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Full-Text Articles in Other English Language and Literature

Her Hideous Progeny: Frankenstein'S Legacy, Adaptability, And Contemporary Prominence To Critical Story Telling, Ryan Penske May 2025

Her Hideous Progeny: Frankenstein'S Legacy, Adaptability, And Contemporary Prominence To Critical Story Telling, Ryan Penske

English (MA) Theses

This thesis situates the narrative of Frankenstein by Mary Shelley with two contemporary adaptations Get Out (2017) by Jordan Peele and Poor Things (2023) by Yorgos Lanthimos. The original 1818 Frankenstein text is composed of different discourses about race, gender, monstrosity, and what it means to be an abject other. As a text full of critical discourse, it has reached great popular culture legacy and has become adapted numerous times over the past two centuries. This thesis explores and acknowledges instances where the text has been adapted and applied to harmful discourses, such as British Prime Minister George Canning’s use …


Navigating Identity Through Education In Literature And In The Classroom, Sofia Sakzlyan May 2024

Navigating Identity Through Education In Literature And In The Classroom, Sofia Sakzlyan

English (MA) Theses

This thesis explores the intricate relationship between education, identity formation, and oppression, drawing from psychosocial and sociocultural perspectives. I delve into how education serves as a critical arena where individuals encounter various internal psychological conflicts and external social influences that shape their sense of self. By analyzing the perspectives of writers such as Paulo Freire, bell hooks, Kate Chopin Charlotte Perkins Gilman, and Erin Gruwell, the thesis seeks to answer how education impacts the self and how it intersects with systems of oppression. Furthermore, I explore the role of education in fostering critical consciousness and empowerment, particularly in the face …


"Old Cod": The Power Of Storytelling In Conor Mcpherson's The Weir, Sarah Johnson May 2024

"Old Cod": The Power Of Storytelling In Conor Mcpherson's The Weir, Sarah Johnson

English (MA) Theses

This paper examines the representation of Irish storytelling in Conor McPherson’s 1997 play The Weir. Drawing on postcolonial theory as well as the historical context of Ireland during the play’s release, I argue that The Weir is uniquely positioned at the intersection of traditional and modern values. Further, I assert that fairy legend is a tool used by the play’s characters to both understand and escape a fluctuating cultural landscape, and ultimately, a way to articulate their own values. Using textual analysis, I examine the rhetorical choices of the play’s storytellers and compare it with established conventions of Irish …


Traumas And Recovery In Takaya Natsuki's Fruits Basket, Vesper North May 2022

Traumas And Recovery In Takaya Natsuki's Fruits Basket, Vesper North

English (MA) Theses

This thesis examines the various traumas within Takaya Natsuki’s anime series Fruits Basket and how the act of transformation triggers the beginnings of recovery for numerous characters. Fruits Basket bears striking similarities to the French fairy tale Beauty and the Beast (as well as later adaptations) originated by Gabrielle-Suzanne de Villeneuve. Throughout, I draw parallels between the “Beauty and the Beast”-genre with Fruits Basket and how the anime expands upon shared themes, specifically trauma. Additionally, I analyse the birth of and recovery from traumas (caused by bullying, loss, abuse, and feelings of otherness) for “Beauty and the Beast” archetypes within …


Fear Then And Now: The Vampire As A Reflection Of Society, Mackenzie Phelps Aug 2021

Fear Then And Now: The Vampire As A Reflection Of Society, Mackenzie Phelps

English (MA) Theses

Over the expanse of centuries, human society has created monsters in order to give a physical form to their abstract fears. Society has gone from speaking of them in oral traditions to watching them on a screen in more recent decades, but the written works of these monstrosities have occurred in the multitudes across multiple eras. The globalized monster I have chosen to focus on here is the vampire. Said vampires are witnessed as changing over time to adjust to the awakening or loss of certain human fears, distresses, and perceived threats—whether that be war, religion, race, etc. While …


Collaborative Storytelling: Composition Pedagogy And Communal Benefits Of Narrative Innovation, Aysel Atamdede May 2021

Collaborative Storytelling: Composition Pedagogy And Communal Benefits Of Narrative Innovation, Aysel Atamdede

English (MA) Theses

Can gaming be considered narrative? Should gaming be allowed in a pedagogical space? Tabletop roleplaying games are probably not the first thing that come to mind when thinking about how to innovate narrative structure and teaching composition. Often considered a nerdy pastime, participants ridiculed for playing pretend and caring about imaginary characters, TTRPGs have nonetheless entered a sort of renaissance in recent years. While video games have slowly become more incorporated into pedagogy by teaching students more abstract concepts of interactivity with narrative, audience, and player engagement, TTRPGs have been slower on the draw. But incorporating the highly interactive and …


The Dystopian Impulse And Media Consumption: Redefining Utopia Via The Narrative Economics Of The New Media Age, Turki Alghamdi May 2021

The Dystopian Impulse And Media Consumption: Redefining Utopia Via The Narrative Economics Of The New Media Age, Turki Alghamdi

English (MA) Theses

This thesis explores the boundaries between the concepts of utopia and dystopia by analyzing how recent texts view the pillars of dystopian literature. Specifically, it investigates the discrepancy between the stance of Neil Postman in Amusing Ourselves to Death: Public Discourse in the Age of Show Business and Don DeLillo in White Noise in situating the visions of George Orwell and Aldous Huxley within the context of the new media age. In Amusing Ourselves to Death: Public Discourse in the Age of Show Business Neil Postman draws a dichotomy between the prophecies of George Orwell and Aldous Huxley. He claims …


Partying Like It's 1925: A Comparison And Contrast Of Fitzgerald's The Great Gatsby And Azuela's The Underdogs, Sarah N. Valadez May 2021

Partying Like It's 1925: A Comparison And Contrast Of Fitzgerald's The Great Gatsby And Azuela's The Underdogs, Sarah N. Valadez

English (MA) Theses

This work is an assessment of themes, ideas, and structure between two iconic novels published during the nineteen-twenties: The Great Gatsby (1925) by F. Scott Fitzgerald and The Underdogs by Mariano Azuela (originally published in 1915, re-written and redistributed in the 1920s, and then given a final version in 1925 that was translated into many languages). Both novels were written during times of great change, cultural innovation, and revolution. Many characters from both works also comment, observe, or partake in the politics and the seemingly accepted or tolerated social interactions of their daily lives. For the sake of cross-cultural understanding …


The Fallen Woman: An Exploration Of The Voiceless Women In Victorian England Through Three Plays Of Oscar Wilde, Marco Randazzo May 2020

The Fallen Woman: An Exploration Of The Voiceless Women In Victorian England Through Three Plays Of Oscar Wilde, Marco Randazzo

English (MA) Theses

This essay establishes the Christian myth within Wilde’s three plays, calling attention to the gender politics that he fought against in the Victorian era. Through Salomé, A Woman of No Importance, and An Ideal Husband I will prove the Christological myth that each play adopts and establish Wilde’s ability to make the religion “transformational.” Wilde’s productions of characters like Salomé, Mrs. Allonby, Mrs. Arbuthnot, and Hester are examples of the “fallen woman” of Victorian England. The treatment of women by women will illuminate the passiveness of the Victorian Woman and their compliance with the patriarchal norm. This norm continues through …


The Ubume Challenge: A Digital Environmental Humanities Project, Sam Risak May 2020

The Ubume Challenge: A Digital Environmental Humanities Project, Sam Risak

English (MA) Theses

In 2019, the “The Momo Challenge” frightened parents in the United States into believing “Momo” would appear online where she’d lure their children into harming themselves. While this challenge is one of many recent viral hoaxes, “Momo” is not simply a product of our digital age. Known as the ubume (“birthing-woman”), the figure who provides the face for “Momo” has lived for centuries in Japanese folklore where yokai (supernatural creatures) often caution listeners against entering unchartered parts of the land. And once Japan industrialized, so too did their “unchartered lands,” the ubume reborn to fit the cities and technologies that …


A Way To Persist: Storytelling And Its Effect On Trauma In Gábor Schein’S The Book Of Mordechai And Lazarus, Duncan Capriotti May 2019

A Way To Persist: Storytelling And Its Effect On Trauma In Gábor Schein’S The Book Of Mordechai And Lazarus, Duncan Capriotti

English (MA) Theses

For centuries, people have been telling stories of the traumatic events in their lives in order to deal with the lasting effects of those traumas. This thesis will explore the way Gábor Schein applies this belief to his own writing by focusing on his protagonists’ connection with the Holocaust. In his novels, The Book of Mordechai and Lazarus, Schein uses the protagonists to reveal the process of recovery through storytelling. By applying the theory of narrative therapy to Schein’s writings, it becomes apparent how vital the moments of sharing are for those suffering from trauma. Schein’s protagonists have suffered …


Player-Response: On The Nature Of Interactive Narratives As Literature, Lee Feldman May 2018

Player-Response: On The Nature Of Interactive Narratives As Literature, Lee Feldman

English (MA) Theses

In recent years, having evolved beyond solely play-based interactions, it is now possible to analyze video games alongside other narrative forms, such as novels and films. Video games now involve rich stories that require input and interaction on behalf of the player. This level of agency likens video games to a kind of modern hypertext, networking and weaving various narrative threads together, something which traditional modes of media lack. When examined from the lens of reader-response criticism, this interaction deepens even further, acknowledging the player’s experience as a valid interpretation of a video game’s plot. The wide freedom of choice …