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From Creator To Curator To Author As Content: Nicolas Winding Refn, Transdiscursive Authorship, And Self-Branding In Twenty-First Century Media, Christopher J. Olson
From Creator To Curator To Author As Content: Nicolas Winding Refn, Transdiscursive Authorship, And Self-Branding In Twenty-First Century Media, Christopher J. Olson
Theses and Dissertations
This dissertation traces Danish director Nicolas Winding Refn’s development from creator and curator to author as content within an evolving media ecology driven by capitalist ideology. A close critical study of Refn’s career from 1996 to 2019 offers insight into contemporary techniques of creating, collecting, and curating media texts, as well as the phenomenon of presenting oneself as content via discursive branding. Given that Refn’s career coincided with the emergence of the World Wide Web and the rise of digital platforms, he thus emblematizes what it means to be a creator working within an increasingly interconnected media ecology. Refn initially …
Are They Really Just Cosmetic? The Impact Of Cosmetic Items On Fortnite's Gameplay And Game Design, John Joseph Fennimore
Are They Really Just Cosmetic? The Impact Of Cosmetic Items On Fortnite's Gameplay And Game Design, John Joseph Fennimore
Theses and Dissertations
Cosmetic microtransactions, the act of paying for virtual items that customize certain parts of video games and virtual worlds such as skins that change the appearance of the avatar, are looked upon more favorably in the gaming community than performance-enhancing microtransactions, where one pays for virtual items that enhance the abilities of avatars or speed up the progression of the game. Video game industry spokespeople have adapted this rhetoric and emphasized that the microtransactions in their games are for cosmetic items only with no bearing on gameplay. However, the way players use cosmetic items in games and the way cosmetic …
“Being Cute And Hella Gay:" Pokémon Reborn, Fan Labor, And Queering The Pokémon World, David Peter Kocik
“Being Cute And Hella Gay:" Pokémon Reborn, Fan Labor, And Queering The Pokémon World, David Peter Kocik
Theses and Dissertations
Created in 2012, Pokémon Reborn is a fan game made by and for queer fans of the Pokémon franchise. Featuring an LGBTQ+ development team and multiple queer characters, from pansexual Rival Cain to gender non-binary Gym Leader Adrienn, Pokémon Reborn articulates queer desires in a franchise and gaming industry notorious for ignoring and dehumanizing queer individuals. While most research on independent queer game development focuses on how creators subvert heteronormative gameplay elements, Pokémon Reborn challenges dominant industry practices through its queer characters and stories. The fan game incorporates LGBTQ+ lived experiences and queer temporalities in its narrative, queering the traditional …
Now You're Playing With Power: Nintendo And The Commodification Of Nostalgia, Steven Cuff
Now You're Playing With Power: Nintendo And The Commodification Of Nostalgia, Steven Cuff
Theses and Dissertations
This thesis explores Nintendo’s past and present games and marketing, linking them to the broader trend of the commodification of nostalgia. The use of nostalgia by Nintendo is a key component of the company’s brand, fueling fandom and a compulsive drive to recapture the past. By making a significant investment in cultivating a generation of loyal fans, Nintendo positioned themselves to later capitalize on consumer nostalgia. The commodification of fan nostalgia is evident across multiple platforms, from the development of the Virtual Console digital game storefront to the use of pastiche and remediation in multi-generation, Nintendo developed franchises. Additionally, Nintendo …
Cyberbullying In 'Left 4 Dead 2': A Study In Collaborative Play, Kimberly L. Kulovitz
Cyberbullying In 'Left 4 Dead 2': A Study In Collaborative Play, Kimberly L. Kulovitz
Theses and Dissertations
This study sought to further our understanding of the role of cyberbullying in the cooperative team-based game Left 4 Dead 2 (L4D2). A sample of 41 4-person groups generated a total n = 415 messages used for evaluating the behavioral content of game play. Four hypotheses were advanced assessing cyberbullying behavior and game outcome (success vs. failure), group cohesion, target participation, and perceptions of bullies. Out of the 41 groups 25 groups had cyberbullying behavior present and 16 groups had prosocial behavior. Overall, cyberbullying behavior had little effect on game outcome, group cohesion and target participation. Groups using only prosocial …