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My thesis focuses on the use of American Sign Language in popular movies. My paper analyzes the intersection between popular media and language, a subject I find personally interesting. My project addresses how and when ASL is used in movies, including technical components such as lighting, framing, visibility, and subtitling.

My thesis focuses on the use of American Sign Language in popular movies. My paper analyzes the intersection between popular media and language, a subject I find personally interesting. My project addresses how and when ASL is used in movies, including technical components such as lighting, framing, visibility, and subtitling. It also looks at the function of ASL, as well as Deafness and how it is portrayed. It focuses on three popular films: Children of a Lesser God (1986), The Shape of Water (2017), and A Quiet Place (2018). It also studies a fourth film, No Ordinary Hero: The SuperDeafy Movie (2013), which provides a Deaf perspective when it comes to filmmaking. These films are studies from technical and representational perspectives.

ContributorsEllis, Lucy Anne (Author) / Quinn, Paul (Thesis director) / Dove-Viebahn, Aviva (Committee member) / Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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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This dissertation project examines the cultural labor of the drag queen in the United States (US). I explore how the drag queen can be understood as a heuristic to understand the stakes and limits of belonging and exceptionalism. Inclusion in our social and national belonging in the US allows for

This dissertation project examines the cultural labor of the drag queen in the United States (US). I explore how the drag queen can be understood as a heuristic to understand the stakes and limits of belonging and exceptionalism. Inclusion in our social and national belonging in the US allows for legibility and safety, however, when exceptional or token figures become the path towards achieving belonging, it can leave out those who are unable to conform, which are often the most vulnerable folks. I argue that attending to the drag queen’s trajectory, we can trace the ways that multiply-marginalized bodies navigate attempts to include, subsume, and erase their existence by the nation-state while simultaneously celebrating and consuming them in the realm of media and consumer culture. In the first chapter I introduce the project, the context and the stakes involved. Chapter two examines representations of drag queens in films to unpack how these representations have layered over time for American audiences, and positions these films as necessary building blocks for queer semiosis for viewers to return to and engage with. Chapter three analyzes RuPaul and RuPaul’s Drag Race to outline RuPaul labor as an exceptional subject, focusing on his investment in homonormative politics and labor supporting homonationalist projects. Chapter four centers questions of trans* identity and race, specifically Blackness to analyze how Drag Race renders certain bodies and performances legitimate and legible, constructing proper drag citizens. Chapter five utilizes ethnographic methods to center local drag communities, focusing on The Rock and drag performers in Phoenix, Arizona to analyze how performers navigate shifting media discourses of drag and construct a queer performance space all their own.
ContributorsCollier, Cassandra M (Author) / Anderson, Lisa M. (Thesis advisor) / Bailey, Marlon M (Committee member) / Himberg, Julia (Committee member) / Arizona State University (Publisher)
Created2020