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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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Enabling Access to the Federal Writers' Project Slave Narratives: A Case Study in Digital Archive Design
DownloadFall 2020
In the 1930s, over 2 300 former enslaved people were interviewed, taped, and photographed as part of the American Federal Writers’ Project (FWP). No other initiative recorded to such a great extent the voices of the formerly enslaved. Although this collection has great utility for scholarly...
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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 2020
The way that people play games has changed. This is especially true for both highly competitive games and online games. Expert play, a category of play undertaken by players who have a strong understanding of the game they are playing and are trying their best to excel at, is particularly...
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Graphing Vitality: Terror Management Theory, Spiritual Transformation, and Schizoanalysis/Re-synthesis as Hypertext Research-creation
DownloadSpring 2022
I have been asked to describe this project in a succinct way, and to give its associated processes a name. I use the word 'associated' here after Chapman & Sawchuk's commentary on research-creation, in an attempt to refer encompassingly not only to the forms but especially to the forces that...
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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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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,...
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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...
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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...
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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,...
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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...