Cultural Studies
Playing the End: Tensions of the Apocalypse in Digital Games
This research examines the digital game through the subject of the Apocalypse, both in its literal revelatory form and its colloquial disaster form. To accomplish that, it employs Louis Althusser's concept of structural causality as a springboard for a structure-based interrogation of interlocked systems. Drawing a comparison between Ian Bogost's definition of black-box analysis and Althusser's concept of ideology, I suggest the apocalypse is a valuable subject matter for understanding digital games, and in turn digital games provide media-based insight on complex systems of subjectivations. These positions are accomplished in two ways. First, I focus on five different apocalyptic games - The Last of Us (2012), Tokyo Jungle (2012), Mass Effect (2008), Doki Doki Literature Club (2016), and Persona 4 Arena (2012) – and how they express radically different visions and scopes of apocalypse. More specifically, I focus on the digitality of these games and how their technical construction in light of their suggested themes reveal hidden relations between apocalypse and ideology. Second, I expand on a research-creation project focused on the production and dissemination of a game, specifically as a means of using what has been discussed in previous chapters to attempt to expand on the subject matter of ideology and apocalypse. The aim of this is to discuss the process of expressing a procedural argument following several chapters interpreting them. It is also to expand on additional tensions between human and system which are underplayed or obscured in the playing process. It concludes that apocalypse, in the process of using systems, remains an elusive topic and to produce meaningful texts as commentary on ideology requires different, difficult considerations.
Author Keywords: Althusser, Apocalypse, Bogost, Digital Games, Ideology, Jameson
Archives of Skin and Bone: An Archival-Archaeological Analysis of Infectious Disease and Traumatic Injury Among the Liberated Africans of Sierra Leone
This thesis demonstrates how the proper application of theoretical archaeological and osteological methods to archival documents can be both illuminating and vital to create a fuller understanding of those who have been historically silenced. By performing an archival analysis informed by an archaeological background, the first four volumes of the Registers of Liberated Africans from Freetown, Sierra Leone are "excavated." In addition to demographic data, four categories of analysis are presented, including Types of Illness and Symptoms, Types of Trauma, Types of Injury and/or Illness, and Multiple Symptoms and Illness. This data was collected during participation in a much larger transcription project using a unique methodology. The following analysis was conducted using a collection of interdisciplinary theories, including theoretical osteoarchaeology, practical osteology, medical anthropology, archival and linguistic analysis and numerical presentation. Discussions include the frequency of diseases, slave ships and barracoons as disease environments, potential causes for common injuries, the difficulties and evolution of medical language, and the limitations of both archival and archaeological work for medical and trauma investigation. While both archival and archaeological methods miss key information, using them in tandem offers a more complete view of a historical person and their life experiences.
Author Keywords: Archive, Disease, Liberated Africans, Osteoarchaeology, Sierra Leone, Trauma
The Fashion Object, Death Dialects, and the Contradiction of Historic Time: A Re-Examination of Historicism that Accounts for Fashion's Embodied Practices
This thesis examines contradictions in approaches to fashion cataloging and exhibition by considering how the fashion artifact is used as physical evidence for public memory of the past. As a memorial practice and timekeeper, fashion demands a complex cultural understanding of artistic production, aging, and history. How does this understanding of fashion as a cultural index and narrative challenge our knowledge of history and the problems inherent in trying to produce a historical narrative through cloth? Where do we fall short in dress reconstructions and our understanding of time and aging through approaches to fashion and dressing? How do these considerations challenge cultural attitudes toward fashion's role in helping understand death and aging in the larger cultural lexicon? By addressing fashion's relationship to time and what might be termed the death aspect of dress as connected to bodies from the past, we allow for a less biased approach to historic fashion that will account for more regional, communal, and individual tastes in dress. This method of inquiry permits a more balanced understanding of dressing ideals across socioeconomic levels regarding garment production and reproduction. Continually addressing the personal in fashion reinforces the unique nature of each garment and its relationship with the body as part of fashion's corporeal register. Keywords: Fashion Artifact, Garment Production, Garment Reproduction, Reconstruction, Corporeal, Embodiment, Eastern Time, Historicism, Public Memory, Memorial, Aging, Western Time
Author Keywords: Corporeal, Embodiment, Fashion Artifact, Garment Reproduction, Historicism, Public Memory
We Have Always Been a Part of It: Centring the Transformative Potential of SOGIE Claimants' Narratives in Canada
SOGIE refugee scholarship examines intersecting power relations, including race, ethnicity, gender, class, citizenship, and geopolitical location. A key intersection is how SOGIE claimants navigate the homonationalist apparatus of the Canadian refugee system, which constructs the identity category of an "authentic" SOGIE refugee as characterized by pure victimhood and passivity, based on a Western-exceptionalist notion of sexuality. Through a comprehensive literature review and Thematic Analysis of 30 publicly available SOGIE refugee decisions in Canada, this study identifies three primary assumptions about the "authentic" SOGIE refugee claimant: the Public/Private Discourse of LGBT Rights, the Linear, Progressive Narrative of SOGIE, and the Homocolonial Inclusion of LGBT Rights. Recognizing the limitations of "adaptive agency," this analysis centers the transformative potential of SOGIE refugee claimants' narratives in interrogating these assumptions through their "discursive agency," transcending the limitations of liberal notions of agency that operate within a dichotomy of resistance and compliance.
"Bow Down, Bitches" How Beyoncé's Art Reflects and Contributes to the Notions of Sisterhood, Female Empowerment, and Intersectionality within the Framework of Black Feminist Thought
This thesis examines Beyoncé's art within the context of Black feminist thought, specifically focusing on how her work reflects and contributes to the themes of sisterhood, female empowerment, and intersectionality. A comprehensive analysis of her songs and performances will demonstrate how Beyoncé's art advocates for unity, female empowerment, particularly for Black women, and encourages sisterhood and support. The results reveal that Beyoncé's art serves as a powerful tool to challenge societal norms, address racial and gender inequalities, and advocate for justice, especially in the lives of Black women. Through her music and performances, Beyoncé has become a powerful example of using popular music as a medium for social change and cultural empowerment. This research highlights the significance of her contributions to the ongoing conversations surrounding race, gender, and socioeconomic factors, underlining the powerful influence of her art in encouraging a more inclusive society.
Author Keywords: Beyoncé, Black Feminist Thought, Female Empowerment, Gender inequalities, Intersectionality, Sisterhood
"When I'm Looking at the World…I Take a Photo": An Exploration of the Affectual and Social Complexities of Sharing and Seeing Images in Youth Digital Culture
This dissertation focuses on the intersectionality between images posted on social media and social rules in the lives of young people. The findings are based on thirty-four qualitative interviews with young social media users where photo-based methodologies were employed. From these interviews, three key themes emerged: 1) Posting and sharing images are connected to identity exploration and formation, 2) Social rules around embodied emotions affect how youth present their emotions in online photographic material, and 3) The conflation of private and public spaces in the digital sphere complicates how social media users interact with images. While the findings presented are clear, this dissertation aims to take a holistic approach to understanding youth digital culture and avoids coming to conclusions that view social media as "good" or "bad" for youth. This tactic allows the findings to acknowledge the complexities of communicative digital spaces and understand the intricacies of social media in the daily lives of young people (boyd, 2014; Tilleczek & Campbell, 2019). This dissertation discusses both challenges youth face on social media when posting and viewing images, as well as how images can be used to defy social norms.
Author Keywords: Affect, Culture, Image, Social Media, Youth
Trans* Identities, Virtual Realities; Gender Embodiment in Games/Gaming
Games immerse players. Through immersion, players can see themselves embodied in their avatars. There is space for meaningful experimentation of gender through these avatars as embodied players can blur the lines between their real-life and virtual selves. The player's avatar becomes that person — in terms of personality, feelings, and gender identity/expression. In virtual reality, the player becomes a virtual actor in the world of the game, allowing the player to explore their avatar directly. Through various games, books, and anime, I demonstrate how players can find embodiment and how games can achieve a rigid sense of embodiment. Using an intersectional lens of cultural and gender studies, this paper aims to provide a framework for embodied gender exploration that future games can build upon. This framework is enacted through a look at embodiment and how the player is able to find an authentic self in the virtual world.
Author Keywords: Avatars, Embodiment, Embodiment studies, Gender euphoria, Video games, Virtual Reality
"Re-membering" a Disappearing Coast: Lyme Regis between Persuasion the Anthropocene
Crutzen and Stoermer's (2000) announcement of the Anthropocene draws attention to the agentic nature of the nonhuman world as it appears to be striking back against human intervention through an environmental crisis that is threatening humans and nonhumans alike. Their narrative reveals complex relationalities where humans are now revealed to beinseparable from the nonhuman world and both the material and discursive nature of their practices (historical, social, economic, and political) prove to be central to (re)shaping the earth, causing climate change, species extinctions as well as racism, sexism, and slavery. Rising sea levels is an important aspect of climate change that threatens major coastal places with disappearance. My dissertation offers a new approach that uses Karen Barad's (2003; 2007; 2017) agential realism and diffractive methodology to study a place called Lyme Regis – a town in west Dorset, England, threatened with disappearance as a result of rising sea levels caused by climate change – as an agential phenomenon shaped by complex multilayered material-discursive practices (political, economic, scientific, and social). Whereas current research on Barad's philosophy mainly focuses on discussions about the theory: explaining, critiquing, or defending (Gandorfer 2021; Lettow 2017; Graham 2016; Segal 2014; Geerts 2013; 2016; 2021; van der Tuin 2011; Alaimo and Hekman 2008; Rouse 2004 and more ), my project is the first ethico-political study of a place, Lyme, that applies Barad's agential realist perspective by engaging the activism of Barad's concept of "re-membering." The processual nature of the concept is particularly relevant today since its nonlinear understanding of time allows me to see how past violent material and discursive practices (racism, sexism, and slavery) at Lyme unfolds in the present troubled time of the Anthropocene. This process of re-membering that I undertake in this study involves concurrently examining the overlapping historical, economic, scientific, literary, and geological intra-acting practices through a method that Barad describes as diffractive reading. I rethink these practices in their relation to material practices and illuminate multiple layers of meaning and relationalities that constitute Lyme as an agential phenomenon, unsettling boundaries between humans and nonhumans, epistemology and ontology, material and discursive practices as well as boundaries between scientific, historical, cultural, and literary aspects of life. Therefore, within the context of the Anthropocene, chapter one rethinks how the scientific discourse (re)shapes nature and demonstrates how prioritizing the needs of human over nonhuman inhabitants in the name of saving Lyme could entail the destruction of both. Chapter two rethinks the dehumanizing and marginalizing effect of the scientific discourse by illuminating the agentic role of Mary Anning and Saartjie Baartman in the apparatus of scientific knowledge production that earned Lyme its heritage status. Finally, chapter three rethinks the entangled nature of scientific and literary practices, arguing for an agential realist account of the sublime that celebrates Lyme as a place of transformative human-nonhuman kinship based on Austen's elaborate depiction in Persuasion (1817). This reading shows science and literature as material-discursive practices operating along the unsettled boundaries between the novel and everyday life, allowing us to rethink Austen's writing as a process in constant flux.
Author Keywords: Agential Realism, Anthropocene, Diffractive Methodology, Lyme Regis, Persuasion, Posthumanist Sublime
Guru/Prophet: An Affective Analysis of Reactionary YouTube Content
This dissertation sought to examine how reactionary influencers on YouTube are able to create 'gateways' towards audience tolerance and even desire to enact violence against marginalized groups, particularly those groups relating to gender performance. for the purposes of YouTube moderation. This dissertation uses the perspectives of affect theorists Ahmed, Berlant, and Tomkins, and the gender theories of Connell and Butler to divide the examined influencers into two categories, gurus and prophets. Prophets, such as Tucker Carlson or the Prager U platform, presented already existing hegemonic narratives about gender norms as ontological truths that were key to the coherence of both society and individual identity. Meanwhile, gurus like Andrew Tate presented themselves as teachers whose ability to embody hegemonic masculine norms gave them both the wisdom and authority to convert loyal viewers into successful men like them. Both categories of reactionary influencer were examined with a focus on both rhetoric and modelling of masculinity and the performance thereof. While both categories worked to align viewers with fascist ideology through emphasizing hatred, fear, and anger towards real-world events while connecting feelings of hope, joy, and desire to quasi-gnostic mythic perspectives around masculine sovereignty, they presented significant differences in method and target audience. This has significant implications for attempts at deradicalization and resistance to the increasing tide of fascism in mainstream society. Another significant finding was that affective connections to reactionary beliefs were almost all found to originate with mainstream narratives around gender norms, particularly with regards to masculine success and authority under capitalism. Overall, this dissertation's findings strongly counter mainstream assumptions that extremist reactionary ideology comes from a discrete fringe source rather than as a direct result of existence within a vicious capitalist social system that prioritizes White male comfort over the ability of ethnic and gender minorities to express any shred of agency.
Author Keywords: Affect, Extremism, Fascism, Internet, Masculinity, Performativity
Playing a Dangerous Game: Games and the Development of Stereotypes in Moral Panics from 1976-1999
Beginning in the 1970s, games went from being trivial and innocuous elements of childhood culture to major touchstones of North American popular culture. Games came to symbolize the dangers of a rapidly shifting technological and cultural landscape. This led to a series of moral panics that were centered upon these new, often complex, and increasingly realistic games that were apparently a source of moral corruption for children and teenagers. This view of games as a moral hazard for young people was often taken up by the news and mass media, opening the path for many moral entrepreneurs to leverage 'common sense' Media Effects thinking and gamer stereotypes for their own personal gain. This thesis tracks the historical development of these interrelated phenomena from Death Race in 1976, the Satanic Panic of the 1980s, the Mortal Kombat hearings and finally to Doom and the Columbine Massacre in 1999.
Author Keywords: Media Effects, moral entrepreneurs, moral panic, realism, role-playing games, video games