Matching Items (17)

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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.

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Agent

Created

Date Created
  • 2017-05

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Real Life Superheroes: An Ethnographic Exploration Behind Cosplay and Politics

Description

In this undergraduate thesis, I explore the relationship between politics and popular culture through an ethnography of Justice League Arizona, a cosplay ensemble devoted to costumed civic activism. While existing

In this undergraduate thesis, I explore the relationship between politics and popular culture through an ethnography of Justice League Arizona, a cosplay ensemble devoted to costumed civic activism. While existing scholarship addresses cosplay ensembles and political theory, there is very little that examines how the act of cosplay can be a form of politics and what the impact of that interpretation has on both individuals and the community at large. Through both participant observation and interviews with members of the ensemble, I discovered that cosplay has the ability to intensify aspects of the self, the ability to expose new aspects of the self, and the ability to bring one closer to a particular character. I also found cosplay to be political through the sensibility and situated knowledge that proves to be in practice during cosplay, ultimately having the power to be used as a form of political resistance.

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Created

Date Created
  • 2016-12

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​Dress​ ​for​ ​Success: ​ ​Cosplay​ ​and​ ​Relationship​ ​Dynamics​

Description

Across​ ​group​ ​studies,​ ​identifying​ ​as​ ​part​ ​of​ ​one​ ​group​ ​over​ ​the​ ​other​ ​is​ ​instrumental​ ​in determining​ ​the​ ​traits​ ​of​ ​an​ ​individual’s​ ​personality.​ ​Furthermore,​ ​when​ ​someone’s​ ​style​ ​of​ ​dress causes​ ​them​

Across​ ​group​ ​studies,​ ​identifying​ ​as​ ​part​ ​of​ ​one​ ​group​ ​over​ ​the​ ​other​ ​is​ ​instrumental​ ​in determining​ ​the​ ​traits​ ​of​ ​an​ ​individual’s​ ​personality.​ ​Furthermore,​ ​when​ ​someone’s​ ​style​ ​of​ ​dress causes​ ​them​ ​to​ ​fit​ ​into​ ​a​ ​group,​ ​their​ ​personality​ ​is​ ​likely​ ​to​ ​be​ ​dictated​ ​by​ ​what​ ​they​ ​are​ ​wearing and​ ​who​ ​they​ ​are​ ​with.​ ​Attendees​ ​of​ ​comic​ ​conventions​ ​have​ ​been​ ​part​ ​of​ ​a​ ​growing​ ​trend​ ​to dress​ ​up​ ​as​ ​their​ ​favorite​ ​characters​ ​from​ ​different​ ​anime,​ ​manga,​ ​television​ ​shows,​ ​books,​ ​video games,​ ​etc.,​ ​where​ ​they​ ​can​ ​meet​ ​like-minded​ ​people​ ​who​ ​share​ ​similar​ ​interests​ ​and​ ​hobbies. When​ ​combining​ ​changes​ ​of​ ​affect,​ ​and​ ​similarities​ ​of​ ​cultural​ ​and​ ​group​ ​identification,​ ​the likelihood​ ​to​ ​engage​ ​in​ ​a​ ​romantic​ ​relationship​ ​may​ ​become​ ​heightened.​ ​Using​ ​existing​ ​measures to​ ​examine​ ​commitment,​ ​sociosexual​ ​orientation​ ​and​ ​relationship​ ​satisfaction,​ ​1232​ ​convention attendees​ ​responded​ ​to​ ​measures​ ​addressing​ ​their​ ​current​ ​or​ ​most​ ​recent​ ​relationship.​ ​The respondents​ ​were​ ​split​ ​into​ ​4​ ​groups,​ ​individuals​ ​who​ ​are​ ​currently​ ​in​ ​a​ ​relationship​ ​and​ ​cosplay, individuals​ ​who​ ​are​ ​currently​ ​in​ ​a​ ​relationship​ ​and​ ​do​ ​not​ ​cosplay,​ ​individuals​ ​who​ ​are​ ​currently single​ ​and​ ​cosplay,​ ​and​ ​individuals​ ​who​ ​are​ ​currently​ ​in​ ​a​ ​relationship​ ​and​ ​do​ ​not​ ​cosplay. Results​ ​indicated​ ​non-significant​ ​results​ ​in​ ​the​ ​two​ ​groups​ ​that​ ​are​ ​not​ ​in​ ​relationships,​ ​as​ ​well​ ​as non-cosplaying​ ​attendees​ ​currently​ ​in​ ​a​ ​relationship,​ ​for​ ​all​ ​the​ ​measures,​ ​while​ ​there​ ​were​ ​weak, significant​ ​results​ ​for​ ​sociosexual​ ​orientation​ ​and​ ​relationship​ ​satisfaction​ ​for​ ​individuals​ ​who are​ ​in​ ​relationships​ ​and​ ​also​ ​cosplay.​ ​Limitations​ ​and​ ​future​ ​directions​ ​are​ ​discussed.

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Agent

Created

Date Created
  • 2017-12

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The Evolution of the Insanity Defense and Proposals for Reform

Description

This thesis explores the evolution of the insanity defense throughout legal history beginning with ancient Greek and Roman times. Ideas about treating the insane separate from the sane in a

This thesis explores the evolution of the insanity defense throughout legal history beginning with ancient Greek and Roman times. Ideas about treating the insane separate from the sane in a criminal proceeding were first expressed by famous philosophers such as Plato and Aristotle. The insanity defense was codified into the Justinian Code under Roman Law, but there was no criteria to distinguish who was insane and who was not. From the 14th to 19th centuries, a number of insanity tests were developed in English common law, resulting in the milestone M’Naghten rules, which became the basis for the insanity defense as it exists in the United States today. This paper explores how M’Naghten can be interpreted, what it does well, and its criticism. The thesis then explores how a number of other insanity defense standards rose in the United States, including the Irresistible Impulse Test, the New Hampshire test, the Durham test, the Model Penal Code, the Insanity Defense Reform Act, Guilty but Mentally Ill, and abolishing the insanity defense all together. The thesis asserts why all of these standards fall short of providing adequate protections for the insane in the criminal justice system and do not accurately define legal insanity. There is an analysis of both the theoretical and practical implications of trending alternate proposals for the insanity defense, including the Mental Illness Contribution Defense and Not Criminally Responsible By Reason of Recognized Medical Condition. Then, an argument is presented for the proposal for a new standard for insanity incorporating the ideas of philosopher Herbert Fingarette.

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Agent

Created

Date Created
  • 2020-05

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Short Film Project: The Mime

Description

This director’s book is the culmination of my Barrett thesis project, which was originally intended to be a fully filmed and edited short film called The Mime. While ultimately my

This director’s book is the culmination of my Barrett thesis project, which was originally intended to be a fully filmed and edited short film called The Mime. While ultimately my film has gone unfinished due to circumstances I will detail later, I have done my best in this document to create an accurate picture of what it would have looked like had everything gone according to plan. Along with the complete shooting script of The Mime, this director’s book contains breakdowns of the scenes and the shots that comprise them, notes on the characters and locations used in the short, a detailed shoot schedule, and lists of all the shots and equipment required. I have also included a reflection paper at the end to explain my process, the problems I faced along the way, and what I have learned from the experience.

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Created

Date Created
  • 2020-05

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An ACME Analysis: What Wile E. Coyote Can Teach About Character Creation

Description

Drawing on existing scholarship as well as primary analytical materials, the research within this report demonstrates Wile E. Coyote's character is reliant on human connectivity and is evocative of the

Drawing on existing scholarship as well as primary analytical materials, the research within this report demonstrates Wile E. Coyote's character is reliant on human connectivity and is evocative of the human condition, reflecting his disciplined and stylized design he possesses. Comprised of literary, film/media, and rhetorical elements, this report illustrates how Wile E. is an individual whose character holds various influences that provide dimensionality to his existence. The research within this report is both primary and secondary through observational recordings about the cartoons Wile E. appears in and through thorough analysis of texts elaborating on the elements comprising Wile E.'s character. Primary research from the initial observational recordings provides direction for the secondary research after viewing multiple cartoons and films containing Wile E. Coyote in his Warner Brothers Studios appearances and noting unique moments in his cinematic career. The notes from this viewing of Wile E. in his natural "habitat" drive the secondary research to focus on specific aspects of Wile E.'s character through the analysis of supporting texts which ultimately leads to the findings within this report. Research in the fields of literature, film/media studies, and rhetoric shape the analysis of Wile E.'s character as this report studies the various components compiled within the cartoon coyote. As a multifaceted individual, Wile E. illustrates a complexity within a stylized character that allows viewers to connect to his plights and to identify with his struggles. Through his emulative form, Wile E. embodies vital elements of character creation that allow him to become a memorable and prominent character that resonates in viewers and artists. From Wile E. Coyote's example, future generations of story tellers, regardless of their medium, can learn how to create similarly iconic and timeless characters within their works. Such stories can then contribute significant additions to popular narrative and characterization.

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Agent

Created

Date Created
  • 2018-05

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The Emerging Art Worlds of the South Asian Diaspora

Description

In the late 2000s and 2010s, digital art and the use of the internet as a new platform for art to be displayed became increasingly common. A new art scene

In the late 2000s and 2010s, digital art and the use of the internet as a new platform for art to be displayed became increasingly common. A new art scene began developing among South Asian diasporic artists, driven primarily by adolescents and young adult women who have never attended art school. Their primary medium is digital tools, their primary display platform is the internet, and they adhere to a DIY ("do-it-yourself") ethic rather than traditional art techniques and norms. As these internet artists have forgone the traditional gallery art scene in favor of more accessible internet platforms, these artists have not received attention from the mainstream art world. However, the popularity of these internet artists is undeniable as many of them have tens of thousands and hundreds of thousands of followers on their social media accounts. This new art scene has gained notice with the advent of social media platforms such as Tumblr and Instagram and websites focused on youth culture and counterculture, such as Vice, Buzzfeed, Dazed, and independent digital zine publications. The content of the work of these artists is often political, promoting feminist ideals, challenging South Asian and European beauty standards and limiting stereotypes of South Asian women, and creating groundbreaking new representations of South Asian women. Influences from both South Asian and Western pop culture and counterculture are prominent in their as well. This thesis explores the origins of this art scene and its roots in South Asian modernism and conventional South Asian diasporic artists.

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Agent

Created

Date Created
  • 2018-05

Analyzing Societies' Obsession with Horror and Crime Films

Description

Whether fights to the death, or a masked murderer chasing an unwilling teen, viewers are seemingly drawn to human suffering. This thesis will examine the blurring of lines between traditional

Whether fights to the death, or a masked murderer chasing an unwilling teen, viewers are seemingly drawn to human suffering. This thesis will examine the blurring of lines between traditional horror and crime films to better understand how both films provide a similar experience, as well as apply traditional film theories on pleasurable viewership to both genres, in an attempt to discover viewers’ attraction to the perverse.

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Agent

Created

Date Created
  • 2020-05

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Oedipus Wrought: Morality and Fear in Oedipus Rex Across Media

Description

This project analyzes the use of fear appeals in transmitting a moral of self-realization in the drama Oedipus Rex and its adaptations into painting and film. It draws upon earlier

This project analyzes the use of fear appeals in transmitting a moral of self-realization in the drama Oedipus Rex and its adaptations into painting and film. It draws upon earlier work in media ecology, adaptation, and studies of emotions in media. It proposes that what distinguishes media from one another is the unique way that each medium stimulates the reader to draw from their own experiences with life and literature. Alternatively, what unites media is the cross platform assimilation of author and reader reality. More specifically, it asserts that print stimulates the reader via immersion, that painting achieves this same effect by acting as a proxy for the reader to embody the image before them, and that film stimulates the viewer as a result of emotive focus. Collectively, it concludes that when it comes to Oedipus and its many forms, the plays utilize fear to communicate the moral through both surface and dense texts, while painting adaptations focus on dense texts, and the filmic adaptations emphasize their surface equivalent. The project’s significance rests in its challenge to Marshal McLuhan’s technological determinism. On exposing the effects that a reader’s varied mindset can have on a medium’s ability to communicate its message, the project highlights that the relationship between humankind and media is not so deterministic and is more complex than McLuhan would have us believe.

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Agent

Created

Date Created
  • 2020-05

"So Bad It's Good": A Study of Cult Films

Description

A podcast that discusses the phenomenon of cult cinema deemed “so bad, it's good”. It takes a look at what makes these films enduring and entertaining, with the ability to

A podcast that discusses the phenomenon of cult cinema deemed “so bad, it's good”. It takes a look at what makes these films enduring and entertaining, with the ability to create near-religious followings. Moreover, it discusses the financial aspect of the filmmaking and how the cult followings affect the market.

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Agent

Created

Date Created
  • 2021-05