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In the real world outside of schools, contemporary students are routinely reading, writing, communicating, acting, and learning internationally, translingually, and multimodally, thanks to the prevalence of digital online communication; this has taken place across students’ racial, ethnic, and linguistic identities and national affiliations. Today, the global online contexts are

In the real world outside of schools, contemporary students are routinely reading, writing, communicating, acting, and learning internationally, translingually, and multimodally, thanks to the prevalence of digital online communication; this has taken place across students’ racial, ethnic, and linguistic identities and national affiliations. Today, the global online contexts are considered as one of essential literacy environments, and the globally networked online contexts might become a main stage of future literacy practices.

In this sense, this study develops new three theories about literacies studies from the perspective of the New Literacy Studies in an increasingly digitalized and globalized contemporary world. To achieve this, first, I introduced the features of a global online affinity space as a new concept. Second, I developed the theoretical claim of “complexified diversity.” Finally, I developed the theoretical concept of “Border-Crossing Discourses” on the basis of Gee’s (1990/2015) seminal idea of capital “D” Discourses. I expanded the concept of capital “D” Discourses, looking across borders at a variety of languages, nations, and broader cultures under the global view. The concept of Border-Crossing Discourses was established on the basis of the new concepts that I put forth previously of global online affinity spaces and complexified diversity.

As an example of possible supplementary empirical studies, I conducted a small piece of discourse analysis. I observed and examined literacy practices in two global online affinity spaces. They are sites devoted to K-pop fanfiction sharing (hereafter, Asianfanfics) and to Japanese anime (hereafter, Crunchyroll). In particular, I explored the aspects of multimodal and translingual practices in these spaces. Both theoretical and empirical future research will contribute to the elaboration of these theories.
ContributorsLee, Kewman M (Author) / Gee, James Paul (Thesis advisor) / Serafini, Frank (Committee member) / Warriner, Doris S. (Committee member) / Lam, Wan Shun Eva (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The objective of this project concentrates on the game Defense of the Ancients 2 (Dota 2). In this game, players are constantly striving to improve their skills, which are fueled by the competitive nature of the game. The design influences the community to engage in this interaction as they play

The objective of this project concentrates on the game Defense of the Ancients 2 (Dota 2). In this game, players are constantly striving to improve their skills, which are fueled by the competitive nature of the game. The design influences the community to engage in this interaction as they play the game cooperatively. This thesis illustrates the importance of player interaction in influencing design as well as how imperative design is in affecting player interaction. These two concepts are not separate, but are deeply entwined. Every action performed within a game has to interact with some element of design. Both determine how games become defined as competitive, casual, or creative. Game designers can benefit from this study as it reinforces the basics of developing a game for players to interact with. However, it is impossible to predict exactly how players will react to a designed element. Designers should remember to tailor the game towards their audience, but also react and change the game depending on how players are using the elements of design. In addition, players should continue to push the boundaries of games to help designers adapt their product to their audience. If there is not constant communication between players and designers, games will not be tailored appropriately. Pushing the limits of a game benefits the players as well as the designers to make a more complete game. Designers do not solely create a game for the players. Rather, players design the game for themselves. Keywords: game design, player interaction, affinity space, emergent behavior, Dota 2
ContributorsLarsen, Austin James (Author) / Gee, James Paul (Thesis director) / Holmes, Jeffrey (Committee member) / Kobayashi, Yoshihiro (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
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Description
Media influences the way people understand the world around them, and today's digital media environment is saturated with information. Online media consumers are experiencing an information overload, and many find it difficult to determine which messages to trust. Media consumers between the ages of 18 and 34 are increasingly turning

Media influences the way people understand the world around them, and today's digital media environment is saturated with information. Online media consumers are experiencing an information overload, and many find it difficult to determine which messages to trust. Media consumers between the ages of 18 and 34 are increasingly turning to social media, especially Facebook, for news and information. However, the nature of information exchange on these networks makes these users prone to seeing and sharing misleading, inaccurate or unverified information. This project is an examination of how misinformation spreads on social media platforms, and how users can utilize media literacy techniques to surround themselves with trustworthy information on social media, as well as develop skills to determine whether information is credible. By examining the motivations behind sharing information on social media, and the ways in which Millennials interact with misinformation on these platforms, this study aims to help users combat the spread of misleading information. This project determines techniques and resources that media consumers can use to turn their social media networks into healthy, trustworthy information environments. View the online component of this project at http://lindsaytaylorrobin.wix.com/info-overload
ContributorsRobinson, Lindsay T (Author) / Gillmor, Dan (Thesis director) / Roschke, Kristy (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12