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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

Architecture as Escapism: Exploration and Expansion on the Museum Typology

Jerome, Darek 25 May 2022 (has links)
No description available.
2

The User Motivation of Avatar System

Hu, Shun-yi 03 May 2007 (has links)
The purpose of this thesis is to discuss the mental motivation of using Avatar system. There have already existed lots of researches for the motivation of using the related network system in the past. Based upon the findings of the past researches, this thesis sorted out four main motivations: self-fulfillment, escapism, sociality and entertainment, and discussed the correlation between these four motivations and mentality and behaviour intention. This research is conducted by Questionnaire Survey and found out that the motivations of self-fulfillment and entertainment are combined as a new motivation, and the motivations of escapism and sociality are not significantly correlated with the user¡¦s mentality. From this research, therefore, it is concluded that as long as the development of network, the habit and motivation of using network are evolving as well. Future studies could be discussed more to address this difference of evolving, in order to allow that the network operators have a more accurate grasp of the users¡¦ mentality and provide more effective services.
3

Escapism in to the Virtual World : A study on the accumulation of Bourdieu’s forms of capital in online games

Gracia Tjong, Richard Jake January 2015 (has links)
This study aims to present the characteristics and functions of Bourdieu’s forms of capital;economic, cultural, social and symbolic capital in large online social games genre called Massive multiplayer online roleplaying games (MMORPG). This is done in order to determine if these are reproduced in an online society consisting of thousands of players, which of the forms of capital are of outmost importance and how the accumulation of these affect the players lives using qualitative methods. Results show that the forms of capital in-game carry similar characteristics to the accumulation of such in the real world but are not transferable to the real world to the same extent. Which of the forms of capital was most of importance than others was not evident from the results, however, the empirical material shows of an interrelationship between the accumulation of capital between the dimensions; real world and game world.
4

A violent archaeology of dreams : the aesthetics of crime in austerity Britain, c.1944-1950

Papadopoulos, Alexandros January 2011 (has links)
In the immediate post-Second World War period, London's criminal cultures generated popular understandings of fantasy and cinematic escapism as a modern mode of life, a pleasure-seeking activity and a form of rationality. These narratives centred on increasingly visible but enigmatic genres of urban transgression: notably the phenomenon of spivery. Mixing petty crime, gambling and the black market with proletarian dandyism, urban waywardness and celebrity posturing, the cultural iconography of spivery was also associated with the deviant lifestyles of confidence tricksters, army deserters, good-time girls and mass murderers. Drawing on cinema, popular literature, courtroom drama, autobiography and psychiatry, this thesis explores how debates about the escapist mentalities of the spiv shaped the public discussions of crime as a socio-aesthetic practice. The central aim is to explore the cultural and symbolic associations between street-wise forms of deviant illusion and the cinematic representation of fantasising criminals in 1940s London. The thesis reveals how contemporary historical actors and cultural institutions understood the imagination as a popular and contested form of knowledge about the self, social change and erotic life. The method interweaves intertextual analysis of a key cinematic subgenre of crime, 'spiv films', with a historical focus on two 'true crime' stories: the cleft chin murder (1944) and the serial killings carried out by John George Haigh (1944-45). Utilising the criminals' self-confessions, trial transcripts, autobiography and popular journalism, these cases studies show how spivery was rooted in the experience and representation of everyday metropolitan life. The interdisciplinary examination of cinematic text and historical evidence emphasises how Hollywood aesthetics and indigenous national culture co-determined the public construction of 1940s crime as an embodiment of the contradictions of post-war British modernity.
5

Cosplay - Creating or playing identities? : An analysis of the role of cosplay in the minds of its fans

Bonnichsen, Henrik January 2011 (has links)
This thesis analyses the concept of cosplay by critically engaging earlier theories that have claimed cosplay to be a form of escapism for fans of Japanese manga and animé. Theories have so far been concerned mainly with identifying cosplay as a type of theatre. By interviewing active cosplayers in focus groups, this thesis instead focuses on the ways in which cosplay functions as an arena for identity-creation. By looking at theories of identity, the thesis has analysed how identity is created, not by an individual, but in a reciprocal relationship with social groups. Cosplay is an element around which social groupings are built and through complex social structuring identity is created by attaching one self to the group. The group is structured by the amount of symbolic capital each member possesses, which is to say that knowledge about the stories within the group, and social relationships are determining the structure of the group. By looking at the structure of the group, we are able to gain insight into the question of cosplay as an object for identity-creation, and by looking at the interactions in the focus groups we are furthermore able to actively analyse the distribution of capital. This thesis thus asserts that cosplay does not function as a simple form of escapism that allows for cosplayer to escape their mundane lives, but that it is instead an important field for the creation of identity for the fans of manga and cosplay.
6

Is Binge Watching Bad for You? Escapism, Stress, Self-Controland Gratifications?

Wang, Weipu 01 December 2019 (has links)
The relatively new phenomenon of binge watching presents a dramatic shift from the norm of traditional television viewing. However, is this ubiquitously popular media marathon that contains negative connotations really bad for you? A survey administered to 157 television binge-watchers identified the role of stress and self-control in influencing both the gratifications sought and the consequences of binge watching through the Structural Equation Modeling (SEM) analysis. The current study found that binge watching to avoid problems is a commonly employed strategy for individuals to cope with stress. However, engaging in binge-watching behavior as a coping mechanism to purposefully avoid problems can result in feelings of guilt and regret. It is also surprising that self-control has no impact on one's binge watching gratifications. The findings of this thesis encourage future researchers and binge watching lovers to view this new behavior from a new perspective and to practice it with caution.
7

Horečka černé vody / Black Water Fever

Gryboś, Julia January 2014 (has links)
Space as a expression.
8

It's Not the Same As It Was: Analysis of Modern Coping in the Age of Virtual Media

Gajdzisz, Elizabeth M 01 January 2023 (has links) (PDF)
Among young adults, stress triggers social media use, especially as a coping strategy during the COVID-19 pandemic (Wolfers & Utz, 2022). Similarly, video games offer a way for players to engage in escapism to cope with stressors (Prinsen & Schofield, 2021). Increased use of virtual media continues despite social distancing orders being largely lifted; while the risks and potential negative impact of social media on mental health remain uncertain (Orben & Przybylski, 2019). The current study examined the use of virtual media and virtual gaming as coping mechanisms among traditional-age undergraduate students. Undergraduate participants (N=310) attending a large metropolitan university in the southeast completed a comprehensive online questionnaire that included perceptions of their mental health and the use of coping strategies during the pandemic. Overall, participants reported higher instances of stress throughout the duration of the pandemic and lower perceptions of their mental health. Participants reported much higher usage of social media in their everyday lives since the COVID-19 pandemic began. Further, participants overwhelmingly identified social media usage as a coping strategy. In fact, social media usage was the most prevalent coping strategy amongst undergraduate participants, and tendencies toward escapism and persona creation in response to stress were unveiled through participant responses. Far less reported use of virtual gaming as a copying strategy even when controlling for gender. Despite the negative effects of social media usage reported throughout psychological literature, current undergraduate students see it as an aid for their stressors rather than a source of stress.
9

'What are ye, little mannie?': the Persistence of Fairy Culture in Scotland,1572-1703 and 1811-1927

Hight, Alison Marie 09 June 2014 (has links)
This thesis is a chronologically comparative study of fairy culture and belief in early modern and Victorian Scotland. Using fairy culture as a case study, I examine the adaptability of folk culture by exploring whether beliefs and legends surrounding fairies in the early modern era continued into the nineteenth and early twentieth centuries as a single culture system, or whether the Victorian fairy revival was a distinct cultural phenomenon. Based on contextual, physical, and behavioral comparisons, this thesis argues the former; while select aspects of fairy culture developed and adapted to serve the needs and values of Victorian society, its resurgence and popularization was largely predicated on the notion that it was a remnant of the past, therefore directly linking the nineteenth century interpretation to the early modern. In each era, fairy culture serves as a window into the major tensions complicating Scottish identity formation. In the early modern era, these largely centered around witchcraft, theology, and the Reformation, while notions of cultural heritage, national mythology, and escapist fantasy dominated Victorian fairy discourse. A comparative study on fairy culture demonstrates how cultural traditions can help link vastly different time periods and complicate traditional conceptions about periodization. Ultimately, this thesis reveals how issues of class impacted the popularization and persistence of fairy culture across both eras, reflecting ongoing discussions about Scottish identity. / Master of Arts
10

Prison Inmates: Institutional Adjustment, Educational Levels, Recidivism, and Escapism, Related to 16 Personality Factor Scores

McKinlay, Thomas, fl. 1978- 05 1900 (has links)
The present study investigated the relationship of 16 Personality Factor (16 PF) Scores to institutional adjustment, educational level, recidivism, and escapism of 665 prisoners in a maximum security prison. Two phases of data analysis were conducted. Multiple two-tailed Students' t tests resulted in significant differences on all 16 PF Factor Scores between prisoners and Cattell adult norm group. Significant differences were also found between prisoners and Cattell prisoner norms. In phase two, four multiple linear regression models were constructed. Significant 16 PF scales, age, and educational differences were found within the prisoner sample. Possible implications of the use of the 16 PF in regression models in paramorphic clinical prediction programs are discussed.

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