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The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built

The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built around broadcasting games and the potential future ramifications competitive gaming, emerging technology and intellectual property law hold on the world of video games.
ContributorsChesler, Jayson Daniel (Author) / Hill, Retha (Thesis director) / Amresh, Ashish (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction

While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction has become trickier as a passionate and growing fan base begins to act as a culture not unlike traditional sporting. These concerns call for a better understanding of what constitutes a harmful addiction to video games as its heavy practice becomes more financially viable and accepted into mainstream culture.
ContributorsGohil, Abhishek Bhagirathsinh (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Mainstream women's magazines today pride themselves on promoting women and female empowerment but continue to show majority thin, attractive, and usually wealthy, white women in the pages and on the covers. This narrow view of what it looks like to be a woman puts minority groups on the peripheral. Women

Mainstream women's magazines today pride themselves on promoting women and female empowerment but continue to show majority thin, attractive, and usually wealthy, white women in the pages and on the covers. This narrow view of what it looks like to be a woman puts minority groups on the peripheral. Women of color, low-income women, homosexual or transgender women are also women, but they have these "of color" and "low-income" title add-ons because when one thinks "woman," they are not what comes to mind. This begs the question: are these magazines pro all women, or only pro some women? This paper documents the process of starting an inclusive women's media startup, with the digital magazine being its first and primary channel to reaching consumers. It seeks to develop a niche, loyal audience who cares to think in-depth about the many issues facing all women today. Contentment Magazine's subject matter focuses on starting conversations about what it means to live a fulfilled and content life, and it prioritizes diversity in its pages because it recognizes how the intersection of gender, race, class, sexuality, and more might affect one's ability to be content. The first section of this report focuses on research and demonstrating the need for a publication like Contentment and how Contentment plans to fill the voids; the second portion dives into the trials, tribulations and successes of putting together the first prototype issue; and the last section deals with converting the startup into a viable business.
Created2016-12