Graduate Theses & Dissertations

On Tilt
On Tilt: The Inheritance and Inheritors of Digital Games accepts and extends Eric Zimmerman’s contention that literacies currently being developed during video-game play will be more broadly applicable (outside games) in the next hundred years as Western work, education, entertainment, and citizenship spaces become ever more shaped like video games. To the end of better understanding both video games and the players and literacies contiguous with them, this dissertation interrogates comparisons between video games and... non-digital games, film and other fictional texts and worlds, blogs, casinos’ games of chance, and the strategies employed by face-to-face criminals, always asking about the roles and responsibilities the human participants in these systems take; that is, this dissertation investigates what video games inherit from other forms of art, including non-digital games, and what the gamers and audience of today and tomorrow inherit through their contact with video games. The dissertation examines in detail works by Jodi Dean, Bernard Suits, Bruce Sterling, T. L. Taylor, Walter Benjamin, Gavin de Becker, N. Katherine Hayles and Nicholas Gessler, and Katie Salen and Eric Zimmerman, considering their work, the video game, and gamers, in terms of power gaming, genre, fiction and suspension of disbelief, audience, motivations, fungibility, the zombie vs. the robot, value vs. meaning, agency, slipstream, capitalism, and ontology. Ultimately, the dissertation suggests that there are two disparate strains of gamification building Zimmerman’s future, arguing first that the penetration of video games into culture is changing the way we behave and exist as audience and more generally, and, second, that what is at stake, in terms of the attitudes, labels, and gameplay that we accept in terms of games and gamification is significant to what it means to be human, especially within systems that are only partly human, in the next hundred years. Author Keywords: digital, gamification, genre, literacy, new media, videogame
From Negation to Affirmation
Forensic scientific practice is conventionally understood as a solution to absence. With every technological advance the power and span of the archive grows and with it revives hopes of uncovering facts and locate bodies that might put genocide denial and/or negationism to rest. Destruction, however, continues to define the reality and conditions for testimony in the aftermath of mass atrocity. This means that even as forensic scientific practice grows in its capacity to presence that which was previously unpresentable, destruction and the concomitant destruction of archive require that we consider what it means to remember with and without the archive alike. This dissertation explores the impact of forensic science on cultural memory through a choice of two case studies (set in Kosovo and Srebrenica respectively) where forensic scientific methods were involved in the investigation of atrocities that were openly denied. This dissertation makes an agnostic argument that the biblical example of the empty tomb can serve as a paradigm to understand the terms of witnessing and testifying to absence in the era of forensic scientific investigations. Specifically, it posits the following theses with regards to the empty tomb: it is a structure and an event that emerges at the intersection of forensic science’s dual property as an indexical technique and as a witness function, it cannot be validated through historiographic or forensic scientific methods (it is un-decidable) and as such serves as a corrective the fantasy of the total archive, is represented in the contemporary genre of forensic landscape; and because it breaks with the forensic imperative, it compels alternative uses for testimony and memorial practices that need not be defined by melancholia as it can accommodate forms of testimony that are joyous and life affirming. Author Keywords: Absence, Archive, Forensic, Memory, Testimony, Witness
Desire to be Zine
This thesis explores access to feminist zine culture and community, specifically if, and how, access has been altered in the age of digital technologies and increased access to digital spaces. Results from a questionnaire completed by 8 young feminist zine-makers and readers of marginalized genders indicated that though the modern boundaries of what a zine is has been expanded to include e-zines, there remains a preference toward print zines in zine-making and reading practices. Results also revealed that while there is a preference toward accessing feminist zine culture and community in-person in theory, participants were more likely to access feminist zine culture and community online in reality. This project found that digital technologies and the Internet have affected feminist zine culture in multiple ways, ranging from the Internet creating a new access points to community, to the Internet making it easier to find, purchase, and distribute zines. Author Keywords: Digital Media, Feminism, Feminist Zine Culture, Feminist Zines, Materiality, Print Media

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