdoor recreation can and should be used as a tool deconstruct the gender binary, however needs to account for the fact that if nature is helping to construct elements of culture, then the two cannot be separate.
ContributorsPolick-Kirkpatrick, Kaelyn (Co-author) / Downing, Haley Marie (Co-author) / Dove-Viebahn, Aviva (Thesis director) / Schoon, Michael (Committee member) / School of Sustainability (Contributor) / School of Social Transformation (Contributor) / Economics Program in CLAS (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
As part of a group project, myself and four teammates created an interactive children's storybook based off of the "Young Lady's Illustrated Primer" in Neal Stephenson's novel The Diamond Age. This electronic book is meant to be read aloud by a caregiver with their child, and is designed for reading

As part of a group project, myself and four teammates created an interactive children's storybook based off of the "Young Lady's Illustrated Primer" in Neal Stephenson's novel The Diamond Age. This electronic book is meant to be read aloud by a caregiver with their child, and is designed for reading over long distances through the use of real-time voice and video calling. While one part of the team focused on building the electronic book itself and writing the program, myself and two others wrote the story and I provided illustrations. Our Primer tells the story of a young princess named Charname (short for character name) who escapes from a tower and goes on a mission to save four companions to help her on her quest. The book is meant for reader-insertion, and teaches children problem-solving, teamwork, and critical thinking skills by presenting challenges for Princess Charname to solve. The Primer borrows techniques from modern video game design, focusing heavily on interactivity and feelings of agency through offering the child choices of how to proceed, similar to choose-your-own-adventure books. If brought to market, the medium lends itself well to expanded quests and storylines for the child to explore as they learn and grow. Additionally, resources are provided for the narrator to help create an engaging experience for the child, based off of research on parent-child cooperative reading and cooperative gameplay. The final version of the Primer included a website to run the program, a book-like computer to access the program online, and three complete story segments for the child and narrator to read together.
ContributorsLax, Amelia Ann Riedel (Author) / Dove-Viebahn, Aviva (Thesis director) / Wetzel, Jon (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
Liminality is a story yet to be told in broad scale entertainment. While a story about a boy who sees ghosts may be a recurring theme in Hollywood, (Sixth Sense, anyone?), queerness, particularly asexuality, is practically non-existent, and narratives that feature the coming of age of a queer adolescent in

Liminality is a story yet to be told in broad scale entertainment. While a story about a boy who sees ghosts may be a recurring theme in Hollywood, (Sixth Sense, anyone?), queerness, particularly asexuality, is practically non-existent, and narratives that feature the coming of age of a queer adolescent in a positive manner are even less present. Queerness, it seems, is more of a myth than ghosts and the supernatural to most media creators. This project seeks to combat this lack of representation. Liminality is a creative project working to normalize lesser known and underrepresented queer identities into mainstream media through the conceptualization of animated and comic web series. By doing so, this project demonstrates that entertainment can be used as a means of promoting acceptance and understanding of these identities. Our aim with this project is to develop an intriguing long-form story with realistic, relatable characters that exhibits the sociological themes we want to address. We intend this story to be an animated series that entices viewers of all ages, by which we mean that the story explores complex themes that would typically be limited to an older audience, yet are presented in a way that is still accessible to a younger audience. In the process of this project, we have drawn up concept art and storyboards, written character biographies and scripts, created sets and characters using 2D and 3D animation software, and begun setting up the infrastructure for the studio, Studio Skald, with which we may create this series.
ContributorsRandall, Phoebe Airika (Author) / Hansen, Elizabeth (Co-author) / Miller, April (Thesis director) / Dove-Viebahn, Aviva (Committee member) / Hannan, Peter (Committee member) / School of Arts, Media and Engineering (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
Description

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

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.

ContributorsBateman, Phoebe Jasmine (Author) / Dove-Viebahn, Aviva (Thesis director) / Holmes, Jeffrey (Committee member) / School of Humanities, Arts, and Cultural Studies (Contributor) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
With the increase in women’s professional sports teams and the burst in female sport participation since Title IX, we might expect increased media attention on women’s sports. However, female athletes’ journey for equality is still a work in progress. Women in sports are underrepresented in the volume and type of

With the increase in women’s professional sports teams and the burst in female sport participation since Title IX, we might expect increased media attention on women’s sports. However, female athletes’ journey for equality is still a work in progress. Women in sports are underrepresented in the volume and type of sports coverage they receive. They are generally represented in media forms, such as magazines and advertising, that focus on their bodies as sexual objects rather than their abilities as athletes. This paper will explore how female athletes are portrayed not only less and in less athletic contexts than male athletes, but also in ways that support the patriarchal dominance that is prevalent in American sports. By examining print media, advertising, televised sports coverage and social media, this paper demonstrates the system of male hegemony that underlies American sports.
ContributorsEvans, Rebekah (Author) / Barca, Lisa (Thesis director) / Dove-Viebahn, Aviva (Committee member) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
A posthuman figure like the female cyborg challenges traditional humanist feminism in ways that make room for theorizing new subjectivities and feminist epistemologies. Rather than support a traditional feminism that assumes common experiences within patriarchal society and erases differences among women, cyborg feminism moves beyond naturalism and essentialism to acknowledge

A posthuman figure like the female cyborg challenges traditional humanist feminism in ways that make room for theorizing new subjectivities and feminist epistemologies. Rather than support a traditional feminism that assumes common experiences within patriarchal society and erases differences among women, cyborg feminism moves beyond naturalism and essentialism to acknowledge complex, individual, and ever-changing identity. Three films, Fritz Lang’s Metropolis (1927), Ridley Scott’s Blade Runner (1982), and Alex Garland’s Ex Machina (2015), all offer such a vision of the female cyborg. In these films, the cyborg subject is a composite of machine and human—sometimes physical, dependent on the corporal mixing of flesh and machine, but just as often mental. Human sentiment, human memories, and human emotion merge with mechanical frames and electronic codes/coding to produce cyborgs. Importantly, every main cyborg in these films is coded as female. For each cyborg, a female body hosts preprogrammed sexuality and the emotions each creator thinks a woman should have, whether those are empathy, compassion, or submissiveness.

The cyborgs in these films, however, refuse to let categorizations like female, or even their status as human, alive, or real, restrict them so easily. As human-robot hybrids, cyborgs bridge identities that are assumed to be separate and often oppositional or mutually exclusive. Cyborgs reveal the structures and expectations reified in gender to suggest that something constructed can as easily be deconstructed. In doing so, they create loose ends that leave space for new understandings of both gender and technology. By viewing these films alongside critical theory, we can understand their cyborgs as subversive, hybrid characters. Accordingly, the cyborg as a figure subverts and fragments the coherency of narratives that present gender, technology, and identity in monolithic terms, not only helping us envision new possibilities but giving us the faculties to imagine them at all.
ContributorsMargolis, Madison Lawry (Author) / Dove-Viebahn, Aviva (Thesis director) / Miller, April (Committee member) / Department of English (Contributor, Contributor) / School of Film, Dance and Theatre (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05