Open Access. Powered by Scholars. Published by Universities.®

Visual Studies Commons

Open Access. Powered by Scholars. Published by Universities.®

American Studies

Theses/Dissertations

Popular culture

Articles 1 - 2 of 2

Full-Text Articles in Visual Studies

"Knowing It's Real Means You Gotta Make A Decision": Depictions Of Post-Traumatic Disorders And Coping Mechanisms In The Punisher And Jessica Jones, Megan M. Rutter Jun 2021

"Knowing It's Real Means You Gotta Make A Decision": Depictions Of Post-Traumatic Disorders And Coping Mechanisms In The Punisher And Jessica Jones, Megan M. Rutter

English Department Masters Theses

Post-traumatic disorders have been included in some of the most popular narratives in mainstream culture. Though the early decades of movies included 1948’s The Best Days of Our Lives is an award-winning movie that follows three veterans home from World War II and depicts their struggles with reacclimating to society it became more popular after Vietnam veterans and their allies fought and protested for an appropriate diagnosis for PTSD after decades of it not being seen as a legitimate psychological disorder. Since then, post-traumatic disorders have been included in media as popular as the series finale of M*A*S*H in 1983, …


Virtual Wastelands: Reframing Nuclear Representation In Video Games, Francesca Crocker Jun 2019

Virtual Wastelands: Reframing Nuclear Representation In Video Games, Francesca Crocker

Global Honors Theses

This thesis utilizes a comparative textual analysis of two popular video games series that feature heavy nuclear themes and representation of nuclear weapons/war in combination with applied critical theory to build a framework of game design elements that lead towards more thoughtful and considerate representation of this particular real, active, and global threat. The analysis of these two series in particular -- Fallout and Metal Gear Solid -- provides a comparative look at how nuclear politics in popular media is represented and consumed in both the United States and Japan, with consideration of history, regulation, and audience interactivity.