To see the other types of publications on this topic, follow the link: Video game studies.

Dissertations / Theses on the topic 'Video game studies'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 dissertations / theses for your research on the topic 'Video game studies.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

Gursoy, Ayse. "Game worlds : a study of video game criticism." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/83834.

Full text
Abstract:
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 95-102).
This paper explores the relation between criticism and establishment of narrative forms and genres, focusing on the cultural situation of video games. Comparing the context of early film criticism and contemporary video game criticism, I argue that the public negotiation of meaning and value codifies a new medium as it emerges. In the case of digital games in particular, contemporary critics approach the question of "what is a game" rhetorically, rarely addressing it outright but allowing metatextual considerations to influence their readings. I trace the sites of criticism, moving from newspapers and weekly periodicals in the case of film, to blogs and web publications in the case of digital games, and explore how the shifting reception of each form took hold in the different media available. I focus especially on the state of public video game criticism today, locating the persuasive strengths in the ability for quick communication between writers, as well as the easy dissemination of digital games. I ground my analysis in the game criticism produced in response to Dear Esther (2011) and League of Legends (2009) that visibly struggled with ideas of narrative, game, and interactivity.
by Ayse Gursoy.
S.M.
APA, Harvard, Vancouver, ISO, and other styles
2

Willoughby, A. "Video Game Theatre." VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/2424.

Full text
Abstract:
Video games are becoming the fastest growing and most lucrative form of entertainment across the globe. The goal of this project was to take gaming to the next level; to the theatre. I have devised an original piece of theatre using the CIC’s of video gaming: Creativity, Interaction, and Community and put on a production from members of the VCU community. Aside from the project, I have detailed why video games are growing in popularity at an alarming rate and why they belong in the category of ‘Art.’ With new technology and new stories being told, the gaming industry is now an entertainment force to be counted. The project was exposed to the VCU community involving gamers from many different areas of study through theatre as our medium allowing us to convey our thoughts, emotions, and message to an audience. This experimental project is an exploration into bridging the world of gaming into the laps of an awaiting audience.
APA, Harvard, Vancouver, ISO, and other styles
3

Champlin, Alexander Doran. "Video Game Play and Apparatus." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1341986681.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Reynolds, Katherine J. "Narrative, Body and gaze; Representations of Action Heroines in Console Video Games and Gamer Subjectivity." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363616108.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Asad, Mariam. "Making it difficult: modernist poetry as applied to game design analysis." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39617.

Full text
Abstract:
The process of reading a modernist poem is just as much a process of deconstructing it: the language is designed to make meaning through inefficient means, like the aforementioned fragmentation and assemblage. The reader must decode the text. This is what I want to extract as a point of entry to my videogame analysis. The process of reading is not unlike the process of playing. Instead of linguistic structures, a player must navigate a game‟s internal rule system. The pleasure for both the reader and player comes from decoding the poem and game, respectively. I am not making claims that relationships between modernist poetry and videogames are inherent or innate. Similarly, I am not providing a framework to apply one medium to the other. Instead I want to investigate how each medium uses its affordances to take advantage of its potential for creative expression. I do not consider poetry or literature to be superior to videogames, nor am I invoking the argument that videogames should imitate earlier media. My goal is to compare specific modernist poems and videogames to see how each medium makes meaning through its respective processes.
APA, Harvard, Vancouver, ISO, and other styles
6

Hagvall, Martin. "RULES AND BEYOND: THE RESURGENCE OF PROCEDURAL RHETORIC : A Literature Review in Game Studies." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11615.

Full text
Abstract:
How do games express meaning and participate in societal development? A significant contribution to the scholarly efforts that seek to answer such questions takes the rule-based properties of games as its starting point. Termed Procedural Rhetoric, the theory is tightly interwoven with major research questions in Game Studies, yet is under-researched and lacks clarity in several respects. This paper conducts an exploratory, qualitative literature review of the theory to address the lack of information about accumulated knowledge. It discovers new perspectives that may help chart a future for the theory and for Game Studies more broadly. Three possible paths forward are also outlined. A New Agenda is suggested in which game rules and procedures are (re)instated at the core of the analysis but new perspectives are embraced concerning the role of players and of developers, the societal context, and the contributions of the researchers and the educators who study them.
APA, Harvard, Vancouver, ISO, and other styles
7

GOES, GIL BARRETO DE. "INTERNATIONALIZATION PROCESS IN THE BRAZILIAN VIDEO GAME INDUSTRY: CASE STUDIES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2014. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=24496@1.

Full text
Abstract:
PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO
A partir da década de 1990 registra-se crescente interesse no estudo de empresas que apresentam processo de internacionalização rápido e precoce, conhecidas na literatura como Born Globals. O presente estudo investigou o processo de internacionalização de duas Born Globals brasileiras de pequeno porte que atuam no desenvolvimento de jogos eletrônicos. O objetivo deste trabalho foi compreender as motivações, os processos de internacionalização, os fatores que influenciaram negativamente e positivamente a expansão internacional dessas empresas e as estratégias adotadas para se manterem no mercado internacional, sob o enfoque das principais teorias propostas pela literatura. O estudo foi de natureza qualitativa, utilizando-se o método de estudo de caso. Foram realizadas entrevistas com os principais executivos que atuam na área internacional dessas empresas e levantados dados secundários sobre as mesmas. Paralelamente, foi desenvolvida uma análise do setor de jogos eletrônicos e de sua internacionalização. Por fim, foi possível traçar a evolução do processo de internacionalização das empresas, identificando etapas e eventos importantes, assim como as razões que determinaram as principais ações das empresas, confrontando-se tais resultados com a literatura sobre o tema.
Since the 1990s there has been increasing interest in the study of companies that go through rapid and early internationalization processes. The literature refers to these firms as Born Globals. This study examines the internationalization processes of two small Brazilian Born Globals in the video game development industry, from the standpoint of the main theories present in the literature. The objective of this study is to gain a better understanding of these firms motivations, their internationalization processes, the factors that positively and negatively influenced their international expansion, and the strategies they adopted to survive in the international market, The study is qualitative and employs the case study method. Primary data was gathered through interviews conducted with key executives who work in the international area of the two companies being studied. The study also made use of secondary data from. Parallel to the development of the case, an analysis of the video game industry and its internationalization was developed. Hence, the information gathered made it possible to trace the evolution of the internationalization processes of both companies, identifying important steps and events, as well as getting further insight into the reasons that behind some of the major corporate actions. Finally, these results were confronted with the extant.
APA, Harvard, Vancouver, ISO, and other styles
8

Plank, Dana Marie. "Bodies in Play: Representations of Disability in 8- and 16-bit Video Game Soundscapes." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1543506274730883.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Kubik, Erica. "From Girlfriend to Gamer: Negotiating Place in the Hardcore/Casual Divide of Online Video Game Communities." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1260391480.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Morales, Matthew. "Concerning Virtual Reality and Corporealized Media: Exploring Video Game Aesthetics and Phenomenology." Scholar Commons, 2018. https://scholarcommons.usf.edu/etd/7343.

Full text
Abstract:
Since the birth of the New Hollywood blockbuster out of the Hollywood Renaissance in the 1970s, popular moving image media has continually exhibited an intense interest in play with Newtonian physics and tactile, immediate experience. As the entertainment industry has moved further away from analog and celluloid and deeper into a digital media space, we have begun to see new a new breed of media project that differently engages with our sensorium in order to newly use (and abuse) this interest. I term this digital media project “corporealized media.” Corporealized media, as I define it, refers to media that includes, but is not limited to, the current undertaking in virtual reality technology and other media that has the primary focus of calling attention to or recognizing the user’s physicality, corporeal form, and embodiment. Through phenomenological readings of contemporary corporealized works, I suggest that current popular use of corporealized media is potentially dangerous and inhibiting to society. It has the ability not just to inform aesthetics, but also to shape our greater understanding of our potential connections to others. Instead of embracing physical contraction, we should aim to collectively accept the possible expansion that abstraction in media allows.
APA, Harvard, Vancouver, ISO, and other styles
11

Perry, Allison. "Women and Video Games: Pigeonholing the Past." Scholarship @ Claremont, 2012. http://scholarship.claremont.edu/scripps_theses/135.

Full text
Abstract:
Academic work dealing with the overlap between video games and female representation is limited in both volume and proper research. Most texts agree on three supposed flaws with video games: they alienate female participants, there are no games for female players, and female players cannot relate to female characters. This thesis sheds light on these points, not only citing specific counter-examples, but also showing how many of these issues reflect on a larger societal problems.
APA, Harvard, Vancouver, ISO, and other styles
12

Li, Zhan 1979. "The potential of America's Army, the video game as civilian-military public sphere." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/39162.

Full text
Abstract:
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, February 2004.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Includes bibliographical references (leaves 137-143).
The US Army developed multiplayer online First Person Shooter video game, America's Army, was examined as the first instance of an entirely state-produced and directed enterprise leveraging video game popular culture. Specifically, this study is concerned with the potential of the America's Army gamespace as a US civilian-military public sphere of the Information Age, as assessed through Habermasian theories of democratic communication. Interview fieldwork was carried out in several America's Army game communities including those of real-life military personnel, Christian Evangelicals, and hackers. The political activities of these exceptional game communities are considered for the ways they escape and transcend current critical theories of Internet-based public spheres.
by Zhan Li.
S.M.
APA, Harvard, Vancouver, ISO, and other styles
13

Higgins, Alexander. "Cuties Killing Video Games: Gender Politics and Performance in Indie Game Developer Subculture." Ohio University Honors Tutorial College / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1429206684.

Full text
APA, Harvard, Vancouver, ISO, and other styles
14

Breaux, Chet Daniel. "(Don't) Stop Playing That Game: A Rhetorical Analysis of the Video Game Addiction Stereotype." TopSCHOLAR®, 2011. http://digitalcommons.wku.edu/theses/1067.

Full text
Abstract:
The growing popularity of game addiction discourse has necessitated study of how video game critics rhetorically construct addiction. In the following thesis, I analyze contemporary examples of texts that link game addiction to drug abuse. I use Robert Cover’s analysis of how game addiction stereotypes form in conjunction with Aristotle’s rhetorical principles to isolate the persuasive appeals used by authors to rhetorically construct game play as addictive. These addiction arguments, however, are rooted in a larger historical context, and I present examples of game guidebooks and comic books published in the late 1970s and early 1980s to illustrate their rhetorical responses to game addiction rhetoric. I found addiction arguments utilize fear appeals combined with ethos, pathos, and logos to persuade audiences to reject games as potentially dangerous and worthless virtual pursuits. The authors of early game texts use ethos, pathos, and logos to dismantle fear appeals and present video games as a new genre that can be mastered through skill and practice rather than a meaningless virtual experience. This research provides ground for further explorations of game addiction rhetoric, and implications for the continued study of video games.
APA, Harvard, Vancouver, ISO, and other styles
15

Rietveld, J. "Value creation from complements in platform markets : studies on the video game industry." Thesis, City University London, 2015. http://openaccess.city.ac.uk/13072/.

Full text
Abstract:
This dissertation is comprised of three empirical studies that examine the effect of platform-level variation on value creation strategies and market performance for providers of complementary goods (“complementors”) in platform-based markets. The studies all investigate the video game industry as a canonical example of a platform market. Three empirical studies are preceded by an industry chapter outlining the evolution of the video game industry as perceived by one of the industry’s key actors: Nintendo. How does platform maturity affect the adoption of complements in two-sided markets? A key feature of two-sided markets is the existence of indirect network effects. In the first empirical study, I argue that demand heterogeneity from end-users adopting the platform at different points in time, moderates the extent to which complements enjoy these indirect network effects. An inflow of late adopters that buy fewer complements and mimic earlier adopters’adoption behavior, increasingly offsets the benefits of a growing installed base. Using a dataset of 2,855 sixth-generation console video games, I find that platform maturity has a concave curvilinear effect on video games’ unit sales. Platform maturity, however, does not affect all types of games equally. Late adopters increasingly favor non-novel video games at the cost of innovative ones. Furthermore, the adoption disparity between superstars and less-popular video games also widens as platforms mature. In the second empirical study, I and my co-authors (Joseph Lampel and Thijs Broekhuizen) contribute to the debate between researchers who argue that the emergence of online distribution platforms allow content producers in the creative industries to bypass powerful publishers and distributors, and other researchers who argue that this strategy cannot succeed without the complementary assets that these intermediaries provide. We use a case study of the Dutch Video Game Developer (DVGD) bringing to market an identical video game using two different but comparable distribution platforms as a quasi-experiment: in the first release DVGD used online distribution to reach consumers directly, whereas in the second it used an alliance with an established video game publisher. We find that, while the alliance required DVGD to share with the publisher a substantial fraction of the value appropriated by the game, the alliance strategy resulted in greater absolute financial performance and relative market performance compared to the self-publishing strategy. We conclude that the differences in performance can be traced back to specialized complementary assets required for successful commercialization. Technological change, such as the advent of digital distribution platforms, facilitates the implementation of novel business models. Yet, we know little about how managers make sense of novel pathways for doing business after the emergence of a widespread technological change. The third empirical study aims to shed light on this issue by asking why managers in the context of the video game industry changed their business models following the advent of digital distribution platforms, and how? A mixed-method study comprised of a sector-wide survey and four in-depth case studies in the market for digital video games in the United Kingdom provides insight into mangers’ reasons and motivations. I and my co-authors (Joost van Dreunen and Charles Baden-Fuller) find that managers moved away from the de facto work-for-hire business model into three novel business models: artist-led-distribution; freemium; and multisided. In changing their business models, managers do not have increased economic gains as solitary objective per se. Instead, novel business models offer ways of doing business in which a cognitive tension between important organizational objectives – a desire for creative autonomy versus mitigation of financial risks – can be resolved in alternative and typically preferred ways.
APA, Harvard, Vancouver, ISO, and other styles
16

Ljungvall, Anton. "Video Game Narratives in Swedish EFL Teaching : A Study of How the Use of Video Game Narratives Could Potentially Aid or Hinder Swedish EFL Teaching." Thesis, Jönköping University, Högskolan för lärande och kommunikation, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-52297.

Full text
Abstract:
This study aims to explore the potential benefits and disadvantages of utilizing video game narratives in Swedish EFL teaching. The subject is approached through a qualitative literature review of previous research on the use of video games in the process of L2 acquisition. The results are then discussed from a sociocultural perspective, in relation to the frameworks introduced in the background and to the Swedish steering documents. The results indicate that video games are likely to be part of many students’ out-of-school experiences of the English language and that playing video games can be seen as an example of extramural language learning. The results also highlight how engaging in multiplayer video game narratives can aid L2 acquisition by for example increasing motivation, expanding learner vocabulary and by providing learners with strategies for discourse management such as politeness, humor and small talk. The collaborative and interactive nature of the video game narrative and of video game communities is also shown to align well with the Swedish steering documents that promote social interaction and the development of communicative competence. However, direct classroom implementation of video games is problematized by the fact that not all students have previous experience or tools for interacting with the video game format of storytelling and that gender discrepancies in video game consumption could lead to boys benefiting more than girls from language learning through video game narratives.
APA, Harvard, Vancouver, ISO, and other styles
17

Camarata, Joseph. "Video Game Engagement, Gender, and Age: Examining Similarities and Differences in Motivation Between Those Who May or May Not Play Video Games." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etd/3260.

Full text
Abstract:
This research aims to fill a research gap by examining video games to explore whether gender, age, or hours played per week would exert any influence on the information of those who may or may not play video games. Mood Management Theory and Uses and Gratification Theory were used as the theoretical foundation for this study. Four-hundred-three East Tennessee State University students who received the survey via email were asked to voluntarily participate in a survey about their motivations behind playing video games. Results from MANOVA showed that the motivations of male participants on video games were significantly higher than were female participants on video games. Moreover, those who claimed to play five or more hours of video games per week were significantly higher than those who claimed to play zero hours per week.
APA, Harvard, Vancouver, ISO, and other styles
18

Menuez, Paolo Xavier Machado. "The Downward Spiral| Postmodern Consciousness as Buddhist Metaphysics in the Dark Souls Video Game Series." Thesis, Portland State University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10637267.

Full text
Abstract:

This paper is about locating the meaning of a series of games known as the Dark Souls series in relation to contemporary social conditions in Japan. I argue that the game should be thought of as an emblem of the current cultural zeitgeist, in a similar way one might identify something like Jack Kerouac’s The Dharma Bums as an emblem of the counter cultural 60s. I argue that the Dark Souls series expresses in allegorical form an anxiety about living in a time where the meaning of our everyday actions and even society itself has become significantly destabilized. It does this through a fractured approach to story-telling, that is interspersed with Buddhist metaphysics and wrapped up in macabre, gothic aesthetic depicting the last gasping breath of a once great kingdom. This expression of contemporary social anxiety is connected to the discourse of postmodernity in Japan. Through looking at these games as a feedback loop between text, environment and ludic system, I connect the main conceptual motifs that structure the games as a whole with Osawa Masachi’s concept of the post-fictional era and Hiroki Azuma’s definition of the otaku.

APA, Harvard, Vancouver, ISO, and other styles
19

Rutherford, Kevin J. "Playing/Writing: Connecting Video Games, Learning, and Composition." Miami University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=miami1281125116.

Full text
APA, Harvard, Vancouver, ISO, and other styles
20

Shiflet, Matthew. "Viral Marketing: Concept Explication and Case Studies in the Video Game and Esports Industries." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1555957153106043.

Full text
APA, Harvard, Vancouver, ISO, and other styles
21

Răzman, Diana Cristina. "Replaying history : Accuracy and authenticity in historical video game narratives." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18962.

Full text
Abstract:
In this research paper, I develop a conceptual framework through which I identify two ways in which historical practices, events, and spaces are represented and engaged with in video games. The concepts I propose are historical accuracy to reflect well-established narratives and a high fidelity to factual data, and historical authenticity to reflect lesser known narratives and a more complex and sometimes abstract interpretation of history. The research concentrates on the modalities in which history is represented in mainstream video games, what similarities or dissimilarities can be drawn from the analysis of various historical digital games, and how can these games be designed to foster diversity and fair representation.
APA, Harvard, Vancouver, ISO, and other styles
22

Medler, Ben. "Play with data - an exploration of play analytics and its effect on player expereinces." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44888.

Full text
Abstract:
In a time of 'Big Data,' 'Personal Informatics' and 'Infographics' the definitions of data visualization and data analytics are splintering rapidly. When one compares how Fortune 500 companies are using analytics to optimize their supply chains and lone individuals are visualizing their Twitter messages, we can see how multipurpose these areas are becoming. Visualization and analytics are frequently exhibited as tools for increasing efficiency and informing future decisions. At the same time, they are used to produce artworks that alter our perspectives of how data is represented and analyzed. During this time of turbulent reflection within the fields of data visualization and analytics, digital games have been going through a similar period of data metamorphosis as players are increasingly being connected and tracked through various platform systems and social networks. The amount of game-related data collected and shared today greatly exceeds that of previous gaming eras and, by utilizing the domains of data visualization and analytics, this increased access to data is poised to reshape, and continue to reshape, how players experience games. This dissertation examines how visualization, analytics and games intersect into a domain with a fluctuating identity but has the overall goal to analyze game-related data. At this intersection exists play analytics, a blend of digital systems and data analysis methods connecting players, games and their data. Play analytic systems surround the experience of playing a game, visualizing data collected from players and act as external online hubs where players congregate. As part of this dissertation's examination of play analytics, over eighty systems are analyzed and discussed. Additionally, a user study was conducted to test the effects play analytic systems have on a player's gameplay behavior. Both studies are used to highlight how play analytic systems function and are experienced by players. With millions of players already using play analytics systems, this dissertation provides a chronicle of the current state of play analytics, how the design of play analytics systems may shift in the future and what it means to play with data.
APA, Harvard, Vancouver, ISO, and other styles
23

Schweizer, Robert Thomas. "Videogame cities in motion." Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/52219.

Full text
Abstract:
Videogame cities are 'real-and-imagined' spaces whose ubiquity as a setting for games illustrates the persistent fascination with the opportunities for play in urban space. In order to describe these videogame cities, we need a framework that considers them as they relate not only to one another, but to other material and immaterial cities as well. Cities, according to landscape architect Douglas Allen, have a constitutional order that describes their structure and a representational order that fills this space with activity. While these concepts are useful for thinking about the way space organizes and afford certain activities, I pose that the addition of an experiential order better addresses the 'specificity' that makes each real-and-imagined city unique. The experience of these videogame cities primarily emerges from the movement of the player as they are embodied as something acting in the space. The videogame city in motion brings to life the 'spaces of flows' - sequences of exchange and interaction ヨ that sociologist Manuel Castells argues characterize the city in the information/computer age. Thus, not only do videogame cities draw on existing architecture, narratives, and mediations, they exhibit the traits of networked cities in their coordinated processes. By looking at the history of the development of the open-world city, its architectural organization, visual representations, algorithmic infrastructures, and how players traverse space, it is possible to paint a picture of what kinds of places these videogame cities are and how they allow us to reflect on urban form.
APA, Harvard, Vancouver, ISO, and other styles
24

Santesson, Peder. "A Study of Greenpeace Campaigns : Environmental Communication of Video Game Console Developers." Thesis, Södertörns högskola, Institutionen för livsvetenskaper, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-10887.

Full text
Abstract:
This thesis explores the three campaigns Greenpeace has made towards the video game console producing companies, Sony, Microsoft and Nintendo. Using a qualitative approach I investigate how communication from an environmental organization may affect companies and what challenges Greenpeace face when they develop campaigns in relation to companies. Even though the industry is quickly expanding, almost no one had ever discussed video game consoles in relation to the environment. The situation changed when Greenpeace included Microsoft and Nintendo in their 6th edition of the “Guide to Greener Electronics”. In this guide companies in the consumer electronic industry were ranked based on their environmental communication and Microsoft and Nintendo received a very low score. Greenpeace was critiqued for the way their guide was carried out. The “Clash of the Consoles” campaign was an internet video summarizing the critics towards the game console producing companies from “Guide to Greener Electronics”. The campaign “Playing Dirty” investigated chemicals in the consoles and concluded that the companies followed legislation on regulated chemicals, but on unregulated chemicals high levels was fond in some cases. Greenpeace is usually known for using a direct approach with striking images in their campaigns. But in these cases no striking images have been used which makes it harder for them to gain sympathy for their campaigns. The concept of CSR which is socially constructed has great importance for environmental communication. However CSR has a large number of different interpretations. As shown in the thesis Greenpeace and the three companies focus on different aspects of CSR.
APA, Harvard, Vancouver, ISO, and other styles
25

Young, Lois Alison. "A Gender Role Theory Examination of the Relationship between Gender Identity and Video Game Players' Avatar Choices." Thesis, University of Louisiana at Lafayette, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10743235.

Full text
Abstract:

This study had two purposes: to determine whether or not biological sex and/or gender identity impacted the way an individual would customize a video game avatar, and to focus on the components—length of time and number of customizations—of avatar design. In addition, an individual’s experience with video games—novice, casual, and hardcore—was considered throughout this study to determine a relationship between individuals and their avatars. This study was based on previous studies about how gender identity impacted individuals in virtual worlds. The video game Dark Souls (2011) was used for the stimulus and the (30-item) Bem Sex Role Inventory—a scale that measures gender identity—was used as the measure. While the research questions provided resulted in no correlation between sex, gender, and player experience, further research is needed to determine how the evolution of the gaming community and the gaming industry continues to impact both players and gaming research.

APA, Harvard, Vancouver, ISO, and other styles
26

Chen, Renee Chia-Lei. "Autoethnographic Research through Storytelling in Animation and Video Games." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461270639.

Full text
APA, Harvard, Vancouver, ISO, and other styles
27

LaLonde, Michelle. "Behind the Screens: Understanding the Social Structures of the Video Game Industry." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/etd/3727.

Full text
Abstract:
This study focuses on video game developers and their working environments in a growth industry. While some research documents the culture of video games and the people who play them, much less is understood about the labor environment for those who make games. I conducted 20 personal interviews with game developers in order to learn more about what inspired them to select this field, how they gained entry to it, and what their work is like today. Using insights from the interviews, I analyze how workers contend with its male-dominated culture and how creative skilled laborers deal with the challenges of corporate control and precarious work in the new economy.
APA, Harvard, Vancouver, ISO, and other styles
28

Mänder, Leili. "Life Is Strange a mediated game reception analysis." Thesis, Stockholms universitet, Etnologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-147340.

Full text
Abstract:
In this essay a mediated video game reception of the game Life Is Strange is made, with the purpose of examining the players' meaning-making processes from a gender perspective. The materials of this essay consist of videos from six different YouTube channels where each player film themselves whilst playing through Life Is Strange as a way to review and share the gaming experience. The results show how the meaning-making processes are littered with gender discourses and affects. The affects offset discourses by amplification or by revealing discord between available cultural narratives and the simulated reality of the game. Even though the game highlights themes like female-centric relationships, suicide, euthanasia, lesbianism, socio-economic circumstances, social accountability and men's violence against women, it successfully delivers highly involving, enjoyable and appreciated gameplay experience. The game is shown to provide players with a platform around which they can connect and continue to discuss, raise awareness and produce knowledge around these important topics. The fan generated culture will in turn, reach a much larger audience than the game sales numbers reflect.

Treated in seminar at Stockholm University

APA, Harvard, Vancouver, ISO, and other styles
29

Behrmann, Erika M. "Simulated Social Justice? Paradoxical Discourse and Decision-Making Within Educational Video Games Designed For Social Change." Bowling Green State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1491499376185639.

Full text
APA, Harvard, Vancouver, ISO, and other styles
30

Zackariasson, Peter. "World Builders : A Study on the Development of a Massively Multiplayer Online Role-Playing Game." Doctoral thesis, Umeå : Umeå School of Business, Umeå University, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1134.

Full text
APA, Harvard, Vancouver, ISO, and other styles
31

LEMOS, Igor Lins. "Dependência de jogos eletrônicos: adaptação transcultural, validação e aferição de fidedignidade das versões brasileiras da game addiction scale e do video game addiction test." Universidade Federal de Pernambuco, 2015. https://repositorio.ufpe.br/handle/123456789/15617.

Full text
Abstract:
Submitted by Haroudo Xavier Filho (haroudo.xavierfo@ufpe.br) on 2016-03-02T19:23:13Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) TESE - Igor Lemos [Versão final].pdf: 11760788 bytes, checksum: 3f3213494a7f23b54a947d5aec824760 (MD5)
Made available in DSpace on 2016-03-02T19:23:13Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) TESE - Igor Lemos [Versão final].pdf: 11760788 bytes, checksum: 3f3213494a7f23b54a947d5aec824760 (MD5) Previous issue date: 2015-08-21
Os jogos eletrônicos são uma forma contemporânea de mídia, que possuem uma estética própria e demandam estratégias em tempo real. Vários benefícios são relacionados a este usufruto, sendo alguns deles a aprendizagem de línguas estrangeiras e a interação em grupo. Em paralelo, o Manual de Diagnóstico e Estatístico dos Transtornos Mentais - 5ª edição (DSM-5) inseriu, na sua última edição, o transtorno do jogo pela Internet. Credita-se uma estimada importância em pesquisar este tema, considerando que uma parcela da população mundial esteja apresentando sinais desta dependência. Porém, um dos problemas para a compreensão desta possível adição é a falta de uniformidade nos critérios de diagnóstico que mensurem este fenômeno. A validação de uma ferramenta que sirva a esse fim poderá contribuir para que profissionais da área da saúde mental possam compreender e avaliar a dependência de jogos eletrônicos em adultos. A hipótese do estudo foi verificar se a Game Addiction Scale (GAS) e o Video Game Addiction Test (VAT) são instrumentos seguros e válidos para mensurar a dependência de jogos eletrônicos em adultos brasileiros. O objetivo do estudo foi adaptar os instrumentos GAS e o VAT para serem usados em usuários brasileiros adultos de jogos eletrônicos e testar suas propriedades psicométricas em uma amostra de adultos universitários. O capítulo de material e métodos revelou o processo de validação e suas etapas, o tipo de estudo, o procedimento de coleta e análise de dados e os procedimentos éticos da pesquisa. No capítulo de resultados há um manuscrito, o “Validity and reliability assessment of the Brazilian version of the Game Addiction Scale (GAS)”. Outros cinco artigos, já publicados, encontram-se no apêndice: “Comorbidade entre dependência de jogos eletrônicos e depressão: uma revisão sistemática”, “Neuroimagem na dependência de jogos eletrônicos: uma revisão sistemática”, “Internet and video game addictions: a cognitive behavioral approach”, “Avaliação da equivalência semântica e consistência interna da Game Addiction Scale (GAS): versão em português” e o “Cross-cultural adaptation and evaluation of the psychometric properties of the Brazilian version of the Video Game Addiction Test”. O processo de adaptação transcultural e semântica da GAS e da VAT demonstrou um ótimo nível de compreensão dos participantes, sendo realizadas poucas alterações nas terminologias e estruturas de sintaxe. Os instrumentos evidenciaram um alto nível de consistência interna e uma alta correlação entre eles; a GAS e a VAT obtiveram moderada correlação com o Inventário Beck de Depressão (BDI) e o Internet Addiction Test (IAT) e moderada à baixa correlação com a Escala de Fobia Social de Liebowitz (LSAS). Outros pontos relevantes na validação da GAS e da VAT é que ambos apresentaram uma satisfatória estabilidade temporal. Sugere-se, para futuros estudos, que os mesmos instrumentos sejam aplicados para diferentes populações, com um intervalo de reteste menor (uma a duas semanas) e que seja avaliada uma melhor solução fatorial, assim como a determinação de pontos de corte para a classificação de níveis sintomatológicos da GAS e da VAT.
Video games are a contemporary form of media, which have their own aesthetic and require real-time strategies. Several benefits are related to this usufruct, some of which are foreign language learning and group interaction. In parallel, the Diagnostic and Statistical Manual of Mental Disorders - 5th Edition (DSM-5) inserted, in its latest edition, the Internet gaming disorder. It is credited an estimated value in researching this topic, considering that part of the world's population is showing signs of this addiction. But one of the problems to understanding this possible addiction is the lack of uniformity in diagnostic criteria that measure this phenomenon. The validation of a tool that serves for this purpose can contribute to mental health professionals to understand and evaluate the video game addiction in adults. The hypothesis of the study was to determine whether the Game Addiction Scale (GAS) and the Video Game Addiction Test (VAT) are safe and valid instruments to measure the video game addiction in Brazilian adults. The objective was to adapt the instruments GAS and VAT to be used in Brazilian adults gamers and test its psychometric properties in a sample of university adults. The chapter of material and methods revealed the validation process and its stages, the type of study, the data collect and analysis procedures and ethical research procedures. In the chapter of results there is one manuscript, the “Validity and reliability assessment of the Brazilian version of the Game Addiction Scale (GAS)”. Other five articles, already published, are at the appendix: “Comorbidade entre dependência de jogos eletrônicos e depressão: uma revisão sistemática”, “Neuroimagem na dependência de jogos eletrônicos: uma revisão sistemática”, “Internet and video game addictions: a cognitive behavioral approach”, “Avaliação da equivalência semântica e consistência interna da Game Addiction Scale (GAS): versão em português” and “Cross-cultural adaptation and evaluation of the psychometric properties of the Brazilian version of the Video Game Addiction Test”. The cultural and semantics adaptation process of the GAS and VAT demonstrated a great level of understanding of the participants, being held a few changes in terminology and syntax structures. The instruments showed a high level of internal consistency and a high correlation between them; the GAS and the VAT achieved moderate correlation with the Beck Depression Inventory (BDI) and the Internet Addiction Test (IAT) and moderate to low correlation with the Liebowitz Social Anxiety Scale (LSAS). Other relevant points in validating the GAS and the VAT are that both showed a satisfactory temporal stability. It is suggested for further studies that these instruments should be applied to different populations with a lower retest interval (one to two weeks) and that a better factor solution should be assessed, and determining cut-off points for symptom classification levels of the GAS and the VAT.
APA, Harvard, Vancouver, ISO, and other styles
32

Menuez, Paolo Xavier Machado. "The Downward Spiral: Postmodern Consciousness as Buddhist Metaphysics in the Dark Souls Video Game Series." PDXScholar, 2017. https://pdxscholar.library.pdx.edu/open_access_etds/4161.

Full text
Abstract:
This paper is about locating the meaning of a series of games known as the Dark Souls series in relation to contemporary social conditions in Japan. I argue that the game should be thought of as an emblem of the current cultural zeitgeist, in a similar way one might identify something like Jack Kerouac's The Dharma Bums as an emblem of the counter cultural 60s. I argue that the Dark Souls series expresses in allegorical form an anxiety about living in a time where the meaning of our everyday actions and even society itself has become significantly destabilized. It does this through a fractured approach to story-telling, that is interspersed with Buddhist metaphysics and wrapped up in macabre, gothic aesthetic depicting the last gasping breath of a once great kingdom. This expression of contemporary social anxiety is connected to the discourse of postmodernity in Japan. Through looking at these games as a feedback loop between text, environment and ludic system, I connect the main conceptual motifs that structure the games as a whole with Osawa Masachi's concept of the post-fictional era and Hiroki Azuma's definition of the otaku.
APA, Harvard, Vancouver, ISO, and other styles
33

Jespersdotter, Högman Julia. "Repeating Despite Repulsion: The Freudian Uncanny in Psychological Horror Games." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-42829.

Full text
Abstract:
This thesis explores the diverse and intricate ways the psychological horror game genre can characterise a narrative by blurring the boundaries of reality and imagination in favour of storytelling. By utilising the Freudian uncanny, four video game fictions are dissected and analysed to perceive whether horror needs a narrative to be engaging and pleasurable. A discussion will also be made if video game fictions should be considered in the literary field or its own, and how it compares to written fiction in terms of interactivity, engagement, and immersion.
APA, Harvard, Vancouver, ISO, and other styles
34

Rogers, Katherine Linn. "The Sounds of "Pac-Man Fever": Intersections of Video Game Culture and Popular Music in America." Case Western Reserve University School of Graduate Studies / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=case1559848783170242.

Full text
APA, Harvard, Vancouver, ISO, and other styles
35

Holmquest, Broc Anthony. "Ludological Storytelling and Unique Narrative Experiences in Silent Hill Downpour." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363456341.

Full text
APA, Harvard, Vancouver, ISO, and other styles
36

Ware, Nicholas R. "“You Must Defeat Shen Long To Stand A Chance”: Street Fighter, Race, Play, and Player." Bowling Green State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1277062605.

Full text
APA, Harvard, Vancouver, ISO, and other styles
37

Fernandez, Vara Clara. "The tribulations of adventure games integrating story into simulation through performance/." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31756.

Full text
Abstract:
Thesis (Ph.D)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010.
Committee Chair: Murray, Janet H.; Committee Member: Bolter, Jay; Committee Member: Montfort, Nick; Committee Member: Nitsche, Michael; Committee Member: Pearce, Celia. Part of the SMARTech Electronic Thesis and Dissertation Collection.
APA, Harvard, Vancouver, ISO, and other styles
38

Burke, Benjamin M. S., and James M. Ph D. CLFE DAV Duncan. "From virtual to reality: The positive and negative outcomes of video game play in adolescents." Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/secfr-conf/2019/schedule/20.

Full text
Abstract:
Video games are an almost universal adolescent leisure activity. Though some in the scholarly field are concerned about the effects of violent video game content on adolescent social outcomes, others believe that the benefits of video game play have been overlooked. A literature review was conducted to examine the evidence for positive and negative outcomes of video game play on adolescents. There were 14 articles identified and subsequently reviewed. Findings demonstrated a unique link between video game play and antisocial (e.g., aggression), prosocial (e.g., generosity), and pragmatic (e.g., problem-solving skills) outcomes. However, the results also suggest that much of this research is atheoretical and does adequately consider the roles of relational context. Discussion of the potential roles of relationships, theoretical applications, strengths and limitations of the research, and future directions are provided.
APA, Harvard, Vancouver, ISO, and other styles
39

Whelan, Sean B. "Bridging the Gap: Transfer Theory and Video Games in the Writing Classroom." Ohio University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1596105943440043.

Full text
APA, Harvard, Vancouver, ISO, and other styles
40

Chiang, Bowie. "A comparative study of translation strategies applied in dealing with role languages. : A translation analysis of the video game Final Fantasy XIV." Thesis, Högskolan Dalarna, Japanska, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:du-21697.

Full text
Abstract:
Localisation is the process of taking a product and adapting it to fit the culture in question. This usually involves making it both linguistically and culturally appropriate for the target audience. While there are many areas in video game translations where localisation holds a factor, this study will focus on localisation changes in the personalities of fictional characters between the original Japanese version and the English localised version of the video game Final Fantasy XIV: A Realm Reborn and its expansion Heavensward for PC, PS3 and PS4. With this in mind, specific examples are examined using Satoshi Kinsui's work on yakuwarigo, role language as the main framework for this study. Five non-playable characters were profiled and had each of their dialogues transcribed for a comparative analysis. This included the original Japanese text, the officially localised English text and a translation of the original Japanese text done by myself. Each character were also given a short summary and a reasoned speculation on why these localisation changes might have occurred. The result shows that there were instances where some translations had been deliberately adjusted to ensure that the content did not cause any problematic issues to players overseas. This could be reasoned out that some of the Japanese role languages displayed by characters in this game could potentially cause dispute among the western audience. In conclusion, the study shows that localisation can be a difficult process that not only requires a translator's knowledge of the source and target language, but also display some creativity in writing ability to ensure that players will have a comparable experience without causing a rift in the fanbase.
APA, Harvard, Vancouver, ISO, and other styles
41

Bankler, Jon Victor. "A chinese view on indie : How is ‘indie’ defined by professionals within the Chinese indie game industry?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16085.

Full text
Abstract:
This study aimed to explore which philosophies and opinions professionals within the Chinese indie game industry hold in relation to the indie concept. Indie is a short form of the word "independence”, and is used to describe certain products and creative practices within media such as video games. The term’s exact definition is however subject to discussion. This study aims to include Chinese game professionals in this discussion. The study was carried out in China through Game Hub Scandinavia (Game Hub Scandinavia, 2018) and in cooperation with Indienova. The participants that were interviewed in this study were all professionals within the Chinese game industry. The research tools developed for these interviews were two playable demos and a survey. The answers provided constituted as basis for the study’s concluding analysis. The data indicated that the Chinese indie developers define indie as a creative endeavour which products and underlying ambitions contrasts the commercially motivated game industry in China.

2018-08-23 14:25, G203, svenska

Högskolevägen 1, 541 28, Skövde

APA, Harvard, Vancouver, ISO, and other styles
42

Cox, Joseph M. "MOLOCH: Developing a German Expressionist Puzzle Game." Ohio University Honors Tutorial College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1492777907436196.

Full text
APA, Harvard, Vancouver, ISO, and other styles
43

Snyder, Shane Michael. "Dictating the Terms: GamerGate, Democracy, and (In)Equality on Reddit." Bowling Green State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1556553179370925.

Full text
APA, Harvard, Vancouver, ISO, and other styles
44

Burke, Benjamin M. S., James M. Ph D. Duncan, Nick Ph D. Frye, and Mallory Ph D. LMFT CFLE Lucier-Greer. "Sense of (Online) Community? The Social Organization Theory of Action and Change and Adult Video Game Players." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/secfr-conf/2020/schedule/45.

Full text
Abstract:
Much investigation has explored the potential effects of video games in adolescence. However, limited research has been conducted on the effects of social video game play and individual and relational well-being in adults. The Social Organization Theory of Action and Change (SOAC) may be a helpful way to examine social behaviors (like gaming) and how they relate to well-being. This exploratory study will utilize the SOAC to examine social gaming behaviors in adults, and examine the relationships between these behaviors and adult individual and relational outcomes (e.g., loneliness, relationship satisfaction). Descriptive statistics and correlations are provided. Regression analyses will be performed. Results will be used to discuss the viability of applying the SOAC to online, social gaming contexts. Implications for social video game play in adults will be provided.
APA, Harvard, Vancouver, ISO, and other styles
45

Janssen, Michael. "Balansering av ett rundbaserat strategispelsystem : En reflekterande text rörande arbetet att skapa ett verktyg för balansering av precautionstridsystemet i spelet Dreamlords – The Reawakening." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1114.

Full text
Abstract:

Följandet arbete är en reflekterande text som handlar om hur jag skapade ett verktyg för att balansera det rundbaserade precautionstridsystemet av spelet Dreamlords – The Reawakening.

I början förklaras mitt syfte och mål med arbetet som följs av en frågeställning kopplat till det. Jag kommer även att beskriva olika teorier som jag tittade närmare på angående spelbalansering. För att inleda läsaren till spelet Dreamlords ska jag även förklara den generella spelprincipen av hela spelet. Därefter tar jag upp min arbetsprocess som handlar om hur jag strukturerade upp mitt arbete. I denna text ska jag även förklara hur precautionstridsystemet fungerar med alla matematiska beräkningar för att sedan beskriva mitt verk som praktiskt resultat av arbetet. I slutet av rapporten inleder jag med en diskussion där mitt arbete sammanfattas och problem behandlas som uppstått vid arbetets gång. Texten beskriver i sin helhet hur man kan gå tillväga för att balansera ett spelsystem såsom Dreamlords precautionstridsystem. Som resultat av mitt arbete kan betraktas mitt balanseringsverktyg och denna reflekterande text som förhoppningsvis kommer att inspirera läsaren och flera andra personer som är intresserad av att balansera dataspel.

APA, Harvard, Vancouver, ISO, and other styles
46

Gonzalez, Erika R. "Technology and adiposity| Effects of television time, video or computer game time, and computer use on body fat among Latino youth." Thesis, California State University, Long Beach, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=1585638.

Full text
Abstract:

Obesity in the United States has reached epidemic proportions and is affecting younger generations. Research indicates that media usage contributes to adolescent obesity. Data shows that technology use (television, video games, and computer, etc.) is specifically higher among Latinos than their White counterparts. However, limited research exists on the effects that technology use has on Latino adolescents' adiposity. A cross-sectional baseline analysis was conducted using a sample of (N=131) at-risk Latino middle school adolescents from the Youth Empowerment for Success Sí Se Puede Project. Body fat percent was used as the dependent variable; while television time, video or computer game time, and frequency of personal computer use were the independent variables. Results indicated that only video or computer game time had a positive association with Latino youth body fat percent, even after controlling for socioeconomic status. The implications and limitations of the study are discussed.

APA, Harvard, Vancouver, ISO, and other styles
47

Hall, Stefan. "“You’ve Seen the Movie, Now Play the Game”: Recoding the Cinematic in Digital Media and Virtual Culture." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1300365433.

Full text
APA, Harvard, Vancouver, ISO, and other styles
48

Almén, Peter, Iman Hazheer, and Sandra Schöld. "”Känsliga tittare varnas” : En uppsats om medier, makt och moralpanik." Thesis, University of Kalmar, School of Communication and Design, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-2775.

Full text
Abstract:

Sweden. 1980. The term ‘video violence’ becomes public through the debates show Studio S. The show urges and obligates politicians to stop, regulate and ban video films with violent content from the market. 29 years later, the debates show Debatt raises concerns regarding a similar topic, ‘video game violence’. Both shows were produced and aired by the Public Service channels of Sveriges Television in Sweden.

The purpose of this thesis was to study and examine if the media encourages and nourishes moral panics to the general public through debates shows. How does the host/journalist interact to steer the debate to the media agenda and how has the power structure changed in the debate genre over the years? Do the media nurture the root of moral panics?

We based the study on a qualitative content analysis. We analyzed one episode from each of the two debate shows Studio S and Debatt. The method of analysis we used was discourse analysis with emphasis on relations and power structures. We also analyzed the episodes by using Goode and Ben-Yehudas five criteria’s for creating moral panic.

The study shows that both debates shows fail to mention the problem in a larger societal context. They tend to only portray a scapegoat. Furthermore, they often show one-sided and violent sequences from the cultural phenomena. They use discourses to maintain the firm power in the debates to fulfill their pre-constructed bias agenda. We’ve also observed that it has become much more difficult for a moral panic to gain momentum compared with 1980, because of the medias decentralization.

APA, Harvard, Vancouver, ISO, and other styles
49

Mason, Julia L. "Net/Work: Composing the Posthuman Self." [Tampa, Fla] : University of South Florida, 2008. http://purl.fcla.edu/usf/dc/et/SFE0002513.

Full text
APA, Harvard, Vancouver, ISO, and other styles
50

Soler-Benonie, Jessica. "Être et (re)devenir une gameuse de jeux vidéo : trajectoires, épreuves et tensions de genre en terrain vidéoludique." Thesis, Toulouse 2, 2019. http://www.theses.fr/2019TOU20055.

Full text
Abstract:
Les jeux vidéo occupent une place majeure au sein du paysage des pratiques culturelles. Ils se déclinent sous de nombreux supports et types de pratiques. Les game studies, constituées de multiples apports et facettes complémentaires, forment un champ de recherche à l’image d’un véritable Rubik’s cube. Avant de s’engager à le résoudre et en examinant la constitution des cases du puzzle qui le composent, cette enquête propose d’assembler ce dernier autrement. En effet, l’objet jeu vidéo reste profondément androcentré tant au niveau de l’industrie, dans sa manière de penser son public et ses métriques de jeu, que du côté des travaux se penchant sur les pratiques vidéoludiques : les jeux vidéo sont faits immuablement par et à destination des hommes. Cette thèse propose de mettre au centre l’étude des rapports sociaux de genre en se focalisant sur la praxéologie vidéoludique et ses espaces. Elle questionne également les critères d’expertise les plus légitimés et valorisés dans la hiérarchie des pratiques vidéoludiques au travers d’une population largement oubliée dans ce cadre : les gameuses de jeux vidéo. Il s’agit de comprendre cette définition autant par le biais des trajectoires des femmes qui adoptent ce type de pratiques que par ses appuis matériels quotidiens. Être et (re) devenir une gameuse de jeux vidéo s’entretient et passe par des étapes que ce travail de thèse propose de détailler. À ces fins, cette recherche s’appuie sur une approche empirique multi-située (entretiens, observations et analyse d’un corpus critique) qui suit les pratiques vidéoludiques dans les différentes arènes où elles se donnent à voir et se jouent de la sphère privée aux espaces publics. Ces travaux mettent en évidence comment le genre est mis en tension au quotidien en terrain vidéoludique à travers les épreuves traversées et les places occupées par celles qui s’investissent dans une pratique culturelle dominée par les hommes
Video games play a major role in the landscape of cultural practices. They come in a variety of media and types of practices. As they are composed of multiple, but complementary aspects, game studies form a field of research like a real Rubik's cube. Before committing to solve it, we will examine the constitution of the puzzle that compose it, so this investigation can propose a different composition. Indeed, the object ‘video game’ remains deeply androcentric both at the level of the industry, in its way of thinking its audience and its game metrics, but also within the researches focused on video game practices : video games are immutably made by and for men. This thesis proposes to focus on the study of gender by focusing on the video game praxeology and its different spaces. It also enquires the most legitimized and valued criteria of expertise in the hierarchy of video game practices through a largely forgotten population in this context : females gamers. The aim is to comprehend this definition both through the trajectories of women who adopt this type of practice as through their daily material support. Being and (re) becoming a female videogame gamer has be maintained and goes through stages that this thesis proposes to detail. For these purposes, this research is based on a multi-situated empirical approach (interviews, observations and analysis of a critical body of work). It follows the video game practices in the various arenas where they are given to see and to play, from the private sphere to public spaces. These works highlight how gender is put in tension on a daily basis in the field of video games through the trials experienced and the places occupied by those who invest in a cultural practice dominated by men
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography