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Full-Text Articles in Art and Design

It's All Fun And—: A Rhetorical Analysis Of Space In The Pandemic., Erica Von Proctor Lewis May 2022

It's All Fun And—: A Rhetorical Analysis Of Space In The Pandemic., Erica Von Proctor Lewis

Electronic Theses and Dissertations

This exhibition and document explore spatial rhetoric during the pandemic, utilizing materiality and relational aesthetics to reflect on the different ways in which the public and private are made distinct from one another. In doing so, Lewis addresses new cultural navigations of shared spaces, both digital and corporeal, public and private. In addition, the artist also examines the faulty social and institutional systems that the pandemic brought to light, such as socioeconomic dynamics and voter suppression, while utilizing Kenneth Burke’s concept of the terministic screen. Games are a central theme throughout the exhibition, as they are often coded as “home” …


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?


A Normal Novel Collection, Xiaopeng Qi May 2017

A Normal Novel Collection, Xiaopeng Qi

Masters Theses

This thesis is a game novel collection.

Which is an experimental attempt that I use the playable texts as a way to document daily clues. While reading the thesis, the readers will have an experience of the game-like sense of substitution and view switching. Through the narrative of texts, I try to express that in the future, making games which under structural wraps is a living strategy way to self-expression and communicate to outside in this hyper-normal spectacular society.


I Remembered I Am Happy, Emily Pan May 2017

I Remembered I Am Happy, Emily Pan

Masters Theses

This journal is a collection of thoughts on small actions and repetition and getting through getting places.


Art Beyond The Object? Art Beyond Grad School? (A Kickstarter Fundraiser): Help Me Complete My Mfa And Kickstart My Life As An Artist., Hsini D. Leary Dec 2016

Art Beyond The Object? Art Beyond Grad School? (A Kickstarter Fundraiser): Help Me Complete My Mfa And Kickstart My Life As An Artist., Hsini D. Leary

Theses and Dissertations

The goal of this paper and Kickstarter project is to enable the production of my last semester’s work and thesis exhibition, and also to aid in the post-graduation transition to a sustainable art practice that does not rely on the current gallery structure.


A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky Jan 2014

A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky

CMC Senior Theses

Since its inception, the video game industry has been both a new medium for art and innovation as well as a major driving force in the advancements of many technologies. The often overlooked video game industry has turned from a hobby to a multi-billion dollar industry in its short, forty year life. People of all ages and genders across the world are playing video games at a higher clip than ever before. With so many new gamers and emerging technologies, it is an exciting time for the industry. The landscape is constantly changing and successful business models of the past …


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.