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Full-Text Articles in Arts and Humanities

The Art Of The Tweet: How To Change Political Rhetoric In 140 Characters Or Less, Alice Byrd Jan 2018

The Art Of The Tweet: How To Change Political Rhetoric In 140 Characters Or Less, Alice Byrd

Undergraduate Honors Theses

Excerpt from Literature Review

The Internet age has seen a huge shift in the way that candidates communicate their political rhetoric, because there has been a huge shift in how voters consume that rhetoric. Twitter and Facebook are now some of the vehicles by which voters consume political rhetoric. Twitter and Facebook are home to lots of non-political content, but many members of the politically engaged community have flocked to both social networking sites to create politically engaged social networks. The emergence of social media as an important information source within the electorate has fundamentally changed not only the way …


The Divine Collaborative Effort: Agency As A Tool For Examining Power And Relationship In The Exodus Narrative, Harley Burgess Jan 2018

The Divine Collaborative Effort: Agency As A Tool For Examining Power And Relationship In The Exodus Narrative, Harley Burgess

Undergraduate Honors Theses

Excerpt from Introduction

The character of Moses as seen within the Old Testament is perhaps the most dynamic and powerful character within the biblical text. Continually throughout the Exodus narrative, Moses faces opportunities for growth and development that lead him toward becoming the archetype for leadership. Moses’ journey is rife with choice. Though many would place Yahweh at the forefront of the narrative, it is truly Moses whom the audience witnesses generating change, making decisions, and even influencing the decisions of his God.



Tabletop Role-Playing Games, Narrative, And Individual Development, Benjamin Luke Flournoy Jan 2018

Tabletop Role-Playing Games, Narrative, And Individual Development, Benjamin Luke Flournoy

Undergraduate Honors Theses

Excerpt from Introduction

In 1982, Bothered About Dungeons & Dragons (BADD) was created. BADD was a group consisted of parents, teachers, and clergy who were worried about the spiritual and mental development of children, who they saw were at risk of being corrupted by a single game—Dungeons & Dragons. The group campaigned again and again, warning fellow parents about the detrimental effect that this game could have on a child’s life. They believed Dungeons & Dragons had a kind of power over its players—a power that could create meaning and even take children to their eternal doom. This …