Graduate Theses & Dissertations

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
Heteronormativity in Virtual World Design
The purpose of this research is to highlight the limitations and opportunities for playful expression of gender identity in character creation systems of virtual worlds, and how these might work to reinforce, or disrupt, the heteronormative imperative. The primary sites considered in this analysis are the video game World of Warcraft and the live action role-playing game Amtgard. I provide evidence that while the World of Warcraft’s character creation system is sexist and works to reinforce heteronormative ideology, Amtgard’s relatively ambiguous design provides opportunity for disruption of these norms. Participant research with Amtgard players demonstrates actual instances of Amtgard’s more flexible character creation system being utilized in expression and exploration of gender identity which resists the heteronormative imperative. Based on this, I call on game developers to reject designs which necessitate selection of gender from within the traditional binary and embrace more ambiguous design in development of character creation systems. Author Keywords: Avatars, Game Design, Games, Gender, Identity, Virtual Worlds
Rethinking Subjectivity
The following thesis problematizes different theories of subject formation in relation to morality, accountability, and consciousness raising. Focusing on the conditions subjects emerge in, I argue that socially transformative subjectivities emerge in movement through spaces. The theoretical discussion departs from the premise that morally accountable subjectivities drive social change. The politics of positionality that anchor the subject in a particular social location conceptualize morality as the result of critical consciousness raising. The causal nature of the relationship between the subject’s ability to reflect back on itself and its moral capacity is problematic for it leaves the reflective subject in a position of epistemic and moral authority. Rather, a subject who does not fully know itself nor the conditions of its being has the ability to engage in moral inquiry. Grounding subject formation in epistemic uncertainty construes the subject as inherently accountable to other unknowing subjects. Transformative subjectivities emerge out of epistemic resistance and uncertainty. The particular understanding of morality that underlies the rethinking of my moral subject emanates from its relational constitution. A morality of care prioritizes the responsibilities a subject has to others. In the context of Covid-19, relational subjects act in accordance with a morality of care that leads them to intervene in the lives of others who are threatened by the virus and left unprotected by institutional structures. The desire to interfere is cultivated when subjects emerge in ontological fields generated through epistemic intervention. One way to create such interventions is through counter-hegemonic cultural production such as works of art. Author Keywords:
WOMEN IN HORROR
The objective of this dissertation is to measure the influence of the contemporary influx of women’s involvement in the horror genre in three dimensional capacities: female representation in horror films, female representation as active, participatory spectators and female representation in the industrial production of horror. Through the combined approach of theoretical and empirical analysis, this dissertation examines the social conditions that facilitated women’s infiltration of the horror genre. Beginning with psychoanalytic theories of spectatorship, it is demonstrated that female filmmakers have challenged horror’s traditional images of victimized women through the development new forms of feminine representation in contemporary horror films. Using data collected from a sample of 52 self-identified female horror fans, it is revealed that the purported invisibility of female horror spectators is a consequence of their alternative modes of consumption. Through interviews conducted with four female producers and an examination of their cultural productions, I illustrate that women have reconstituted the horror genre as a space for inclusivity, political activism and feminist empowerment. Cohesively, these findings reveal the contemporary feminist reclamation of horror to be a form of resistance intended to challenge the patriarchal structures that facilitated women’s historical exclusion from the horror genre. Author Keywords: Abjection, Feminism, Film, Gender, Horror, Psychoanalysis

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