Matching Items (74)

132893-Thumbnail Image.png

Battle Royale Games as Esports: Where Fortnite and PUBG Land as Successful Esports

Description

This thesis examines two electronic games, PlayerUnknown’s Battlegrounds (PUBG) and Fortnite, which rose to popularity as battle royale-style videogames, to question whether they are viable candidates for success as esports.

This thesis examines two electronic games, PlayerUnknown’s Battlegrounds (PUBG) and Fortnite, which rose to popularity as battle royale-style videogames, to question whether they are viable candidates for success as esports. In his 2018 Barrett Honors Thesis, Noah Hilliker developed a model for assessing electronic games as successful esports. His thesis, titled “Ambassador Communities, Hybrid Spectatorship, and Other Indicators of Success in eSports” applied his model of indicators of success to League of Legends, Overwatch and Hearthstone. In this thesis, I have applied his indicators to (PUBG) and Fortnite, which differ significantly from the games he previously analyzed, precisely as I argue here, because they are battle royale games. These indicators fall under three categories: the nature of fans, the overall design of the game and the relationship between game developers and fans. The data that was examined for this investigation included academic literature on esports, posts on online platforms, news articles, YouTube content and forums. The following indicators were analyzed in their application to the collected data for both games: self-organization, spectator-player hybridity, ambassadors, clear center of action, demonstration of skill, mechanical variance, game balance, character of fan/developer relationship and feedback to fans. Through this project, I apply a previous approach to analyzing esports success to two games, Fortnite and PUBG, in order to analyze how well the model fits battle royale-style games.

Contributors

Agent

Created

Date Created
  • 2019-05

134049-Thumbnail Image.png

A Case Study of Normativity in the Buffy the Vampire Slayer Fandom

Description

Buffy the Vampire Slayer (1997-2003) is a cult-classic television show about Buffy Summers, a vampire slayer. As the slayer, her job is to protect the earth from monsters, vampires, and

Buffy the Vampire Slayer (1997-2003) is a cult-classic television show about Buffy Summers, a vampire slayer. As the slayer, her job is to protect the earth from monsters, vampires, and demons. Though she may protect the earth from the "bad guys", she still finds time in the day to be a teenage girl who sneaks out of the house and desperately wants a date for prom. Despite being off the air for over 10 years, Buffy the Vampire Slayer fans are still thriving on various online platforms such as Tumblr, Deviantart, and AO3. As a fan of Buffy the Vampire Slayer, I have engaged with fans online by writing and reviewing fanfiction from my teenage years onward. As I did this, I noticed that despite its message of young women saving the world, the Buffy the Vampire Slayer fandom replicates the gendered and racialized hierarchies that it strives to deconstruct. This paper will examine several top-rated SpikexReader self-insert fanfictions in order to argue that though long derided as a genre, self-insert fanfiction is a way for fans to map out their sexuality using a fictional character. In addition, this paper will analyze fan discourse on Tumblr concerning issues of race and racism both in Buffy the Vampire Slayer the television show as well as in the fandom itself. Finally, this paper will argue that though Buffy the Vampire Slayer posits itself as a progressive and feminist television show, it still struggles to move away from upholding white women's experiences with feminism and fandom as normative.

Contributors

Agent

Created

Date Created
  • 2017-12

136231-Thumbnail Image.png

The War on Terror Must Not Be Won: Heretical Hypotheses on the Suicide Engine

Description

It is imperative for the West that the War on Terror not be won, yet it is also certain that the War on Terror will be won, a victory for

It is imperative for the West that the War on Terror not be won, yet it is also certain that the War on Terror will be won, a victory for the West which simultaneously signifies its defeat. This state of affairs is not paradoxical, but catastrophic, and as is argued in the course of this essay, the War on Terror is the logical and necessary terminus of the Western project and its attendant metaphysic. Beginning with Marx's analysis of the commodity in Das Kapital, it has become increasingly clear that the West (and for that matter, the rest of the world) is succumbing to a regime of simulation, in which reality is liquidated in favor of increased inertia of circulating signs. Using Jean Baudrillard's infamous critiques of the postmodern society as a guide, the following essay examines the emerging forms of terrorism and their relation to Western social structures, ultimately concluding that the West is on the brink of an abyss which is marked by the advent of the anonymous act of terrorism.

Contributors

Created

Date Created
  • 2015-05

134420-Thumbnail Image.png

The Legality of Fantasy Sports in the State of Arizona

Description

This research is solely based on the legality of fantasy sports in Arizona. At this time, these contests are deemed as illegal gambling and historically banned. Throughout my research I

This research is solely based on the legality of fantasy sports in Arizona. At this time, these contests are deemed as illegal gambling and historically banned. Throughout my research I consider the many entities involved, particularly the Native American tribes. I also go on to discuss a historical timeline of all the social, intellectual, and legal aspects within the industry and how it became so prevalent today.

Contributors

Agent

Created

Date Created
  • 2017-05

134424-Thumbnail Image.png

Factors Influencing Male Gamers' Choice to Play Female Characters

Description

Playable female characters in video games have become increasingly more acceptable in the mind of the average gamer. Video games like the Mass Effect series allow gamers to choose to

Playable female characters in video games have become increasingly more acceptable in the mind of the average gamer. Video games like the Mass Effect series allow gamers to choose to play as either male or female. Despite the industry's data showing that the male character is more likely to be played, vocal fans of the game will often argue that the female character is more desirable depending on the experience that the player is wanting. It is this inconsistency between the gaming industry's data on gender choice and the fans that go against this data that leads to the present research. This research explores why men play female characters in video games. Previous literature found that avatar choices matter to gamers, both for how they are viewed and how they experience the game. This literature suggests that gamers make character decisions based on the desired gaming experience. Data for the current study consists of comments from five Reddit posts and from supplementary surveys completed by volunteers from Reddit. Four main categories that encompassed the numerous results are identified: in-game advantages, player-character interactions, exploration of new experiences and/or identities, and novelty. Each category also features a number of subcategories that were identified first and then combined to make the final four categories. The results found supported previous literature as well as expanded the literature to offer more insight behind why male gamers choose to play as female characters. This choice is ultimately reliant upon varied factors on which they base their choices for the desired gaming experience.

Contributors

Agent

Created

Date Created
  • 2017-05

134369-Thumbnail Image.png

From Alpha to Omega: the Creation and Negotiation of a Fan Genre

Description

While the concept of literary genres has much discussion about them, very little work has been done to address how genres emerge and grow into the cultural shorthand we know

While the concept of literary genres has much discussion about them, very little work has been done to address how genres emerge and grow into the cultural shorthand we know them by today. In this paper I seek to explore one specific genre of fanfiction, Omegaverse, what the genre looks like, what permutations it has undergone in the short time it has existed as a standalone genre, how the fan communities that write and read the genre have shaped it, and what this means for genre creation overall. Started less than a decade ago in the form it is recognized as today, the alternate universe setting focuses on a different human biological hierarchy based on adapted physiology of wolves, which recognizes people in three biologically inherent roles, alphas, betas, or omegas. It was created by the Supernatural fandom in one of their LiveJournal forums, and has since been since co-opted by many other fandoms. Being a relatively new genre, very little research has been done on it, despite having over 20 thousand fanfictions tagged as “Alpha/Beta/Omega Dynamics” on Archive of Our Own alone. However, there is significant overlap between this genre and the wider genres of slash and Mpreg, so I will be incorporating research and conclusions drawn from paper on those topics, such as Åström’s “Male Pregnancy in Supernatural fan fiction” (2010) and Joanna Russ’ “Pornography by Women for Women, With Love” (2014), as well as broad literary genre research and discussions, including Jason Mittell’s "A Cultural Approach to Television Genre Theory" (2001) and Dudley Andrew’s Concepts in Film Theory (1984).

Contributors

Agent

Created

Date Created
  • 2017-05

135178-Thumbnail Image.png

Emerge 2016: Fantasy Draft Party 2040

Description

Emerge 2016: Future of Sport 2040 was an event hosted by Emerge Artists+ Scientists Design the Future that took place at Wells Fargo Arena in Tempe, Arizona on April 29th,

Emerge 2016: Future of Sport 2040 was an event hosted by Emerge Artists+ Scientists Design the Future that took place at Wells Fargo Arena in Tempe, Arizona on April 29th, 2016. The goal of the event was to explore and predict the future of sports while allowing the public to participate in the futuristic event that we planned (event visitation). Emerge 2016: Future of Sport 2040 hosted 20 event visitations including Dr. Ingram-Waters' event visitation that focused on the future of fantasy sport with the title \u2014 Fantasy Sport: Draft Party 2040. The goal of this particular event visitation was to obtain significant and viable research results for incorporation in Dr. Ingram-Waters' fantasy football academic work while also delivering entertainment value for event participants. All observations and analysis are based upon the event planning process of the Future of Fantasy Sport: Draft Party 2040. As the author of this analysis, the observations in this report were noted as I served as the project manager on Dr. Ingram-Waters research team. In this role, I was heavily involved in the strategic planning, communication, and event operations of the event visitation full-circle from the ideation phase to the execution phase. This paper analyzes the project management pipeline used for the event production of the event visitation Fantasy Sport: Draft Party 2040. Drawing form the experience of the project management pipeline, this paper examines the management application of the Pareto Principle and Complexity Theory.

Contributors

Created

Date Created
  • 2016-05

131263-Thumbnail Image.png

A Look into Media Trends and Influences on Public Perception of Crime

Description

This research examines popular culture’s influence on public perceptions of criminality and criminal justice reform. I have a two-pronged focus: first, I examine how specific cultural texts present criminal behavior,

This research examines popular culture’s influence on public perceptions of criminality and criminal justice reform. I have a two-pronged focus: first, I examine how specific cultural texts present criminal behavior, policing, and the criminal justice system; second, I show how these texts’ portrayals of criminal behavior, policing, and the criminal justice system, influence public perceptions about criminal justice reform. Throughout the era of filmmaking and the heightened growth of media consumption, the representation of crime and criminals has had a profound presence in film and media, but with little guidance or fact-checking from the general public and its creators (Welsh, Fleming and Dowler, 2011). Despite this, public perception of the law and reality continues to find its line being constantly blurred, with legal theorist, Richard Sherwin asserting that “The majority of American citizens form their opinions about the criminal justice system through the mass media, and more often than not, from fictional accounts of the trial process” (Alford, 2000). This in turn leads to a culture of preconceived notions that later form into political and social opinions with an unknown negative bias against reform efforts and legal accuracy (Sarat, 2015).

Contributors

Agent

Created

Date Created
  • 2020-05

131269-Thumbnail Image.png

Marketing Masculinity: The Electric Motorcycle

Description

This research analyzes the masculine culture surrounding motorcycles to provide commentary on the appeal of electric motorcycles. More specifically, it examines the importance of masculine characteristics in advertising motorcycle

This research analyzes the masculine culture surrounding motorcycles to provide commentary on the appeal of electric motorcycles. More specifically, it examines the importance of masculine characteristics in advertising motorcycle identity. It analyzes the presented masculinity, to predict market sway, and the features necessary to create a compelling product. Through the analysis of commercials and websites for various motorcycle brands the target audience is discovered and used to predict the appeal of electric motorcycles. The presented masculinity is found to be targeting very specific populations of motorcyclists, where manufacturers believe electric motorcycles will be accepted most readily. Manufacturers are effectively entering the market through these demographics and can use them as a foothold to persuade others of the benefits of electric motorcycle technology.

Contributors

Agent

Created

Date Created
  • 2020-05

Changing Attitudes Around Consensual Non-Monogamy: A Media Analysis

Description

Consensual non-monogamous (CNM) relationships are an alternative to normative monogamous relationships that are often not represented in media and when they are it is often in a negative light. Research

Consensual non-monogamous (CNM) relationships are an alternative to normative monogamous relationships that are often not represented in media and when they are it is often in a negative light. Research shows that CNM behaviors are highly stigmatized. I examined the representation of CNM in two popular television shows, Shameless and American Horror Story: Hotel. American Horror Story: Hotel represents CNM in a negative way whereas Shameless aims for a more progressive viewpoint. I conclude that American Horror Story: Hotel contributes to the stereotypes surrounding CNM while Shameless attempts to normalize an uncommon style of relationship.

Contributors

Agent

Created

Date Created
  • 2020-05