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Full-Text Articles in Art and Design

Digitizing The American West: Analyzing Rhetoric In Red Dead Redemption 2, Amalia Mcevoy May 2023

Digitizing The American West: Analyzing Rhetoric In Red Dead Redemption 2, Amalia Mcevoy

Seton Hall University Dissertations and Theses (ETDs)

High-budget, long-form storytelling games offer dozens of hours of content for audiences to explore and learn from. Although far different from sitting and reading a book, there is a distinct connection to be made between how literature is experienced and how audiences can experience a narrative-heavy video game. Based on this connection, there are bridges to be built between video games and literature, understanding how one field can benefit from the other as well as how one field can be informed by the other. An analysis of the video game Red Dead Redemption 2 using reader response theory can illustrate …


Game On, Theresa Loong May 2019

Game On, Theresa Loong

Theses and Dissertations

Game On is a 25-minute documentary about game designer Brenda Romero, a successful woman in a male-dominated industry. Brenda, whose career spans over thirty-five pioneering years, has contributed to almost fifty game titles, developing innovative video and board games. How is her life a game space?


Good Game, Greyory Blake Jan 2018

Good Game, Greyory Blake

Theses and Dissertations

This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of these concepts are contextualized within the exponential growth of new technologies. That is to say, all of these semiotic …


Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour May 2017

Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour

Masters Theses, 2010-2019

Video games create the feeling of great achievement and place the player into a role that turns them into a great hero. These experiences feel significant because they require great time and emotional investment. The monumentality of these experiences, however, are at odds with the transience of the electrical virtual worlds. The medium of oil painting helps overcome the sense of transience because of oil painting’s durable permanent way of image making and stillness. Painting’s inherent nod to history also creates a dissonance between the newness of the video game medium and the antiquity of painting, a contrast exacerbated by …


Fantissity, Alexandra N. Dean Jan 2017

Fantissity, Alexandra N. Dean

Masters Theses

No abstract provided.


Secondary World: The Limits Of Ludonarrative, David Dannelly Jan 2014

Secondary World: The Limits Of Ludonarrative, David Dannelly

Electronic Theses and Dissertations

Secondary World: The Limits of Ludonarrative is a series of short narrative animations that are a theoretical treatise on the limitations of western storytelling in video games. The series covers specific topics relating to film theory, game design and art theory: specifically those associated with Gilles Deleuze, Jean Baudrillard, Jay Bolter, Richard Grusin and Andy Clark. The use of imagery, editing and presentation is intended to physically represent an extension of myself and my thinking process and which are united through the common thread of my personal feelings, thoughts and experiences in the digital age.


Women And Video Games: Pigeonholing The Past, Allison Perry May 2012

Women And Video Games: Pigeonholing The Past, Allison Perry

Scripps Senior Theses

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.


Systems At Play: The Construction Of International Systems In Social Impact Games, Jorge Albor Dec 2011

Systems At Play: The Construction Of International Systems In Social Impact Games, Jorge Albor

Master's Theses

This thesis explores how game makers conceive of and navigate the intersection between digital systems and real world systems by asking, how can social impact game designers shape procedural rhetoric to effectively address complex real world systems with digital systems? By examining three game case studies, I reach four significant findings regarding player agency, subversive play, design approaches to scale, and game difficulty in regards to systems fluency.