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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

Den monstruösa kroppen : En tematisk analys av könskodade monsterrepresentationer i Locke & Key och The Witcher

Backman, Rebecca January 2022 (has links)
This study investigates monstrous representations through gender and body in the two fantasy tv-shows Locke & Keyand The Witcher. The aim of the study is to examine how these representations move beyond the gender and body binary and how this creates meaning for its audience. To highlight these monstrous representations this study focuses on two characters from each series, Dodge and Yennefer. As a methodological approach this study uses a thematic analysis as well as a modified trans reading and four themes have been identified in the material: the ambivalent and ambiguous monstrosity, the variable body and gender, the perfect monstrosity, and human monsters. To analyze these themes the study will operate within the framework of monster theory as well as research surrounding trans and crip. The research concludes that gender and body, through the monstrous, is in constant motion and that monstrous embodiment is made through difference where all bodies and genders are changeable and fluid.
12

I Häxkarlens värld : en studie om hur textuniversum och transmediala förlängningar kan användas i litteraturundervisning. / In the world of The Witcher : a study of how transmedial worlds and transmedial extensions can be used in teaching literature

Lindau, David January 2022 (has links)
Samhällets digitalisering och ungdomars förändrade medievanor är något svenskämnets konventionella litteraturundervisning sällan tar hänsyn till. Ett sätt att införliva elevers medievanor och deras inneboende förståelse för fiktioners strukturer är att i svenskämnets litteraturundervisning använda sig av textuniversum. Denna studie syftar till att ge en bild av hur arbete med ett textuniversum kan initieras inom ramen för svenskämnets litteraturundervisning. Detta görs genom att operationalisera en kartläggningsmodell för textuniversum och med hjälp av den ta reda på om vald metod lämpar sig för undersökningen av ett textuniversum samt belysa vilka didaktiska möjligheter och utmaningar ett sådant tillvägagångssätt kan medföra. Studiens undersökningsmaterial består av transmediala förlängningar inom det av Andrzej Sapkowski skapade The Witcher-universumet som under senare år ökat i popularitet och tillgänglighet. Studien utgår från och besvarar följande frågeställningar: 1. Hur kan studiens analysmetod användas framgångsrikt för att skapa sig en förståelse av ett textuniversum? 2. Vilka didaktiska möjligheter och utmaningar kan studiens analysmetod medföra för svenskämnets litteraturundervisning? Studien visar att metoden lämpar sig väl för att skapa sig en förståelse av ett textuniversum. Resultatet vittnar om att det finns både didaktiska möjligheter och utmaningar i implementerandet av ett textuniversum i svenskämnets litteraturundervisning. Till övervägande del finns det möjligheter, exempelvis utifrån ett textuniversums förmåga att höja inkluderingen, ta vara på elevers befintliga kunskaper och utmana den konventionella litteraturundervisningen. De utmaningar som arbete med textuniversum kan medföra grundar sig i första hand på den didaktiska frågan hur, det vill säga att det inte finns en universallösning på hur lärare kan eller bör implementera textuniversum i svenskundervisningen samt att lärare inte har rätt förutsättningar för ett sådant arbete.
13

Today Your Barista Is: Genre Characteristics in The Coffee Shop Alternate Universe

McCain, Katharine Elizabeth 13 November 2020 (has links)
No description available.
14

Rozdíly v percepci ženských postav v různých mediálních zpracováních ságy o Zaklínači / Differences in the perception of female characters in various media versions of The Witcher

Štosová, Tereza January 2021 (has links)
The subject of this diploma thesis is the perception of female characters in various media adaptations of The Witcher from the perspective of audiences that show signs of fan affiliation. The research focuses on the two most recent adaptations, i.e. the third game The Witcher: Wild Hunt and the serie The Witcher on the Netflix platform. The research took the form of in-depth interviews with a total of nine participants and focused on the role, characteristics, relationships and motivations of female characters in order to find out how respondents perceive these areas in adaptations. The first part of the diploma thesis deals with the theoretical basis related to popular culture, audiences, game and film studies and gender in media. It also presents the world of The Witcher, the selected characters and the critique of adaptations. The next section of the thesis deals with the research methodology. The grounded theory was used as a method of work and multiple levels of coding and categorization were conducted. These categories are then presented in the empirical part of the thesis together with a demonstration of the respondents' statements followed by data interpretation and discussion. The main findings include that female characters play an important role in both adaptations from the audience's...
15

Breaking down a videogame level´s design: Deconstruction of the narrative in The Witcher III: The wild hunt

Toumpoulidis, Charalampos January 2023 (has links)
This master's thesis aims to investigate the narrative components inherent in open-world games. In this thesis, we will extract the narrative part of a game,analyze it, and compare the narrative part with other game design elements. The focus will be on the game "The Witcher III: The Wild Hunt," with specific portions of the game studied using AutoCAD and in-game playthroughs to extract data relating to narrative components such as items, characters, and locales. Data such as buildings, cities and objects referring to main-quest, sidequest, random interaction, cutscenes-storytelling, object interaction, and recurring characters are generated from the open-world game The Witcher III:The Wild Hunt using AutoCAD. Objects are used to mark narrative components during gameplay, and these elements will be exported into Excel for analysis using Tableau. The results of the research will be coupled with other parts of the level design. The collected data will be evaluated with Tableau, and a comparative study between the narrative part and the game-level design part has been conducted to uncover patterns and trends in the open-world game. This study investigates the narrative components found in the game world, examining their importance on various scales and their relationships with other game mechanics. According to the research, item interactions become more significant on the third floor and in larger cities, whereas cut scenes and narration are more common in big cities and on the first floor of buildings. The study also emphasizes the connection between main quests and side quests, indicating their strong relationship to the game's overarching story. The use of side missions, which frequently entail interacting with city objects, becomes increasingly important for encouraging player exploration. The study emphasizes the need for game designers to tailor their use of narrative components to the scale and context of each gaming setting, ultimately helping them to possibly create more immersive and engaging game worlds.

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