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Making Of Wars: Analysis Of The Franchise Management Of God Of War And Gears Of War, William Seaton May 2023

Making Of Wars: Analysis Of The Franchise Management Of God Of War And Gears Of War, William Seaton

All Theses

Two of the most prominent franchises in the video game industry are God of War and Gears of War. These franchises, produced by Sony Interactive Entertainment (SIE) and Xbox Game Studios (XGS), respectively, and their presentation through company blogs offer insight into the franchise management strategies and franchise conceptualizations that their parent companies have. Understanding these franchising aspects furthers knowledge on how these companies, two of the three largest video game producers, engage in franchising behaviors through discourse. Utilizing a framework of the discourse of franchise paratexts, this thesis examines those franchising tactics and discursive frames that the companies …


And Baby Makes Three: A Content Analysis Of Adolescent Romantic Relationships As Portrayed On Reality Television, Erin Shealy May 2013

And Baby Makes Three: A Content Analysis Of Adolescent Romantic Relationships As Portrayed On Reality Television, Erin Shealy

All Theses

Although teenage pregnancy and birth rates have been on the decline, the United States still has rates higher than any industrialized country. With several negative consequences associated with teenage childbearing for teen mothers and their children as well as for society, teen pregnancy is a social problem. Much of the existing literature focuses on the deleterious effects of pregnancy on teen mothers, but very few studies consider the effect that the transition to parenthood has on adolescent romantic relationships. The present study seeks to fill this gap by analyzing the content of popular television series, namely 16 and Pregnant and …


What Makes A Font Persuasive?: An Eye-Tracking Study Of Perception In American And Chinese Assessment Of Fonts, Kimberly Sulak Aug 2012

What Makes A Font Persuasive?: An Eye-Tracking Study Of Perception In American And Chinese Assessment Of Fonts, Kimberly Sulak

All Theses

Professional, technical, and visual communication practitioners and academics have historically overlooked visual rhetoric and how it is employed in business communications as well as how various cultures comprehend and respond to the design elements and visual composition of business documents. More specifically typography, the building blocks of a document, has been little explored in professional and technical communication research. As such, this study utilizes eye-tracking technology in conjunction with other data collection methods to understand if and how fonts contribute to the persuasiveness of business communications and if different cultures vary in typeface assessment and perception.

Mackiewicz and Brumberger have …


The Enthymematic Model Of Meaning-Making In Video Games: Towards Narratively Designed Transmedia Texts, Kevin Human Aug 2010

The Enthymematic Model Of Meaning-Making In Video Games: Towards Narratively Designed Transmedia Texts, Kevin Human

All Theses

After introducing the ludological and narratological sides of modern video game theory, we explain Ian Bogost's concept of procedural rhetoric. We go on to argue that procedural rhetoric in practice is a form of what Stephen Dinehart and others have called narrative design. Furthermore, we argue that narrative design principles fall into the Aristotelian, enthymematic form of knowledge creation. We then cite examples of effective narrative design in video games and show how they fit the enthymematic model. We conclude with a discussion of how the epistemic principles of narrative design are applicable to a transmedia design context and how …


A Comparison Of The Frequency Of Occurrence Of Stereotypic Behaviors Demonstrated By A Youth With Autism During Two Recreation Activities: Horseback Riding And Board Game Play, Philip Brekke May 2008

A Comparison Of The Frequency Of Occurrence Of Stereotypic Behaviors Demonstrated By A Youth With Autism During Two Recreation Activities: Horseback Riding And Board Game Play, Philip Brekke

All Theses

ABSTRACT
The purpose of this study is to compare the frequency of occurrence of stereotypic behaviors demonstrated by a youth with autism during two recreation activities: horseback riding and board game play.. Stereotypic behaviors are one of the three diagnostic criteria for autism as listed in the DSM IV and can impact an individual's functional abilities by interfering with learning and daily social behaviors. This study examined the frequency of occurrence of stereotypic behaviors in two different recreation activities. Despite the increase of attention and press coverage autism has received in recent years, there still remains a multitude of questions …