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Full-Text Articles in Arts and Humanities

Ua1f Wku Archives Vertical File - E.A. Diddle, 1988-2006, Wku Archives Jan 2006

Ua1f Wku Archives Vertical File - E.A. Diddle, 1988-2006, Wku Archives

WKU Administration Documents

Digitized vertical file materials regarding E.A. Diddle's career as WKU basketball coach.


Ua19/16/1 Wku Football Media Guide, Wku Athletic Media Relations Jan 2006

Ua19/16/1 Wku Football Media Guide, Wku Athletic Media Relations

WKU Administration Documents

Media guide for the 2006 football season.


Ua12/8 Departmental Update, Wku Police Jan 2006

Ua12/8 Departmental Update, Wku Police

WKU Administration Documents

WKU Police departmental newsletters for 2006.


Ua19/16/1 The Tradition Continues, Wku Athletic Media Relations Jan 2006

Ua19/16/1 The Tradition Continues, Wku Athletic Media Relations

WKU Administration Documents

WKU volleyball media guide for the 2006 season.


What Do We Want The Other To Teach About Us?, David L. Coppola, Center For Christian-Jewish Understanding Jan 2006

What Do We Want The Other To Teach About Us?, David L. Coppola, Center For Christian-Jewish Understanding

Sacred Heart University Press Books

Based on five conferences, 'What Do We Want the Other to Teach About Us," held in Jerusalem (2000) on theological traditions; in Edmonton, Canada (2000) on historical traditions; in Rome, Italy (2001) on prayer and liturgy; in Bamberg, Germany (2002) on historical traditions; and in Fairfield, Connecticut (2003) on ethical traditions, and sponsored by the Center for Christian-Jewish Understanding of Sacred Heart University, Fairfield, Connecticut, in collaboration with the Elijah Interfaith Institute, Jerusalem; the Edmonton Interfaith Centre for Education and Action, Canada; the University of Bamberg, Germany; and Sacred Heart University.


Black And White And Read All Over: An Analysis Of Narratives In The O.J. Simpson Murder Trial, Martin Larry Lastrapes Jan 2006

Black And White And Read All Over: An Analysis Of Narratives In The O.J. Simpson Murder Trial, Martin Larry Lastrapes

Theses Digitization Project

The thesis examines the O.J. Simpson murder trial and analyzes the racial narratives that affected its outcome and the way it is perceived by the American public. By examining four books about the trial written by lawyers who served on the case, the analysis focuses on how race functions within each of the reconstructed narratives, as well as within the framework of the U.S. criminal justice system. The author argues that racial narratives affect how and why people can see the same event differently, a prime example of which is the O.J. Simpson murder trial. Representations of Mark Fuhrman, his …


The Use Of Scholarly Monographs In The Journal Literature Of Latin American History, Meiyolet Mendez, Karen Chapman Jan 2006

The Use Of Scholarly Monographs In The Journal Literature Of Latin American History, Meiyolet Mendez, Karen Chapman

E-JASL: Electronic Journal of Academic and Special Librarianship (1999-2009, Volumes 1-10)

Abstract

This study explores the use of the monograph in the journal literature of Latin American history through a reference study of Hispanic American Historical Review for the years 1985, 1995 and 2005. The authors found that the use of monographs as secondary sources increased over time. Monographs in Spanish and Portuguese were heavily used, although English was the predominant language. Distribution of publication dates varied somewhat over the period, with less use of works from the previous five years in 2005. The most frequently-cited publishers were university presses. The authors concluded that the monograph continues to play a vital …


Giving Credit Where Credit Is Due: Avoiding Plagiarism In Christian Writing And Speaking, Gregory A. Smith Jan 2006

Giving Credit Where Credit Is Due: Avoiding Plagiarism In Christian Writing And Speaking, Gregory A. Smith

Faculty Publications and Presentations

Plagiarism is an ethical breach involving the misuse of others' intellectual property. Instances of alleged plagiarism have discredited various Christian ministers and authors. Various style manuals provide guidelines for acknowledging direct quotation, paraphrasing, and other uses of sources. Preachers and teachers should adapt those guidelines to the context of verbal communication.


Making Happiness In West Egg And Simburbia: An Inquiry Into Consumption In The Great Gatsby And The Sims, Shawn Thomson Jan 2006

Making Happiness In West Egg And Simburbia: An Inquiry Into Consumption In The Great Gatsby And The Sims, Shawn Thomson

Reconstruction: Studies in Contemporary Culture

[First two paragraphs]

At the end of F. Scott Fitzgerald’s The Great Gatsby, Nick Carraway reflects of his journey to the East: “this has been a story of the West” (184). Nick never explains exactly how this is the case, particularly odd since all the action takes place between Manhattan and Long Island. Nick’s hesitant explanation for this puzzling conclusion lies in the western origin of the central characters of the novel and their inability to adapt “to Eastern Life” (184). But the characters seem a part of, if not overshadowed by, the riotous world of West Egg. Only …


Film And Television After 9/11 [Book Review], Marc Ouellette Jan 2006

Film And Television After 9/11 [Book Review], Marc Ouellette

English Faculty Publications

One of the necessary compromises a book such as Film and TV After 9/11 must make is the amount and variety of examples it can provide. In order to be the first book to cover the subject, the book sacrifices the types of materials covered and the variety of themes they depict. Although the editor, Wheeler Winston Dixon, does not do so, the book’s twelve essays slot into four basic categories: analogies, productions altered to suit the "post-9/11" mindset, post-9/11 productions with metaphorical rather than literal linkages to the event and pre-9/11 productions whose viewing must now take that day …


Screenplay: Cinema/Videogames/Interfaces [Book Review], Marc Ouellette Jan 2006

Screenplay: Cinema/Videogames/Interfaces [Book Review], Marc Ouellette

English Faculty Publications

Recognizing the growing importance (at least for consumers) of video games as a popular form of narrative fiction, Geoff King and Tanya Krzywinska situate their collection, ScreenPlay: cinema/videogames/interfaces as a text which is corrective, informative and explorative. In the first case, the editors sought essays which would move the critical discourse on video games away from the more familiar but reductive debates surrounding the "effects" of video games (especially on children) and their modes of representation (especially of the female form and violence). Indeed, these have become the sine qua non of video game criticism and one feeds the other …


You Need Love And Friendship For This Mission!: The Final Fantasy Series As Social Education For Japanese Youth, Ben Hourigan Jan 2006

You Need Love And Friendship For This Mission!: The Final Fantasy Series As Social Education For Japanese Youth, Ben Hourigan

Reconstruction: Studies in Contemporary Culture

From the mid to late 1990s, popular and academic discourse on video games, particularly in the United States, has focused on their supposed capacity to engender violent and otherwise anti-social behavior in youth. Much like ludologists' recent claims that video games are not a narrative medium, at least one reason for this is that commentators have too narrow an understanding of the diverse range of games that exist. In addition to this, game demonizers have demonstrated an inadequate understanding of the ways games are related to real life. In order to combat these misunderstandings, this chapter analyzes the role of …


Little Gods And Little Heroes: Hyperreal Ethics In God Games And Online Gaming, G. Christopher Williams Jan 2006

Little Gods And Little Heroes: Hyperreal Ethics In God Games And Online Gaming, G. Christopher Williams

Reconstruction: Studies in Contemporary Culture

Media critics, notably Jean Baudrillard, have suggested that the environment of simulations are to be defined as something more real than the real, or, in his terms, hyperreal. If hyperrealities are indeed the way that we can define the environment of multimedia technologies like video games, what sorts of ethical considerations should exist in a place that gamers conceive as more real than the real? This essay considers what ethical considerations are worth contemplating as gamers begin to take on the roles of gods and heroes in multiplayer video games. The little gods and heroes whose identities gamers have begun …


The Everyday Life Of Playing Cards, Ruralism, And The Case Of Russian Peasantry, Anna N. Kushkova Jan 2006

The Everyday Life Of Playing Cards, Ruralism, And The Case Of Russian Peasantry, Anna N. Kushkova

Reconstruction: Studies in Contemporary Culture

This chapter addresses the issue of card playing in the Russian village of the second half of the nineteenth century. The author challenges a widely spread stereotype that Russian peasants did not play in any other way that merely for fun or for entertainment, but rather shows that this view is inconsistent with historical reality, which places card play at the center of daily social life. Social changes of village life after peasants' emancipation (1861) brought about systematic contacts of rural and urban population in many provinces of the country. As a result, a number of city habits and practices …


More Than Girlfriends, Geekettes, And Gladiatixes: Women, Feminism, And Fantasy Role-Playing Games, Rebecca Borah, Inez Schaechterle Jan 2006

More Than Girlfriends, Geekettes, And Gladiatixes: Women, Feminism, And Fantasy Role-Playing Games, Rebecca Borah, Inez Schaechterle

Reconstruction: Studies in Contemporary Culture

[First paragraph]

The only function women have in D&D is to serve cookies. Gary Gygax, the most well known of the creators of Dungeons & Dragons, claims he did not make this remark (Gel214th). That he did or not is perhaps, some thirty years after the introduction of the first fantasy role-playing game, of concern only to him. The problematic position of women players is a secure feature of the RPG zeitgeist. While few male gamers may openly challenge the assumption that women can or should play fantasy role games such as Dungeons & Dragons, the function of …


The Horror Is Alive: Immersion, Spectatorship, And The Cinematics Of Fear In The Survival Horror Genre, Jay Mcroy Jan 2006

The Horror Is Alive: Immersion, Spectatorship, And The Cinematics Of Fear In The Survival Horror Genre, Jay Mcroy

Reconstruction: Studies in Contemporary Culture

The video game genre known as survival horror resembles contemporary horror cinema in that both increasingly popular forms of entertainment allow audiences to experience fear resulting from the development of suspense coupled with the dread and shock of encountering monstrosity. One need only note the remarkable success of next generation video game franchises like Resident Evil (1996) and Silent Hill (1999) to realize that, more than ever before, game players in their late teens and beyond long to immerse themselves within interactive nightmares that offer the kind of thrills and chills once available exclusively through horror literature and films. However, …


The Game's Afoot: Images Of Infinite Games In Samuel Delany's Trouble On Triton, Marc R. Zaldivar Jan 2006

The Game's Afoot: Images Of Infinite Games In Samuel Delany's Trouble On Triton, Marc R. Zaldivar

Reconstruction: Studies in Contemporary Culture

Games are frequently used in speculative literature as a metaphor for real-world activities. In Trouble on Triton, Samuel Delany uses several sorts of games in order to explore complex systems of modeling and interrelationships between fiction and reality, extending a tradition in science fiction of placing games at the very center of social reality. Zaldivar's essay seeks to define some of the concepts of game theory that can be used to understand this complex novel and its representation of human social life. In particular, Zaldivar explores finite and infinite games and their uses within a deconstructive theoretical framework. A …


Chw Productions: A Study To Determine Market Potential For Missionary Videos, Shalayne Packer, Francisco Pascual, Jed Lloyd Jan 2006

Chw Productions: A Study To Determine Market Potential For Missionary Videos, Shalayne Packer, Francisco Pascual, Jed Lloyd

Student Works

At the request of the CHW Productions, Shalayne Packer, Jed Lloyd, and Francisco Pascual, students of the Marriott School of Management located at Brigham Young University, were commissioned to determine the market potential for LDS missionary videos. PPL Consulting is comprised of Shalayne Packer, Francisco Pascual and Jed Lloyd.


Understanding Celebrity And The Public Sphere, Lelia Rosalind Green Jan 2006

Understanding Celebrity And The Public Sphere, Lelia Rosalind Green

Research outputs pre 2011

However, he argues, this is a cause for celebration because the 'old model' ('modernist' construction) of the public sphere suited and benefited an influential minority in society (white, middle-class, educated males) and the new model of the ('postmodern') public sphere increasingly engages the sectors of society systematically excluded and marginalised by modernity's view of what the public sphere should be and does. An Introduction was pitched as a starting point for debate and thus wasn't explicitly addressed to me-after all, I've studied and written on the public sphere myself.18 McKee's book was consequently an unexpected treat and all the more …


Mormon Media History Timeline: 1827-2007, Sherry Baker Jan 2006

Mormon Media History Timeline: 1827-2007, Sherry Baker

Faculty Publications

This timeline is a work in progress. It is posted currently as a PDF file in order to make it available in a timely manner to scholars who are working on Mormon media history, or any other scholarship for which it might be helpful and informative. It is anticipated that the timeline eventually will be reworked into media formats that will make it more accessible, and that will allow it to be updated, enhanced, and corrected over time. If you wish to comment upon this Mormon Media History Timeline, contact Sherry Baker at [email protected].


Visibility On Television: The Battle Between Heteronormativity And Queer Characters, Chulani Colastica Levenstone Jan 2006

Visibility On Television: The Battle Between Heteronormativity And Queer Characters, Chulani Colastica Levenstone

Graduate Student Dissertations, Theses, Capstones, and Portfolios

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Role Playing Games As Interactive Fiction, John Miller Jan 2006

Role Playing Games As Interactive Fiction, John Miller

Reconstruction: Studies in Contemporary Culture

This chapter compares the experience of gaming and the experience of reading, and explores what that comparison might tell us about each. More specifically, it applies methods of literary analysis to the study of two narrative activities situated near the border of reading and gaming: Electronic hyperfictions and role-playing games. Miller first reviews literary theories of reader response and interactivity and notes how these have informed recent critical discussions of literary hyperfiction. He then critiques these discussions and the claims made for hyperfiction's liberating or empowering effect on readers: Contrary to the claims of some critics, such narratives generally fail …


Digital Extensions And Performed Players: A Theoretical Model For The Video/Computer Game, Ben Fisler Jan 2006

Digital Extensions And Performed Players: A Theoretical Model For The Video/Computer Game, Ben Fisler

Reconstruction: Studies in Contemporary Culture

Despite over twenty years of studies, scholars have yet to identify a productive theoretical model for the video game that does not depend on a fragmentary understanding of its form. Following Pierre Bourdieu's contention that the purpose of criticism is to understand cultural products as distinct scientific objects, and Marshall McLuhan's theory that the message and formative power of media are the media themselves, this study attempts to generate a foundational critical understanding of the video game. Building on the most lucrative intrinsic (such as David Myer's 1991 Computer Game Semiotics) and extrinsic (such as Jeffrey Goldstein's 1998 Immortal …


Allegorical Reductions And Social Reconstructions: An Introduction To Games, Gamers, And Gaming Cultures, Matthew Wolf-Meyer, Davin Heckman Jan 2006

Allegorical Reductions And Social Reconstructions: An Introduction To Games, Gamers, And Gaming Cultures, Matthew Wolf-Meyer, Davin Heckman

Reconstruction: Studies in Contemporary Culture

[First paragraph]

Games have become a central metaphor in representations of society, and most people are familiar enough with Lewis Carroll's Alice to know that when she passes through the looking glass she finds herself embroiled in a game a Chess which is also much more (Carroll 1992 [1897]). This strange game of Chess is simultaneously a simulation and an enactment of social life in Wonderland, and Carroll plots out Alice 's narrative path as a series of tactical Chess moves, which can be understood as both an attempt to win the game and to navigate through Wonderland and her …


Cold War Games And Postwar Art, Claudia Mesch Jan 2006

Cold War Games And Postwar Art, Claudia Mesch

Reconstruction: Studies in Contemporary Culture

During the Cold War both “superpowers” used games, particularly chess, in order to construct an ideology of complete conflict and irreconcilable division between East and West. This essay focuses on the broad cultural challenge to divisive Cold War zero-sum mentality issued by a number of artists—André Breton, Marcel Duchamp and Öyvind Fahlström, and Fluxus artists George Maciunas, George Brecht, Robert Watts, Takako Saito and Yoko Ono. These artists, in a second wave of game-focused art, returned to the concerns of surrealist art practice and to earlier cultural game theory. Even conceptual art production was impacted by the predetermined structure of …


When A Killer Body Isn’T Enough: Cross-Gender Identification In Action-Adventure Video Games, Marc Ouellette Jan 2006

When A Killer Body Isn’T Enough: Cross-Gender Identification In Action-Adventure Video Games, Marc Ouellette

Reconstruction: Studies in Contemporary Culture

While sports games try to recreate the atmosphere of a stadium or of television broadcasts of games, role-playing and action-adventure games attempt to duplicate cinematography through animation. For Tomb Raider, the virtual reality created by the cinematic animation of the game produces an environment for male-to-female cross-gender identification, a topic that has received little critical attention. The sense of identification intended in this chapter comes from psychoanalysts Jean Laplanche and Jean-Baptiste Pontalis, who describe identification as a psychological process in which a subject assimilates an aspect, a property, a characteristic of another and transforms himself [or herself] totally or partially …


The Influence Of Issue Management Upon Public Relationships In A Changing Environment: How John Charles Mcquaid, Roman Catholic Archbishop Of Dublin (1940-72) Managed The Issue Of The Second Vatican Council From 1959 To 1972 And The Extent, If Any, To Which This Influenced Change In The Public Relationships Between Archbishop, Diocesan Priests And Laity, Francis Xavier Carty Jan 2006

The Influence Of Issue Management Upon Public Relationships In A Changing Environment: How John Charles Mcquaid, Roman Catholic Archbishop Of Dublin (1940-72) Managed The Issue Of The Second Vatican Council From 1959 To 1972 And The Extent, If Any, To Which This Influenced Change In The Public Relationships Between Archbishop, Diocesan Priests And Laity, Francis Xavier Carty

Doctoral

This research examines the influence of issue management upon public relationships in a changing environment. The example chosen is the management of the Second Vatican Council, from 1959 to 1972 by the Roman Catholic Archbishop of Dublin and the public relationships are those between archbishop, diocesan priests and laity. Public relations theories on issue management, publics and relationship management are applied to a religious context, one where relationships may be distorted by the religious faith, authority and obedience on which they are based and which is different to the commercial business environment within which they were framed. The methodology is …


Death Lilly : Performing The 'Flower Girl' Role In The Age Of Consumption, Catherine Gomersall Jan 2006

Death Lilly : Performing The 'Flower Girl' Role In The Age Of Consumption, Catherine Gomersall

Theses : Honours

This self-reflexive photomedia project interrogates the 'flower girl' role as a cultural fetishism of 'innocent' white-girl femininity, which I claim is perpetuated in the bridal fantasy. In my photomedia work the theme of 'death' and the uncanny is explored as well as the themes of 'wildness' and 'violence' in order to subvert the dominant discourse of ideal white femininity which is defined in popular culture by a sanitised bourgeois aesthetic. I attack the bourgeois surface of the bridal magazine in my artwork as I perform the 'flower girl' role in the context of popular culture and capitalism. The flower girl …


The Passing Of Abc's Monday Night Football, Richard C. Crepeau Dec 2005

The Passing Of Abc's Monday Night Football, Richard C. Crepeau

On Sport and Society

At the end of its thirty-sixth season, ABC's Monday Night Football will pass into history, sort of. It certainly has been an institution of historical significance for broadcasting and for American popular culture as well as sport. It will not exactly disappear but will migrate to Sunday night, while ESPN's Sunday night football will move over to fill the void on Monday night.


Far Reaches Of The Holiday Bowl Lineup, Richard C. Crepeau Dec 2005

Far Reaches Of The Holiday Bowl Lineup, Richard C. Crepeau

On Sport and Society

Several years ago the good people at the Miller Brewing Company put together the Miller Lite Survey of Sport in America. The survey, greeted by many with a roar of disbelief, found that bowling was the most popular participatory sport in the nation. We are now about to enter the Bowling Zone, a sixteen-day run of college football games with little or no meaning except to close family and friends of the participants, with a few notable exceptions. This is not the kind of bowling that was found in the Miller Lite Survey. These are not events featuring a hard …