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South Korea possesses the only culture to successfully create a transnationality and hybridity formula that is not replicable. So why Korea and why now? The goal of this thesis creative project is to demonstrate the marketing and communications strategies used in the arts and culture industry to drive global awareness

South Korea possesses the only culture to successfully create a transnationality and hybridity formula that is not replicable. So why Korea and why now? The goal of this thesis creative project is to demonstrate the marketing and communications strategies used in the arts and culture industry to drive global awareness and interest in K-Pop. In order to achieve that goal, I created HellotoHallyu.com, a website designed for an audience of Millennials and Generation Z English speakers to increase their awareness of the growth and impact of the Korean Wave in a fun and engaging way. So those who may hear a song by K-Pop idol group BTS on a music awards show in the U.S. can get themselves up-to-speed before diving into the fast-paced world of K-culture gossip sites and forums. Hello to Hallyu delivers consumer-friendly, educational content easily understood by English speakers with no prior knowledge of Korean culture, while still piquing the interest of K-pop connoisseurs. It provides the background necessary for even the most dedicated fans to glean new knowledge of Korea's cultural industry and a new perspective on the content they consume. Hello to Hallyu is based on a combination of secondary and primary research conducted over four semesters beginning Spring 2017 and continuing through Spring 2018. This project is set up as an ever-expanding resource freely available to anyone with internet access. The research required to maintain the site will continue with the Wave. However, the content currently on the site is evergreen, a documentation of the history of the Wave as explained in peer-reviewed articles and by Dr. Ingyu Oh as well as a documentation of my personal experience with Hallyu while in Korea and as a Westerner living in the U.S. The site's goal is to demonstrate the marketing and communications strategies used in the industry to drive global awareness and interest. Through this means, Hello to Hallyu aims to provide fully developed multimedia content intended to increase English speakers' awareness of the growth and impact of the Korean Wave as shown through site visits, content views, and audience engagement.
ContributorsTravis, Lisa Anne (Author) / Hass, Mark (Thesis director) / Shewell, Justin (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Video game culture, permeated for decades by blatant sexism and discrimination, is a toxic community for many individuals. Though its humble beginnings and early games did not overtly focus on the male gaze or demographic, troubled advertising, representations, and the lack of diversity within video game companies has formed the

Video game culture, permeated for decades by blatant sexism and discrimination, is a toxic community for many individuals. Though its humble beginnings and early games did not overtly focus on the male gaze or demographic, troubled advertising, representations, and the lack of diversity within video game companies has formed the gaming culture into an increasingly hostile and unwelcoming place– especially for women. Those who identify as women or females are often harassed, heckled, and threatened with both verbal and physical violence. Game content and marketing continues to view women as objects of sexuality and violence rather than strong protagonists. Companies have brainwashed society to embrace their commonly held belief that men and boys are the only demographics that play and enjoy games, though this is empirically proven false. The aim of this project is to examine these offenses against women within the video game community– first by exploring video game history and how it fell into its toxic present state as well as the formation of the “gamer” identity and its ramifications for women. I then recount contemporary stories and issues of harassment against women within the community. The project also includes a short student survey that was sent out to gather more data on college-aged women and their gaming habits, which yielded important data supporting previous evidence citing specific gaming communities that struggle the most with these issues. The thesis is concluded by a look into the culture of game development and its hypermasculine nature as well as justification for why companies should care about the plight of women for both ethical and fiscal reasons.
ContributorsGulbransen, Alexis C. (Author) / Eaton, John (Thesis director) / Ingram-Waters, Mary (Committee member) / School of Film, Dance and Theatre (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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In the Film and Media industries, it seems like it is completely male dominated both on and off the screen. With movements like Me Too and See Her it is important now, more than ever to make a change in the film industry. These movements have been great sparks to

In the Film and Media industries, it seems like it is completely male dominated both on and off the screen. With movements like Me Too and See Her it is important now, more than ever to make a change in the film industry. These movements have been great sparks to create changes in the field which lead to having more representation of women both on and off the screen and in film, tv and media. In my personal experience, when you are a woman on a film set it feels like you can get incredibly overshadowed or if you try to stand up for an idea you could be called bossy. A female mindset on a set, in major positions, seems like it can only be a good thing. Whether that is true or not there have been so few experiences and records of how an all-female set is ran. There is lot of fear that goes into running a set. Many women feel like they cannot handle the environment of a film set because of a certain stigma and stereotype of women in powerful positions. Women, while not always true, can be more understanding when difficult circumstances arise. The gender bias for larger film crews is almost 75 % male, this is a statistic that needs to change soon. It is important to teach the new generation that women in powerful creative roles in film is a normal occurrence and the only way we can get there is being more conscious about who is on our sets.
ContributorsSmith, Mallory Keller (Author) / Scott, Jason (Thesis director) / Lunde, Julia (Committee member) / School of Film, Dance and Theatre (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description

A guide to implementing empathy in crisis communications

ContributorsLong, Mary Louise (Author) / Schmidtke, Lisa (Thesis director) / Bovio, Sonia (Committee member) / Department of Marketing (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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This thesis interprets and discusses the concept of representation of marginalized groups on television. The focus is on the character of Piper Chapman from the Netflix original series Orange is the New Black, and how her depiction is a unique kind of approach to the idea of The Burden

This thesis interprets and discusses the concept of representation of marginalized groups on television. The focus is on the character of Piper Chapman from the Netflix original series Orange is the New Black, and how her depiction is a unique kind of approach to the idea of The Burden of Representation. This idea theorizes that where there is representation, there is a duty held by the creators to tell a story that will not damage the communities it represents, as those stories shape the way the people who consume them think about said communities in real-life situations. However, if the creators were to construct a character or narrative that is perfect and “to-good-to-be-true,” that narrative may not be true to what is experienced by people in day-to-day life. One approach to this problem of non-damaging representation vs. genuine representation, is to create a character or narrative that is imperfect, but still a positive depiction. Not all “good” representation has to be perfect representation.
Through the examination of Piper Chapman’s character development, the narrative structure of Orange is the New Black, and the historical context of its representation in comparison to previous iterations, this thesis analyzes the unique way in which the show approaches its characters, setting, and storylines. The main subjects of analysis are Piper, and her girlfriend Alex Vause, each representing the bisexual and lesbian communities, respectively, and the major tropes that will be discussed are “the experimenting bisexual,” “the criminal lesbian,” “the vampiric lesbian,” and “bury your gays.” Each trope plays a significant role on the show, but the way the show uses its narrative structure and character development creates a new approach to the subversion of said tropes. Orange is the New Black focuses on telling a more human story rather than creating a perfect representation, while it still maintains a positive image for its characters.
ContributorsMcdermot, Kathryn Lynne (Author) / Miller, April (Thesis director) / Ingram-Waters, Mary (Committee member) / School of Film, Dance and Theatre (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description

The purpose of this creative project was to design a children’s book for parents, educators, caregivers, and speech language pathologists to promote vocabulary growth in young readers. Children’s books are commonly used in classrooms to connect students with new places and ideas. Books are a powerful learning tool that speech-language

The purpose of this creative project was to design a children’s book for parents, educators, caregivers, and speech language pathologists to promote vocabulary growth in young readers. Children’s books are commonly used in classrooms to connect students with new places and ideas. Books are a powerful learning tool that speech-language pathologists utilize during therapy sessions to support their language and speech development. El Papalote Perdido (The Lost Kite) is a multidimensional children’s book that provides a representation of Hispanic culture, the biodiversity of the Sonoran Desert, and a shared book reading guide that can be a tool in classrooms and therapy sessions. This literature review summarizes the research and importance of Codeswitching, Shared Book Reading, and representation. The goal of the projected children’s book, El Papalote Perdido, is for Hispanic children to increase self-worth by being represented in the illustrations and Spanish embedded in the text. Additionally, the book is for adults to learn reading strategies to build young readers' language and literacy development.

ContributorsBañuelos, Emilia (Author) / Morgan, Victoria (Co-author) / Restrepo, Maria Adelaida (Thesis director) / Azuma, Tamiko (Committee member) / Barrett, The Honors College (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / School of Social Transformation (Contributor) / College of Health Solutions (Contributor)
Created2022-05