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- Creators: Barrett, The Honors College
Conversations between immigrant parents and their Americanized children are often difficult conversations to approach. Children are expected to know what they want to do with the rest of their lives from a young age. Sometimes, what the child wants to do does not align with what their parents want them to do. It is hard to approach those conversations about pursuing higher education, especially when the response is an unknown variable. This research study aims to determine how those conversations about higher education were viewed from the standpoint of the young adult child. It investigates young adults whose ages span from 18 to 24 and how those conversations they had when they were younger impacted who they became. Using data collected from twelve interviewees whose gender, age, and ethnicity varied, this study examines specific instances in those conversations about higher education between the young adult and their immigrant parents and the main factors behind some shared experiences. I discuss those factors, as well as limitations within the study, and provide future direction recommendations.
Identity at Play is a creative project inquiry founded in communications theory which delves into how individuals construct their identities and understanding of the world around them, specifically through engagement with Tabletop Roleplay Games. TTRPGs, as they are colloquially known, have a variety of attributes that hold a unique capacity for fostering safe identity exploration and development of the self. These attributes– both in gameplay mechanics and communities they foster– allow individuals to feel secure and safe to explore hidden parts of themselves and experiment in new perspectives. Explicitly, the project culminates in six narrated episodes of actual play content and six paired talkback sessions to debrief, creating an immersive and engaging storytelling experience for the audience that exemplifies the inquiry at hand. Over the course of the podcasting series, six participants– five players and one gamemaster– engage with the traditional TTRPG experience and grow together in their understanding of various communications theories.