Theses and Dissertations
This collection contains theses and dissertations of graduate students of the University of Alberta. The collection contains a very large number of theses electronically available that were granted from 1947 to 2009, 90% of theses granted from 2009-2014, and 100% of theses granted from April 2014 to the present (as long as the theses are not under temporary embargo by agreement with the Faculty of Graduate and Postdoctoral Studies). IMPORTANT NOTE: To conduct a comprehensive search of all UofA theses granted and in University of Alberta Libraries collections, search the library catalogue at www.library.ualberta.ca - you may search by Author, Title, Keyword, or search by Department.
To retrieve all theses and dissertations associated with a specific department from the library catalogue, choose 'Advanced' and keyword search "university of alberta dept of english" OR "university of alberta department of english" (for example). Past graduates who wish to have their thesis or dissertation added to this collection can contact us at erahelp@ualberta.ca.
Items in this Collection
- 1Aghilidehkordi, Bamdad
- 1Aizouky, Zeina
- 1Au, Kara Wai-Fong
- 1Barnard, Sara H.
- 1Barnes, Kateryna Sarah Ellwood
- 1Beyer, Jocelyn Ann
Results for "departments_tesim:"digital humanities""
-
Ludo-Emotional Dissonance: A Framework for Analyzing the Interplay Between Player Embodiment and Interactivity within Videogames
DownloadFall 2023
Videogames are vehicles for player embodiment, unique interactive experiences, mechanic challenges, and exploration of other worlds and lives. However, much of the mainstream videogame industry is predicated upon principles which perpetuate certain values while excluding many players from being...
-
Fall 2020
Videogames have a problem with narrative. It is an ironic fact that this age’s “most persuasive medium” (Bogost, 2007) would find it so difficult to tell stories, yet this is a long-standing issue that has been pointed out by critics and players alike. I came to suspect that this perceived...
-
Misinformation on Social Media: An Exploratory Sequential Mixed Methods Analysis of Users' Engagement with Religious Misinformation
DownloadSpring 2023
Bangladesh, the world’s fourth-largest Muslim country, has a growing community of social media users. With the increasing social media usage, misinformation emerging from social media also becomes widespread in the country. In particular, religious misinformation has become more commonplace,...
-
Mr. Robot and the Romantic Genius: The Figure of the Programmer in Contemporary Mass Culture
DownloadSpring 2020
Modern visual culture and, specifically, popular TV-series place great emphasis on technology and its relationship with humankind. Issues such as codependency between technology and users, the boundaries of human potential with regard to artificial intelligence, and cognitive loss from the...
-
Fall 2021
Barnes, Kateryna Sarah Ellwood
Environmental racism manifests in videogames and is an under-explored facet of videogame ecology, as are Indigenous worldviews such as relationality. Using primarily decolonial poststructuralist semiotic analysis and Indigenous Métissage, this thesis highlights the signs and simulacra of...
-
Spring 2022
In this thesis I analyse the depiction of video game fathers and their daughters, who eventually become playable protagonists, in four popular, mainstream video game titles: The Last of Us, BioShock Infinite, Dishonored and The Walking Dead as well as the downloadable content add-ons Left Behind...
-
Fall 2021
Violence is commonplace in video games, making the practice of engaging in pacifist runs — the completion of violent video games using minimal amounts of violence, or avoiding it all together — a fascinating object of study. In real life, the practice of pacifism is about opposing violence due to...
-
Playing with Consent: An Autoethnographic Analysis of Representations of Race, Rape, and Colonialism in BioWare’s Dragon Age
DownloadSpring 2019
In this thesis I analyse BioWare’s Dragon Age series of video games using a modified autoethnographic method and Sara Ahmed’s queer phenomenology to explore how rape and consent are represented within the games. I find that the player embodies three roles throughout the games in relation to...
-
Fall 2018
In recent decades video games have been adopted to tackle a slew of complex social problems, with games increasingly employed across health and social services. Yet the sexual violence prevention sector has been slow to adopt games as tools and little research exists to support or refute uses of...
-
Spring 2020
Virtual reality in its digital and non-digital forms has been followed by a long history of criticisms concerning the reality of the impressions it generates and the justified beliefs we can form about such experiences. Faced with the recent breakthroughs of digital VR, a re-evaluation of past...