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Articles 31 - 42 of 42

Full-Text Articles in Digital Humanities

Gaming Matters: Art, Science Magic And The Computer Game Medium [Book Review], Marc Ouellette Jun 2012

Gaming Matters: Art, Science Magic And The Computer Game Medium [Book Review], Marc Ouellette

English Faculty Publications

The singular—maybe more aptly put as the pre-eminent—image that occurs when reading Gaming Matters is that of duelling dualisms. While this is a tried-and-true method of covering a topic, from the dissoi logoi to “The Owl and the Nightingale” and beyond, it is the site and the subject of these apposites that makes for an intriguing if (intentionally) unsettling read. The very title of the book makes the exercise of reading (and likely of writing) a part of and apart from this process. Gaming Matters stands as both call and catalogue. Gaming matters, most certainly, in terms of its audience, …


Editor's Introduction: Playing For Keeps: Games And Cultural Resistance [Special Issue], Marc A. Ouellette, Jason Thompson Jan 2012

Editor's Introduction: Playing For Keeps: Games And Cultural Resistance [Special Issue], Marc A. Ouellette, Jason Thompson

English Faculty Publications

This edition is as much about Game Studies as it about the games being studied. At its heart there are really two impulses behind the collection of critical thought we have been fortunate enough to gather for this issue of Reconstruction. First, there is the sense that games can’t do anything. Second, there is the sense that games don’t do anything. Their origin (and the underlying biases) makes these sentiments particularly intriguing. In the simplest terms, these premises delineate competing camps, as well. Roger Ebert notoriously asserts that video games will never be art (Ebert). Similarly, and yet quite differently, …


Veni, Vidi, Wiki: Expertise As Knowledge And A Technocratic Generation, Marc A. Ouellette Jul 2010

Veni, Vidi, Wiki: Expertise As Knowledge And A Technocratic Generation, Marc A. Ouellette

English Faculty Publications

This project stems from two intersecting strands. The statement, "I can always find out," neatly summarizes the intersection. Not surprisingly, it has two distinct but simultaneous meanings. The first, in which "always" means "every time," considers the ways in which the ability to find knowledge has become synonymous with expertise and examines the elements that have fostered this situation. In this regard, factors such as the range of software and hardware-from Wikipedia and FAQs to cellphones and Ipods-which anticipate or "think" for the user but also require constant updating are both rationale and outcome for their youthful consumers. When combined …


Genre, Database, And The Anatomy Of The Digital Archive, Elizabeth J. Vincelette Apr 2010

Genre, Database, And The Anatomy Of The Digital Archive, Elizabeth J. Vincelette

English Theses & Dissertations

The purpose of this study was to define shared characteristics of literary digital archives, specifically to explore how conceptual and structural qualities of such archives express generic qualities. In order to describe digital media such as database or digital archives, scholars resort to metaphors, and this study offers the metaphor of anatomy as a generic inscription with historical and methodological implications. The definition of the anatomy genre draws from Northrop Frye's in Anatomy of Criticism, in which Frye describes how anatomies are characterized by proliferating lists, the mixing of prose and non-prose forms, and self-reflexivity--under the guise of knowledge …


“I Hope You Never See Another Day Like This”: Pedagogy & Allegory In “Post 9/11” Video Games, Marc A. Ouellette Sep 2008

“I Hope You Never See Another Day Like This”: Pedagogy & Allegory In “Post 9/11” Video Games, Marc A. Ouellette

English Faculty Publications

Although critics and scholars have considered the extent to which the terror attacks of 11 Sept. 2001 influenced subsequent media productions, video games comprise a largely unexamined form. This oversight also applies to related forms of media production and among those who study video games is in part attributable to the ongoing debate regarding the relationship(s) between narrative and play. Even so, as early as 1997, JC Herz was investigating the role of video games in the military-entertainment complex. That said, the focus of this paper will not be the obvious games which draw settings and plots directly from the …


Composing Identity In Online Instructional Contexts, Kevin Eric Depew Jan 2008

Composing Identity In Online Instructional Contexts, Kevin Eric Depew

English Faculty Publications

As writing instruction moves from the defined spatial and temporal parameters of the traditional classroom to various degrees of online interaction—from explanatory e-mails to courseware mediated distance education—instructors have had to reconceptualize how they identify themselves to their student audience. While many instructors have tried to translate their face-to-face strategies to the digital medium with disparate degrees of success, others understand the different parameters digital media offer and see new opportunities for literally composing their instructional identity. This contribution will examine the strategies instructors have used to compose their identities with computer-mediated communications and propose suggestions for negotiating this process.


"Everybody Else Ain't Your Father": Reproducing Masculinity In Cinematic Sports, 1975-2000, Marc A. Ouellette Jun 2007

"Everybody Else Ain't Your Father": Reproducing Masculinity In Cinematic Sports, 1975-2000, Marc A. Ouellette

English Faculty Publications

This essay stems from two cultural strands, which intersect in one cultural form, the sports film. The first of these is the figure of the "star," as opposed to hero, who is interested only in self promotion. The second strand, masculine nurturing, provides a direct counterpoint to the first. Sociologist Robert Connell explains that "In historically recent times, sport has come to be the leading definer of masculinity in mass culture" (54). In North America, sport plays an important and increasing role in our culture. Each of the four major sports leagues added teams in the last decade of the …


The Photocopied Self: Perzines, Self-Construction, And The Postmodern Identity Crisis, Steve Bailey, Anita Michel Apr 2004

The Photocopied Self: Perzines, Self-Construction, And The Postmodern Identity Crisis, Steve Bailey, Anita Michel

Reconstruction: Studies in Contemporary Culture

[First paragraph]

Mike Gunderloy, creator of Factsheet 5, and co-author of The World of Zines, offers the following definition of perzines:

A personal zine, or perzine, is the most intimate kind of zine. It allows the editor/writer many freedoms, not the least of which is spouting off about anything or nothing-in-particular without worrying about editorial policies and other rules of regimented periodicals. It's also a way of corresponding with any number of people simultaneously while maintaining an aura of intimacy and friendship. And something else to remember when you're reading (or writing) a perzine -- because this intimacy …


"Two Guns, A Girl And A Playstation™": Gender In The Tomb Raider Series, Marc A. Ouellette Jan 2004

"Two Guns, A Girl And A Playstation™": Gender In The Tomb Raider Series, Marc A. Ouellette

English Faculty Publications

This article considers the combination of game play and narrative which combine to produce cross-gender identifications in video games, a previously underexamined potential for the production of alternate genders, one which calls into question the stability of gender, particularly masculinity, as a construct.


Review Of Burger With The Works, Please! A Webjournal For Students Of The Humanities, Alexandra Ganser Apr 2003

Review Of Burger With The Works, Please! A Webjournal For Students Of The Humanities, Alexandra Ganser

Reconstruction: Studies in Contemporary Culture

No abstract provided.


Defining And Customizing Tagmemic Interaction For Historic House Museum Websites: A Study Of Effective Learning Design For Museum Educators, Julie Jenkins Strohkorb Oct 2002

Defining And Customizing Tagmemic Interaction For Historic House Museum Websites: A Study Of Effective Learning Design For Museum Educators, Julie Jenkins Strohkorb

English Theses & Dissertations

Educational multimedia tools that are marketed most successfully usually are described as "interactive" learning resources. The word interactive broadly suggests a host of positive learning experiences - student-driven inquiry, audio-visual support of ideas, and critical thinking or decision-making opportunities. However, the term interactive often is used loosely, and begs for a more concrete definition. This study defines multimedia interactivity as a give-and-take relationship between a technology tool and its human user. Technology itself is not interactive, but technology can be designed and developed to enhance an interactive experience. This study looks at the problem of defining such a nebulous term, …


Review Of Zot!: Hearts And Minds, By Scott Mccloud, Matthew Wolf-Meyer Oct 2001

Review Of Zot!: Hearts And Minds, By Scott Mccloud, Matthew Wolf-Meyer

Reconstruction: Studies in Contemporary Culture

No abstract provided.