Making Art For The Love Of The Game,
2026
University Central of Florida
Making Art For The Love Of The Game, Alissa Beth Burch
Graduate Studies Theses and Dissertations 2026
“Making Art for the Love of the Game” interweaves visual aesthetics from video games and associated online fan community practices with self-portraiture to reflect and process personal past medical trauma, a developmental period in online interactive environments, and showcases self-expressive fan content which joins an underrepresented and emerging sub-culture to contemporary art. Working through an interdisciplinary studio practice, combining printmaking, found-sticker collage, and painting refracts digital aesthetics found in online communities. I intentionally juxtaposed these physical modes of making with digital subjects to examine these subjects’ merit as artistic mediums. It reflects a contemporary mode of art making, and acts …
Digital Technology And Women’S Health In Nigeria: A Feminist Sts Walkthrough Analysis Of Mdoc Digital Health,
2026
Michigan Technological University
Digital Technology And Women’S Health In Nigeria: A Feminist Sts Walkthrough Analysis Of Mdoc Digital Health, Edith Michael Ogbodo
Dissertations, Master's Theses and Master's Reports
This thesis critically examines how a Nigerian digital health platform, mDoc, represents and constructs women’s health. Drawing on Feminist Science and Technology Studies (STS) and Light et al.’s (2018) walkthrough method, the study interrogates the values, assumptions, and power relations embedded in mDoc’s design, language, and governance structures. The analysis reveals that mDoc, despite positioning itself as an equitable solution to Nigeria’s health crisis, reproduces and depoliticizes the structural inequalities it claims to address. Through its neoliberal emphasis on self-care, the individualization of structurally produced suffering, and the datafication of women’s bodies, the platform encodes gendered, colonial, and class-based assumptions …
The Phone Eats First: Reconfiguring Cultural Capital And Performing Taste On Tiktok’S #Torontoeats,
2026
Wilfrid Laurier University
The Phone Eats First: Reconfiguring Cultural Capital And Performing Taste On Tiktok’S #Torontoeats, Annie M. Willick
Theses and Dissertations (Comprehensive)
This study investigates how TikTok reconfigures cultural capital through the visual commodification and performative display of Toronto’s food culture using the hashtag “#TorontoEats”. Through a digital ethnographic multimodal critical discourse analysis, my research considers Bourdieu’s (1984) definition of cultural capital as the guiding definition of distinction, status, and personal taste. This analysis considers how cultural capital manifests through algorithmic engagement, adherence to platform norms, and TikTok’s multimodal format that blends video, sound, text, and gesture to entice audiences. Findings suggest that mundane food practices and activities are transformed into conspicuous commodities on TikTok, where creators position themselves as tastemakers and …
Artificial Intelligence As A Catalyst For Systemic Sport Ecology,
2025
Université Paris-Saclay, CNRS, AgroParisTech, Ecologie Société Evolution, Gif-sur-Yvette, France
Artificial Intelligence As A Catalyst For Systemic Sport Ecology, Ugo Arbieu, Laís Carneiro, Sonia Tieo, Franck Courchamp
Journal of Applied Sport Management
Artificial intelligence (AI) is reshaping both sport management and environmental science, yet these developments have largely evolved in parallel. AI can serve not merely as a technical tool but also as a catalyst for systemic sport ecology, a field that integrates sport, digital innovation and environmental sustainability. Advances in discriminative, generative and agentic AI enable the synthesis of complex ecological and sport-related data, improving monitoring, forecasting, resource efficiency, policy design, and decision-making across scales. In doing so, AI offers a pathway beyond fragmented sustainability interventions and can support holistic approaches to the interconnected crises of climate change, pollution, and biodiversity …
Representación Del Sujeto E Identidad Narrativa En La Cultura Digital Contemporánea: Análisis Hermenéutico De Red Dead Redemption 2,
2025
Universidad Michoacana de San Nicolas de Hidalgo
Representación Del Sujeto E Identidad Narrativa En La Cultura Digital Contemporánea: Análisis Hermenéutico De Red Dead Redemption 2, Edgar F. Vázquez Martínez
Journal of Roleplaying Studies and STEAM
El videojuego, más allá del entretenimiento, se ha consolidado como un objeto de estudio relevante, reflejando y moldeando la cultura contemporánea (Henríquez & Zúñiga, 2017). Su evolución ha generado un campo de investigación donde el sujeto es protagonista, irrumpiendo en el panorama cultural de manera similar a la televisión y el cine en sus respectivas épocas (Jiménez, et al., 2020). Con millones de jugadores a nivel mundial y un mercado en constante crecimiento (Statista, 2023), los videojuegos se han convertido en una forma de consumo cultural significativa.
Teóricos como Frasca (2001), Seraphine (2016), Juul (2013), Bogost (2012) y Eco (1986) …
#Diydiabetes: Type One Diabetes, Stigma, And Control In Digital Networks Of Diy Looping,
2025
Wilfrid Laurier University
#Diydiabetes: Type One Diabetes, Stigma, And Control In Digital Networks Of Diy Looping, Sophia M. Shelley
Culture, Society, and Praxis
The general public’s awareness of type one diabetes is often lacking and filled with misinformation that can lead to stigma around the disability. Often type one diabetics have to fend for themselves through the means of “DIY diabetes.” The delay in technological innovations and the slow approval rate of Health Canada, compared to the US Food and Drug Administration, makes improving the lives of those with diabetes much more challenging. The self-management of the disability enables diabetics to take agency of their treatment plan and is the primary reason for DIY diabetes. The main reason for this research is to …
Gamergate And The Woke Mind Virus,
2025
University of Missouri, St. Louis
Gamergate And The Woke Mind Virus, Gavin Graves
Undergraduate Research Symposium
This text concerns the formation of beliefs that would shape the 2014 harassment campaign of GamerGate. Specifically, how GamerGate was perpetuated by stereotypes and ideas in Geekdom that spanned from the 60’s Disco Demolition to the Internet’s Wild West that ended in 2013. These include ideas like simulated ethnicity, geek melodrama, nerd determinism, and nerd fatalism. It also discusses the views and beliefs on anonymity, critique, and social capitals of the Wild West Internet and how the changing views of these led to resentment that started the movement. Drawing from historical research, I studied the history of moral panics like …
Star Wars: Andor – An Abolitionist Study Guide,
2025
CSU San Marcos
Star Wars: Andor – An Abolitionist Study Guide, Marcelo Garzo Montalvo, Isaac Ginsberg Miller
Feminist Pedagogy
This study guide provides a set of activities for teaching abolition through Season 1 of the speculative fiction TV series Star Wars: Andor (2022). Through the practice of critical literacy (viewing, reading, and analysis), we offer various ideas on how to engage Andor as a relevant pedagogical tool for studying and teaching abolitionist movement histories and methodologies. By guiding students through a critical analysis of this widely-circulated, mainstream cultural text, we seek to activate an abolitionist pedagogical lens that can be applied across various genres and media – making tangible connections between popular culture and political struggles writ large. These …
An Axe To The Funny Bone: Curated Instability And Horror-Comedy Intersections In American Storytelling,
2025
Rhode Island School of Design
An Axe To The Funny Bone: Curated Instability And Horror-Comedy Intersections In American Storytelling, Samantha Box
Masters Theses
Funny. Terrifying. Subversive.
Horror-Comedy twists and bites at the intersection of two incredibly reactive genres— with both Horror and Comedy being well known for the political and social discourses they embody and reinvent through story. While prevalent in American popular culture, scholarly analysis of this hybrid space barely exists beyond a small number of Film Studies investigations. Despite this lack, Horror-Comedy works continue to be successfully produced. This thesis unpacks the vibrant relationship between fear and laughter in contemporary American storytelling through Horror-Comedy, maintaining a focus on structural dynamics and the audience-disarming results of simultaneously applying horror and humor to …
A Burlesque: The Shimmering Body Of Revealing,
2025
SAE University College
A Burlesque: The Shimmering Body Of Revealing, Lola Montgomery
Staff Scholarship - Australia & Dubai
A Burlesque: The Shimmer Manuscript is a hybrid critical–creative work that examines burlesque as an embodied methodology and a mode of knowledge production. Drawing from my two decades as a performer–scholar, the work reframes glamour, desire, and adornment as epistemological practices rather than theatrical ornamentation. The project is significant in that it expands understandings of performance studies, autotheory, and feminist aesthetics by foregrounding the performer’s body as an intelligent, sensing, world-making apparatus.
The methodology is creative practice research and archive-driven, integrating backstage documentation, AI-assisted photomontage, and theoretical reflection. The work draws from poststructuralist and feminist frameworks (Irigaray, Deleuze & Guattari, …
From Ghorer Golpo To Global Voices: Digital Storytelling As A Decolonial Pedagogy For English Language Learning In Bangladesh,
2025
University of Nebraska-Lincoln
From Ghorer Golpo To Global Voices: Digital Storytelling As A Decolonial Pedagogy For English Language Learning In Bangladesh, Tamanna Sharmin Kabir
Dissertations and Doctoral Documents, University of Nebraska-Lincoln, 2023–
From Ghorer Golpo to Global Voices: Digital Storytelling as a Decolonial Pedagogy for English Language Learning in Bangladesh highlights how Digital Storytelling operates as a culturally sustaining and technologically supported approach within Bangladeshi undergraduate English education. Informed by my own navigation of Western and South Asian narrative traditions, the study responds to a longstanding challenge in English instruction: exam-focused, Eurocentric pedagogies often marginalize learners’ cultural identities and lived experiences. The research investigates how participants engaged with Digital Storytelling as a multimodal, technology-enhanced practice that supports language development, identity expression, and intercultural communication.
The study employed an arts-informed case study design …
Crux: Exploring Imperialism And Resistance Through Role-Playing Games,
2025
Old Dominion University
Crux: Exploring Imperialism And Resistance Through Role-Playing Games, Devon Gronka
Institute for the Humanities Master's Papers, Projects, and Capstones
This is a game about power. The game is a Role-Playing Game, or RPG. As with nearly all RPGs, the game presents the players with choices about how their characters will interact with each other and with the world around them, and these interactions are woven together to more or less form a plot. However, oftentimes in life there are no good choices available, and there is no win state outside of what we might determine for ourselves.
The game is a social experiment. While playing a game, a player takes in information in a very different manner than when …
Pepita Pardell: Paradigma De La Invisibilización De La Mujer En El Cine Animado Español,
2025
Xarxa Audiovisual Local, Barcelona
Pepita Pardell: Paradigma De La Invisibilización De La Mujer En El Cine Animado Español, Marta Pardell Carretero
GDI. Revista de investigación de Género, Diseño e Innovación
Pepita Pardell i Terrade (Barcelona 1928 – 2019) es pionera del cine de animación. Participó en la primera película que se rodó en España, Garbancito de la Mancha (1945), que también es el primer film hecho en Europa con la técnica del acetato (Pagès, 2018), así como en las principales producciones que se rodaron hasta 1993. Es también la primera mujer en codirigir cine de animación en España y en ser animadora jefe de un estudio. Su trayectoria es singular, inusual y vertebra la historia de la animación hecha a mano en nuestro país. Sin embargo, su trabajo no …
Una Animación Propia. Discurso Emancipador Desde El Cine De Animación Independiente,
2025
Universidad Miguel Hernández de Elche
Una Animación Propia. Discurso Emancipador Desde El Cine De Animación Independiente, Elisa Martínez, Damià Jordà
GDI. Revista de investigación de Género, Diseño e Innovación
Introducción: A pesar de la temprana incorporación de las mujeres a la industria de la animación, sus roles fueron históricamente relegados a labores mecánicas, limitando su capacidad de decisión creativa. Este artículo analiza cómo el cine de animación independiente del siglo XX funcionó como un espacio esencial para las directoras que buscaban un control artístico que permitiera desarrollar discursos emancipadores. Se parte de la hipótesis de que el circuito independiente propició que las animadoras desarrollaran técnicas y narrativas alternativas que rompieron con los cánones plásticos y los preceptos ideológicos dominantes en la industria. Metodología: Mediante una metodología cualitativa, …
Diseño Visual, Identidad De Género Y Diversidad Cultural En La Animación Contemporánea: El Caso De Raya And The Last Dragon,
2025
Universidad Politecnica de Cataluna
Diseño Visual, Identidad De Género Y Diversidad Cultural En La Animación Contemporánea: El Caso De Raya And The Last Dragon, Elisabet Fonts González
GDI. Revista de investigación de Género, Diseño e Innovación
En los últimos años, la animación ha evolucionado hacia representaciones más inclusivas de género y diversidad cultural. Raya and the Last Dragon (López Estrada & Hall, 2021) destaca como un caso significativo de esta transformación, integrando elementos visuales, narrativos y simbólicos que reconfiguran los arquetipos femeninos tradicionales. Este estudio adopta un enfoque cualitativo centrado en el análisis visual, narrativo y simbólico de los personajes Raya, Namaari y Sisu. Basándose en fuentes primarias del proceso creativo y marcos teóricos de la animación y los estudios de género (Furniss, 2017; Lauretis, 1987; Wells, 1998), presta especial atención al diseño de personajes, la …
Entre La Sombra Y El Lienzo: Clea Dessendre Como Modelo De Personaje Secundario Complejo,
2025
Universidad de Jaén, España
Entre La Sombra Y El Lienzo: Clea Dessendre Como Modelo De Personaje Secundario Complejo, Lydia Huijbregts Jaen, Antonio Horno López
GDI. Revista de investigación de Género, Diseño e Innovación
Introducción: Este artículo analiza a Clea Dessendre en Clair Obscure: Expedition 33, explorando su versión real y la pintada en el lienzo, y su impacto en la narrativa del juego. Metodología: Se aplicó un análisis narrativo, psicológico y ludológico, integrando teorías de duelo (Kübler-Ross), socialización (Baumrind) y comunicación (DiSC) vinculadas con la jugabilidad. Resultados: Clea-Real encarna disciplina y perfeccionismo; Clea-Pintada, una proyección maternal. El gameplay conecta su psicología con la experiencia del jugador. Discusión: Las identidades paralelas muestran cómo traumas y expectativas moldean personajes complejos. Conclusiones: Clea evidencia cómo la narrativa y la mecánica se fusionan para crear …
Colaboración, Discurso Y Técnicas: La Resistencia Simbólica En El Sueño De La Sultana (Isabel Herguera, 2023),
2025
Universidad Rey Juan Carlos
Colaboración, Discurso Y Técnicas: La Resistencia Simbólica En El Sueño De La Sultana (Isabel Herguera, 2023), Nerea Cuenca-Orellana
GDI. Revista de investigación de Género, Diseño e Innovación
La película El sueño de la sultana (Isabel Herguera, 2023) reinterpreta el cuento utópico homónimo de Rokeya Sakhawat Hossain (1905) realizando una exploración visual que combina animación, archivo y testimonio. El presente trabajo propone un análisis de la obra desde cuatro puntos clave e interrelacionados: la autoría colaborativa y femenina, los discursos visuales, los lenguajes y técnicas, y las formas de resistencia simbólica con el objetivo principal de establecerla como un caso práctico de diseño feminista contemporáneo.
En primer lugar, se examina el proceso de creación de la película como práctica colaborativa transnacional, donde la animación se convierte en un …
Accessible Preservation: Developing A Low-Cost, Iiif-Compliant Workflow For Small Art Collections,
2025
Lindenwood University
Accessible Preservation: Developing A Low-Cost, Iiif-Compliant Workflow For Small Art Collections, Robyn Palescandolo
Theses
This project explores the development of an affordable, standards-based digital collections management system designed for small galleries, independent artists, and emerging institutions. Using the artist’s own studio collection as a case study, the research integrates accessible hardware and open-source technologies, including the International Image Interoperability Framework (IIIF), Artwork Archive, GitHub Pages, and the Internet Archive, to establish a transparent, replicable workflow for cataloguing and publication. The project demonstrates how interoperability, metadata consistency, and open access can be achieved without reliance on costly proprietary systems, such as TMS Collections or PastPerfect.
The workflow includes high-resolution image capture, 3D scanning, data normalization, …
Elena Asins Y Las Afueras Del Canon: Animación Computacional Y Resistencia,
2025
Universidad de Granada, España
Elena Asins Y Las Afueras Del Canon: Animación Computacional Y Resistencia, Maria Mar Garrido Román
GDI. Revista de investigación de Género, Diseño e Innovación
Este artículo examina las animaciones generadas por ordenador producidas por Elena Asins, analizando cómo su práctica artística moviliza el pensamiento lógico-matemático, la programación y la experimentación visual. A través de una revisión de su metodología, contexto de producción y resultados formales, el estudio explora la incorporación de procesos algorítmicos en su obra, que generan imágenes con extensión temporal y la consolidan como una figura clave en la historia del arte digital y la animación experimental en España.
La investigación se basa en el análisis de fuentes primarias y, con el objetivo de situar su producción en un marco internacional, establece …
Early Conceptual Sketches Of Blended Reality And The Precursor To The Bbs Quad (2022),
2025
CUNY New York City College of Technology
Early Conceptual Sketches Of Blended Reality And The Precursor To The Bbs Quad (2022), David Smith
Publications and Research
This document contains two original hand-drawn conceptual sketches created in early 2022, representing the earliest visual formulations of what would later evolve into the Balanced Blended Space (BBS) framework. The drawings predate my first conversations with ChatGPT and were produced as part of my independent sabbatical research into blended environments, mediated performance, and human–machine interaction.
The first drawing examines human–computational mediation, perception, and internal mapping. The second sketch—later referred to informally as the “BBS Quad”—extends this idea by reconciling cognition–computation symmetry with physical–virtual spatial relationships. Published together, these images document the conceptual foundations of the BBS framework prior to its …
