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Full-Text Articles in Other Film and Media Studies

Caladrius: Creating A Playable Game Via A Multimedia Experience, Isabelle Morgan Brookshire May 2026

Caladrius: Creating A Playable Game Via A Multimedia Experience, Isabelle Morgan Brookshire

Whittier Scholars Program

Caladrius: Creating a Playable Game via a Multimedia Experience hones in on making an experience through different forms of media to represent a game. If this project was fully funded and done, it would be a video game on Steam with an art exhibition, small poetry book, and novel accompanied with it. It would even have a show, a soundtrack, and merch. But at this level, it was to make an experience for my audience that they could experience whether or not they enjoyed video games as a concept. I wanted them to enjoy 'playing' within a physical exhibition and …


One Can Only Dream, Sophia V. Yacca May 2025

One Can Only Dream, Sophia V. Yacca

Theses and Dissertations

One Can Only Dream is an interactive installation in which players are invited to navigate a liminal, dream-like game, engage with a branching series of questions, and introspect upon the relationships between unconscious expression, conscious self-perception, and the inherent difficulty of depicting, sharing, and understanding subconscious thought.

Rooted in both my personal experience with a rare neurophysiological condition and in my desire to create, this project examines dreams not only as a medical and cultural phenomenon, but also as a means to form identity, reflect trauma, and inspire creativity. Drawing from modern interactive storytelling and my lived experiences, this work …


The Library Wants To Kill You: Places Of Information As Battleground And Sanctum In Halo, Mackenzie Streissguth Sep 2023

The Library Wants To Kill You: Places Of Information As Battleground And Sanctum In Halo, Mackenzie Streissguth

Proceedings from the Document Academy

Video games are often a widespread access point for studying information-seeking behaviors, as a large portion of the population (and its youth) play them. Understanding how real-world analogues, like libraries, are portrayed in games can give us insights into how they mirror conflicts of reality. By examining the depictions of information systems and accompanying curators in Halo: Combat Evolved (2001), we can begin to investigate the perceptions of libraries and their antagonism in ludonarratives. Resulting analysis reveals multiple layers of archival hostility that are ultimately upended in later iterations in the game series, changing the nature of the library itself. …


Rated T For Therapy: How Video Games Portray Mental Illness And Their Effects On Social Stigmas, Christine Wendell May 2023

Rated T For Therapy: How Video Games Portray Mental Illness And Their Effects On Social Stigmas, Christine Wendell

All Theses

Mental illness has always been a tricky subject for us to tackle as a society due to the social stigmas surrounding it. Historically, people with mental illness were seen as violent and unstable and would often need to be committed for public safety; however, a large majority of people with mental illness do not fit that bracket and often don’t reach out for help due to that fear of being “othered” by society. As time went on, these tropes faded to purely entertainment mediums but the stigmas still remain. Many video games specifically hold onto these tropes for shock value …


At What Price: Insidious Hegemony And Character Archetypes Woven Into Until Dawn, Courtney Harvey May 2022

At What Price: Insidious Hegemony And Character Archetypes Woven Into Until Dawn, Courtney Harvey

Electronic Theses and Dissertations

Supermassive Games’s Until Dawn tasks its players with helping eight teenagers survive a night of terror. All eight playable characters may live or die depending on the player’s choices and gameplay proficiency. Despite its intricacies, the game still relies heavily on horror movie tropes, which the characters embody, and they face different treatment based on their gender, race, and sanity. Particularly, the weapons available to them and the scenarios for their deaths and survival contribute to trapping the characters within their given characteristics and forcing them into a role that they cannot ever fully break free from. While the branching …


"What If We're On The Wrong Side?": Police Brutality, Protest, And Player Culpability In Heavy Rain And Detroit: Become Human, Karmann E. Ludwig Apr 2022

"What If We're On The Wrong Side?": Police Brutality, Protest, And Player Culpability In Heavy Rain And Detroit: Become Human, Karmann E. Ludwig

All NMU Master's Theses

Choice-based video games have often been called “interactive movies” for their unique position as a genre that lets players craft a unique story by making decisions that alter the game’s narrative. Two well-known examples in this genre, Quantic Dream’s Heavy Rain and Detroit: Become Human, offer a variety of possible story lines and outcomes for players to experience. However, because these two narratives are steeped in themes of police brutality, systemic racism, and protest, the way a player shapes a story does not exist in a relatively “moral-free” vacuum. Rather, the legal and social precedents that are often used to …


Through Her Eyes: The Gendering Of Female First-Person Shooters, Elizabeth Renshaw Jan 2020

Through Her Eyes: The Gendering Of Female First-Person Shooters, Elizabeth Renshaw

Dissertations, Master's Theses and Master's Reports

While the video game industry has attempted to address their years of mistreatment towards women, within games and how they are produced, by hiring more women and including more female characters as playable options, these fixes have been superficial at best. Not only are there still few females as main characters in video games, but that there are so few female video games. By this I refer to the fact that video games told through the eyes of female characters often do not feature a gendered narrative, unlike multiple games with male POVs in which the storyline directly reflects their …


Serious Interactive Fiction: Constraints, Interfaces, And Creative Writing Pedagogy, Robert Terry, Lisa Dusenberry May 2019

Serious Interactive Fiction: Constraints, Interfaces, And Creative Writing Pedagogy, Robert Terry, Lisa Dusenberry

Journal of Creative Writing Studies

To better understand how serious interactive fiction (IF) fits into creative writing pedagogy, we first consider how interface offers both affordances and constraints to the writer. Second, we discuss the ways teaching serious IF foregrounds the benefit of digital tools for creative writing. Third, we examine the interrelationship among research, interface, and procedural rhetoric. Fourth, we present findings from our research study by summarizing and discussing examples from roundtable feedback. We focus on students’ perception of serious IF’s affordances, concluding with how serious IF provides productive constraints for creative writing practice.


Violence In The Hands Of Women: An Analysis Of Gendered Violence In Life Is Strange And Before The Storm, Mitchi Anne Maja Apr 2019

Violence In The Hands Of Women: An Analysis Of Gendered Violence In Life Is Strange And Before The Storm, Mitchi Anne Maja

Senior Theses

This thesis is an analysis of the video games Life is Strange and Before the Storm and how they serve to reflect social expectations and norms placed upon both women and men even today. Cultural studies recently accepted video games as a form of media to study, especially with the prevalence and accessibility of video games in various platforms. Violence in video games is culturally associated with men and the male audience; my analysis focuses on violence in the hands of women. By analyzing the choices I made as a player and how these games present their narratives and characters, …


The Unfree Space Of Play: Emergence And Control In The Videogame And The Platform, Logan Brown Mar 2019

The Unfree Space Of Play: Emergence And Control In The Videogame And The Platform, Logan Brown

Markets, Globalization & Development Review

This article attempts to understand the economic and informatic ramifications of the convergence between increasingly connective games and massive online platforms by considering recent trends in both that center around designing for emergence. Scholarship on emergence as a property of games overwhelmingly treats emergent design as a liberating force that privileges player agency in a virtual space. Yet, as games fuse with surrounding platform ecosystems like Steam, Facebook, and Google, those emergent behaviors are subject to vast systems of inscription that analyze user behavior in order to reshape the free space of emergence and extract greater social and financial capital. …


Intertwined Markings: Metafiction In The Digital Age, Taylor Danielle Orgeron Feb 2019

Intertwined Markings: Metafiction In The Digital Age, Taylor Danielle Orgeron

LSU Doctoral Dissertations

Intertwined Markings: Metafiction in the Digital Age maps the historical and thematic relationship between video games and contemporary works of metafiction first by detailing the intertwined histories of video games and contemporary metafiction, and then by applying new materialist and game studies methodologies to both video games and contemporary novels. Not only does the height of postmodern metafiction directly coincide with the introduction of home consoles and the golden age of arcade video games in the 1970s, but the same postmodern works considered to be canonical in metafiction studies are also those lauded as the first hypertexts in new media …


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 …


Finding Meaning Through Video Games, Christopher T. Althoff Jan 2018

Finding Meaning Through Video Games, Christopher T. Althoff

Student Works

The way video games combine elements from novels and films and then adds the element of interactivity makes them a unique and complicated medium that is difficult to completely understand. Video games create meaning by using and combining the visual and audio elements of Film Theory, the storytelling elements of Narratology, and the interactive elements of Ludology.


Good Game, Greyory Blake Jan 2018

Good Game, Greyory Blake

Theses and Dissertations

This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of these concepts are contextualized within the exponential growth of new technologies. That is to say, all of these semiotic …


The Player’S Journey: Ludology And Narratology In Modern Gaming, Angelica Fuchs Jan 2018

The Player’S Journey: Ludology And Narratology In Modern Gaming, Angelica Fuchs

Theses and Dissertations

This thesis examines the evolution of gaming criticism (specifically ludology and narratology) and games as a medium of expression through the use of case studies. These case studies look at some of the core aspects of four major titles (The Last of Us, Horizon Zero Dawn, various BioWare games and Journey) and survey how these games work to effectively employ a narrative while maintaining an immersive, intuitive system for the player to interact with. Through these titles, the thesis suggests that in order to gain a full scope of a game’s intentions, studies should analyze more than …


The First But Hopefully Not The Last: How The Last Of Us Redefines The Survival Horror Video Game Genre, Joseph T. Gonzales Jan 2018

The First But Hopefully Not The Last: How The Last Of Us Redefines The Survival Horror Video Game Genre, Joseph T. Gonzales

Senior Independent Study Theses

For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the …


Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb Dec 2017

Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb

Articles

The study of Judaism, Jewish civilizationi, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.


The Official Rulebook For Choice In Video Games: An Examination Of Choice In Modern Narrative Games, Tyler Paulley Dec 2017

The Official Rulebook For Choice In Video Games: An Examination Of Choice In Modern Narrative Games, Tyler Paulley

Undergraduate Theses

Film, drama, and novels are each capable of telling stories in a specialized way. This thesis makes the claim that video games are the newest means of storytelling and that they can tell stories in unique and engaging ways by using choice. The first goal of this thesis is to determine how and why choice is being used by game developers by examining several modern narrative games. After this examination, it is determined that the increase of choice-driven and narrative games have had an impact on the expectations of players, the goals of video games, and on game culture itself. …


Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour May 2017

Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour

Masters Theses, 2010-2019

Video games create the feeling of great achievement and place the player into a role that turns them into a great hero. These experiences feel significant because they require great time and emotional investment. The monumentality of these experiences, however, are at odds with the transience of the electrical virtual worlds. The medium of oil painting helps overcome the sense of transience because of oil painting’s durable permanent way of image making and stillness. Painting’s inherent nod to history also creates a dissonance between the newness of the video game medium and the antiquity of painting, a contrast exacerbated by …


The Texts We Play: Avatar Creation And Racial Invisibility In Role-Playing Video Games, Daniel L. Archer May 2016

The Texts We Play: Avatar Creation And Racial Invisibility In Role-Playing Video Games, Daniel L. Archer

Electronic Theses and Dissertations

This project sets out to address problems of racial inequalities in role-playing video games as part of a growing field of video game studies in literary criticism. As these games are an increasingly popular form of entertainment in contemporary culture, their potential effects on players cannot be ignored. If these games continue to reflect society in a way that perpetuates racist stereotypes, social progress will halt. In order to study these games from a literary perspective, then, this project combines both narratological and ludological approaches to video game studies in order to bring about new insight from two strong perspectives. …


Nurturing Play-Makers & Active Investigative Agents: Schwartz Tag, Good Video Games And Futures Of Jewish Learning, Owen Gottlieb Oct 2014

Nurturing Play-Makers & Active Investigative Agents: Schwartz Tag, Good Video Games And Futures Of Jewish Learning, Owen Gottlieb

Articles

How can an experiential approach to education, in combination with a games-based orientation, help us reach often-elusive educational goals? In many ways the study of games and game design bring us back to tenets of education that we have long known, including the benefits of self-directed learning and project-based work. Games-based design and learning may provide a way to shift the discussion from “What should an educated Jew know?” to “How does a learner develop a taste for Jewish learning and living?”


The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen Sep 2014

The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen

Oglethorpe Journal of Undergraduate Research

In this article, the question of whether or not video games could be considered art is explored, as well as what this means for video games as cultural products. Using an interdisciplinary approach, I suggest that there are some games we can consider “art”, and that these games are not only different aesthetically speaking, but are also different from a media-effects standpoint. The article consists of three main sections, an aesthetic review, a content analysis, and a pilot study. In the aesthetic review, I employ different perspectives from aesthetic philosophy in order to come up with criteria for what an …


Women And Video Games: Pigeonholing The Past, Allison Perry May 2012

Women And Video Games: Pigeonholing The Past, Allison Perry

Scripps Senior Theses

Academic work dealing with the overlap between video games and female representation is limited in both volume and proper research. Most texts agree on three supposed flaws with video games: they alienate female participants, there are no games for female players, and female players cannot relate to female characters. This thesis sheds light on these points, not only citing specific counter-examples, but also showing how many of these issues reflect on a larger societal problems.


"We Should Have Brought The Tank": Hypermediated Interactivity In Red Vs. Blue, Marc A. Ouellette Jan 2012

"We Should Have Brought The Tank": Hypermediated Interactivity In Red Vs. Blue, Marc A. Ouellette

English Faculty Publications

Machinima, the practice of adapting recorded video game play into short films, highlights an often unacknowledged but significant shift in the consumption of video games and represents a key and underexplored intersection between the two leading theoretical camps. Considering the landmark series Red vs. Blue through the lens of Bolter and Grusin's propositions about "new" media's relationships with other forms offers an entry point for theorizing not only machinima but also the intersections between the ludology and narratology positions in games studies.


(Don't) Stop Playing That Game: A Rhetorical Analysis Of The Video Game Addiction Stereotype, Chet Daniel Breaux May 2011

(Don't) Stop Playing That Game: A Rhetorical Analysis Of The Video Game Addiction Stereotype, Chet Daniel Breaux

Masters Theses & Specialist Projects

The growing popularity of game addiction discourse has necessitated study of how video game critics rhetorically construct addiction. In the following thesis, I analyze contemporary examples of texts that link game addiction to drug abuse. I use Robert Cover’s analysis of how game addiction stereotypes form in conjunction with Aristotle’s rhetorical principles to isolate the persuasive appeals used by authors to rhetorically construct game play as addictive. These addiction arguments, however, are rooted in a larger historical context, and I present examples of game guidebooks and comic books published in the late 1970s and early 1980s to illustrate their rhetorical …