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""
-
Fall 2020
Online video games and their affinity spaces and subspaces are defined as virtual locations where groups of people gather to share common interests, and a place where learning happens (Gee, 2003). Recent studies have demonstrated the impact that affinity spaces and video games have on the...
-
Playing in Public: Situated Play at the Intersection of Software, Cabinet and Space in Japanese Game Centres
DownloadFall 2019
This dissertation examines the phenomenon of play that takes place in Japanese game centres. After reviewing and establishing a history of early amusement centres and video game arcade parlours in Japan and the academic and critical discourses surrounding them, I engage in a close reading of...
-
Let's Play with Trauma: An Autoethnographic Study of Traumatic Experience, Alienation, and Control in Video Games
DownloadSpring 2021
This autoethnographic, interdisciplinary dissertation addresses the question “how have video games helped me to survive and overcome trauma – a kind of trauma that left me feeling alienated - and how might video games help others in the same way?” Written as a dialogue between various personas,...
-
Spring 2020
My thesis examines how digital community heritage projects use care practices based in community participation and co-creation to build a care-based collection model. These grassroots initiatives aim to gather and document community history by engaging community members in the collection building...
-
Spring 2022
Using an online survey, this research explores public opinion related to ethical concerns and the portrayal of human-like characteristics by Virtual Assistants (VAs), such as Apple's Siri and Amazon's Alexa. This research is centered around two research questions: 1) What ethical concerns, if...
-
Fall 2024
This thesis takes the form of a hypertext, interactive game designed to be a thought experiment on cultural memory in the Anthropocene. It is a game, a form of research-creation, and a question. The question posed is simply: what cultural memories and memory objects do we make, forget, and...
-
Educating and Empowering Teen Activists in Public Libraries: A Case Study of the Impact of Reading on Young Adult Social Justice Actions
DownloadSpring 2021
In recent years, young adult (YA) fiction has, like its Generation Z audience, turned to social justice issues and activism. At the same time, the discussion of social responsibility in librarianship has begun to include human rights and social justice. This thesis investigates the relationships...
-
Spring 2019
This research project collected a sample of nine single-authored websites of classical mythology in order to determine whether they could be conceived of as a serious leisure activity under Robert A. Stebbins' Serious Leisure Perspective. Data was manually collected from these websites using a...
-
Spring 2019
to targeted audiences, competing with other early reprint companies and eventually become the colossal modern publishing company of today. A unique approach using several digital humanities methods, namely text and image analyses, and data visualizations, will be employed to examine a special
collection of several hundred wrappers. An interdisciplinary approach to research in book history will be taken, utilizing a blend of methods from digital humanities, and theories from library and information studies, humanities, and communication studies. The resulting patterns will be connected to reader’s
-
Fall 2022
This project studied the practice of information sharing in the context of online communities devoted to the preservation of video game mods. My research investigates how these fan communities share and archive challenging content, and how they react to the potential and actual loss of these...