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Other Feminist, Gender, and Sexuality Studies Commons™
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Full-Text Articles in Other Feminist, Gender, and Sexuality Studies
Jewish Time Jump: New York, Owen Gottlieb
Jewish Time Jump: New York, Owen Gottlieb
Articles
Jewish Time Jump: New York (Gottlieb & Ash, 2013) is a place-based mobile augmented reality game and simulation that takes the form of a situated documentary. Players take on the role of time traveling reporters tracking down a story “lost to time” to bring back to their editor at the Jewish Time Jump Gazette. The game is played in Washington Square Park in Greenwich Village, New York City. Players’ iPhones become their time traveling device and companion. Based on the player’s GPS location, players receive digital images from their location from over a hundred years in the past as well …
Interview Of Margaret Mcguinness, Ph.D., Margaret Mcguinness Ph.D., Stephen Pierce
Interview Of Margaret Mcguinness, Ph.D., Margaret Mcguinness Ph.D., Stephen Pierce
All Oral Histories
Dr. Margaret McGuinness was born in 1953, in Providence, Rhode Island. She went to an all-girls Catholic high school called St. Mary’s Academy Bayview in Providence where she graduated in 1971. McGuinness went on to major in American Studies and Civilization as an undergraduate at Boston University graduating with a B.A in 1975. She continued her work at Boston University where McGuinness earned a master’s of theological studies (M.T.S) focusing on Biblical and Historical Studies in 1979. She would move to New York to work on her dissertation at Union Theological Seminary finishing with her Ph.D. in 1985 concentrating on …
Toward A Working Theory Of Queer Hypermedia: An Analysis Of Queer Textual Structures In Gone Home And What Remains Of Edith Finch, Cat Boers
Cal Poly Humboldt theses and projects
In this project, I analyze two video games, Gone Home (Fullbright Company 2013) and What Remains of Edith Finch (Giant Sparrow 2017), through a queer theoretical framework, focusing on three specific features of the games: 1) their status as open world games, 2) the agency given to players in interactions with objects, and 3) how ambiguous player-character identity is used to create a sense of estrangement in the player. I use these features to argue for a specifically queer theoretical approach to hypermedia, which is attentive to the process of how players create an identity for themselves within the game …