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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.
11

Worldbuilding in Feminist Game Studies: Toward a Methodology of Disruption

Bianca Batti (6622946) 10 June 2019 (has links)
<div>This project engages in an intersectional and interdisciplinary tracing of the emerging field of feminist game studies and the epistemologies and methodologies that exist within this field. Through such tracing, this project asks—what are feminist game studies’ epistemological goals and frameworks? What methodologies can the field draw from in order to achieve these epistemological goals? Ultimately, this project argues that feminist game studies enacts an epistemology of feminist worldbuilding—that is, an inclusive, embodied, space-claiming mode of producing knowledge—and achieves this worldbuilding through methodologies of intersectional disruption in order to perform disruptive feminist interventions into video game culture. </div><div><br></div><div>In the first chapter of this project, I make use of a methodology of narrative autoethnography to discuss my experience with online harassment as an inroad into interrogating the bodies at risk in gaming spaces in order to make a case for the need for feminist interventions to disrupt the violent structures within video game culture. The second chapter traces the ways hegemonic, patriarchal frameworks in game studies epistemologically deprivilege material, representational analyses of bodies and culture in the study of games and, instead, argues for the implementation of intersectional approaches to video game culture. The third chapter maps the intersectional feminist methodologies that can be implemented in feminist game studies in order to perform generative and disruptive interventions into video game culture and build feminist worlds. </div><div><br></div><div>In the fourth chapter, I apply some of these methodologies of disruption to the alienation of mothers in the gaming industry’s workplace culture and representations of mothers in the games Among the Sleep and Horizon Zero Dawn in order to intervene into video game culture’s prejudicial attitudes regarding labor, mothers, and women. The final chapter continues my autoethnographic work through the connection of my experiences with online harassment to previous experiences with gendered violence and trauma in order to underscore the stakes of feminist game studies praxis. In all these ways, I argue that feminist game studies builds worlds by performing interventions into video game culture through intersectional and pluralistic methodologies of disruption, for such methodologies imagine new, inclusive models of existence and futurity in video game culture.</div>
12

Development of an Instrument to Measure the Level of Acceptability and Tolerability of Cyber Aggression: Mixed-Methods Research on Saudi Arabian Social Media Users

Albar, Ali Aldroos 05 1900 (has links)
Cyber aggression came about as a result of advances in information communication technology and the aggressive usage of the technology in real life. Cyber aggression can take on many forms and facets. However, the main focus of this study is cyberbullying and cyberstalking through information sharing practices that might constitute digital aggressive acts. Human aggression has been extensively investigated. Studies focusing on understanding the causes and effects that can lead to physical and digital aggression have shown the prevalence of cyber aggression in different settings. Moreover, these studies have shown strong relationship between cyber aggression and the physiological and physical trauma on both perpetrators and their victims. Nevertheless, the literature shows a lack of studies that could measure the level of acceptance and tolerance of these dangerous digital acts. This study is divided into two main stages; Stage one is a qualitative pilot study carried out to explore the concept of cyber aggression and its existence in Saudi Arabia. In-depth interviews were conducted with 14 Saudi social media users to collect understanding and meanings of cyber aggression. The researcher followed the Colaizzi’s methods to analyze the descriptive data. A proposed model was generated to describe cyber aggression in social media applications. The results showed that there is a level of acceptance to some cyber aggression acts due to a number of factors. The second stage of the study is focused on developing scales with reliable items that could determine acceptability and tolerability of cyber aggression. In this second stage, the researcher used the factors discovered during the first stage as source to create the scales’ items. The proposed methods and scales were analyzed and tested to increase reliability as indicated by the Cronbach’s Alpha value. The scales were designed to measure how acceptable and tolerable is cyber-bullying, cyber-stalking in Saudi Arabia and the sharing of some information in social media applications. The results show a strong tolerance level of those activities. This study is a valuable resource for advanced-level students, educators, and researchers who focus on cyber security, cyber psychology, and cyber aggression in social network sites.

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