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Skip to Search Results- 1Aghilidehkordi, Bamdad
- 1Aizouky, Zeina
- 1Au, Kara Wai-Fong
- 1Barnard, Sara H.
- 1Barnes, Kateryna Sarah Ellwood
- 1Beyer, Jocelyn Ann
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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...
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The Philosophy of Movement: Using Affect Theory and Existentialism to Negotiate Difference Online
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The design of comment systems on social media and news websites such as YouTube, Facebook, and Twitter are not made to promote critical discussions or find the source of political conflict. The integration of digital tools like social media to enact politics online and the shift to...
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Playing in Public: Situated Play at the Intersection of Software, Cabinet and Space in Japanese Game Centres
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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...
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Fall 2019
Videogame environments constitute a vast expansion of the built environment, offering new worlds to explore and new spaces for engaging in a range of activities. While often framed by their activities, these virtual spaces are also meaningful for how they communicate values and shape behaviour,...
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Spring 2019
The use of interventionist art to effect the neoliberal status quo was studied through a research creation at The University of Alberta in the form of a guerilla style art show. The main goal was to apply Chantal Mouffe’s theory of Agonistic Space, Donella Meadows’ Leverage Points, and Lawrence...
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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...
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Fall 2019
The 2008 debut of Bitcoin marked the first large-scale implementation of blockchain technology, and its decentralized approach to monetary systems has since been abstracted to more generalized purposes like distributed computing. Platforms like Ethereum, which function as a global, decentralized...
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Playing with Consent: An Autoethnographic Analysis of Representations of Race, Rape, and Colonialism in BioWare’s Dragon Age
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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...
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Spring 2019
This study sets out to examine recurring themes found on book wrappers published by Harlequin in their first seventeen years as a form of marketing strategy. Through the use of specific image and text patterns that correspond to common themes found in paperback genres, Harlequin was able to...
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Fall 2020
In the months leading up to the 2016 election in the United States, YouTube’s recommendation algorithm decidedly favored pro-Trump videos, fake news and conspiracy theories. In this thesis, I question whether such bias is present in the context of the 2019 federal election in Canada. To do so, I...