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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Havoc-making Heroines in Young Adult Dystopian Literature

Vega, Stephanie 11 1900 (has links)
This study explores the latent operation of Western gender norms in popular female-centred Young Adult (YA) dystopian texts. By examining adolescent female protagonists and the nature of their social havoc-making, this study investigates how reconstructed and recalibrated definitions of femininity ultimately re-inscribe a patriarchal status quo. The five havoc-making heroines under consideration are: Katniss Everdeen of Suzanne Collins’ “Hunger Games” trilogy, Saba in Moira Young’s “Dustlands” trilogy, Deuce in Ann Aguirre’s “Razorland” trilogy, Tris Prior in Veronica Roth’s “Divergent” series, and finally, Cassie Sullivan in Rick Yancey’s THE 5TH WAVE. Although these YA havoc-making heroines rebel against oppressive governmental regimes, I recognize the implicit and explicit construction of their bodies and their behaviours through male-influence. Their male counterparts play a large role in shaping how these heroines look and behave—they perform and appear as masculinized warriors and as feminized delicate beauties in accordance with the political and personal desires of male characters. Through such constructions, these contemporary havoc-makers demonstrate a collision of heroisms: they look and act as conventional action heroines and romance heroines. Including theoretical texts from the 1990s and onward that feature feminist scholarly writing on the textual and filmic representations of women—such as Dawn Heinecken’s THE WARRIOR WOMEN OF TELEVISION and Sherrie A. Inness’ TOUGH GIRLS—I investigate how these young heroines are shaped as per the genres of Action/Adventure and Romance fiction. / Thesis / Master of Arts (MA) / This study looks at depictions of Young Adult heroines in popular YA dystopian fictions. Works under consideration: Collins' THE HUNGER GAMES trilogy, Young's "Dustlands" series, Aguirre's ENCLAVE, Roth's DIVERGENT and Yancey's THE 5TH WAVE.
2

Legible Ledges : Evaluating the Consistency of Visual Cues for Climbable Gameplay Elements

Chang, Lucas, Michaneck, Daniel January 2021 (has links)
Climbing in video games is a game mechanic that, after the introduction of three-dimensional movement, became more and more common and extended the movement options of the player character. Climbing, as used in this thesis, is a very specific action that can only be performed by interacting with a climbable gameplay element in the game world. A visual analysis is applied to investigate how objects in action-adventure games depict climbable gameplay elements: specifically, whether the way the games communicate climbability through visual communications is consistent or not. Four games are included in this study and the results point towards an overarching consistency for each of the games' use of visual cues to communicate climbability. However, the consistency is affected by the gameplay experience of each game. The linear games use very clear and controlled visual cues to describe the climbable gameplay elements, and the player often only interacts with a climbable gameplay element once per section, similar to an obstacle course. The games that emphasize exploration of a gameplay area, akin to a playground, place climbable gameplay elements around the environment for the player to freely interact with and have less clear visual cues. Climbable gameplay elements, like ledges, are found to be unique in the interaction they provide, and this is proven by the many different methods of visual communication that are used to convey the affordance of climbing. / Klättrande i dataspel är en spelmekanik som efter introduktionen av tredimensionell rörelse, blivit allt vanligare och utvidgat möjligheterna för spelarkaraktärens rörelser. Klättrande, som använt i denna uppsats, är en mycket specifik handling som endast kan utföras genom att interagera med ett klättringsbart spelelement i spelvärlden. En visuell analys appliceras för att undersöka hur objekt i action-äventyrsspel avbildar klättringsbara spelelement. Specifikt, huruvida sättet spelen kommunicerar klättringsbarhet genom visuell kommunikation är konsekvent eller ej. Fyra spel är inkluderade i denna studie och resultaten pekar mot att det finns en övergripande följdriktighet för varje spels användande av visuella signaler för att kommunicera klättringsbarhet. Följdriktigheten är dock påverkad av spelupplevelsen i varje spel. Dem linjära spelen använder mycket tydliga och kontrollerade visuella signaler för att beskriva klättringsbara spelelement, och spelaren interagerar oftast endast med ett klättringsbart spelelement en gång per sektion, likt en hinderbana. Spel som betonar utforskande av ett spelområde, likt en lekplats, har mindre tydliga visuella signaler. Klättringsbara spelelement, såsom avsatser, upptäcks vara unika i interaktionen de förmedlar, och detta påvisas av de många olika metoderna för visuell kommunikation som används för att förmedla klättringsbarhet.
3

Ready, Player Juan: Navigating Latinx Masculinities and Stereotypes in Video Games

Kelly, Carlos Gabriel 07 December 2022 (has links)
No description available.
4

Male Bodies On-Screen: Spectacle, Affect, and the Most Popular Action Adventure Films in the 1980s

Wagenheim, Christopher Paul, Ph.D. 07 December 2016 (has links)
No description available.

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