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Playing At Women And Men: A Discourse Analysis Of Gender And Sexuality Performance In An Online Play-By-Post Role-Playing Game, Caitlin M. Smith May 2017

Playing At Women And Men: A Discourse Analysis Of Gender And Sexuality Performance In An Online Play-By-Post Role-Playing Game, Caitlin M. Smith

Electronic Theses and Dissertations

Online play-by-post role-playing games mark the discursive intersection between computer-mediated-communication and gaming. The performance of gender and sexuality is an important aspect of online play-by-post role-playing games.

Although play-by-post role-playing games are open world and do not have the same graphical and technological constraints as other forms of gaming, the performances on them are governed by both explicit and implicit rules. Performances of gender and sexuality are also governed by cultural standards. This thesis seeks to describe how players perform gender and sexuality within these boundaries.

This thesis describes the performance of gender and sexuality on the website Another Day …


After The Shoe Fits: A Rhetorical Analysis Of Four Versions Of The Cinderella Narrative, Faith L. Boren May 2017

After The Shoe Fits: A Rhetorical Analysis Of Four Versions Of The Cinderella Narrative, Faith L. Boren

Electronic Theses and Dissertations

Fairy tales hold the power to influence societies and to challenge societal injustices, and the story of Cinderella exemplifies both of these roles. In this study, I conduct a rhetorical analysis of four different versions of the Cinderella narrative: Charles Perrault’s “Cendrillon,” the Brothers Grimm’s “Ascenputtel,” Anne Sexton’s "Cinderella,” and Disney’s Cinderella (2015). I examine Perrault’s “Cendrillon” and the Grimms’ “Aschenputtel” using constitutive rhetoric. This theory operates around the basic premise that rhetoric holds the power to aid in the shaping of societies. While analyzing “Cendrillon” and “Aschenputtel,” I specifically look for themes of classism and nationalism, respectively. I then …


Video Game Engagement, Gender, And Age: Examining Similarities And Differences In Motivation Between Those Who May Or May Not Play Video Games, Joseph Camarata May 2017

Video Game Engagement, Gender, And Age: Examining Similarities And Differences In Motivation Between Those Who May Or May Not Play Video Games, Joseph Camarata

Electronic Theses and Dissertations

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 …