Mitchell, Liam
Labour, Learning, and Leisure: The Technical Culture of Practice in Video Game Live Streaming
Games, and especially video games are fast becoming the most pervasive media form, and live streaming games is fast becoming the most pervasive way of experiencing those games. This thesis looks at the history of broadcast, the practices of technological hobbyists, the social and technological aspect of games, gaming communities that transform game narratives, and gaming communities that transform political narratives. It demonstrates how the study of video game live streaming can be used as a model to study and analyze the production, consumption, and reciprocal relationship between the producers and consumers of media.
Author Keywords: Bill Gates is the Devil, Broadcast, Gaming, Ham Radio, Live Streaming, Video Game Live Streaming
Trans* Identities, Virtual Realities; Gender Embodiment in Games/Gaming
Games immerse players. Through immersion, players can see themselves embodied in their avatars. There is space for meaningful experimentation of gender through these avatars as embodied players can blur the lines between their real-life and virtual selves. The player's avatar becomes that person — in terms of personality, feelings, and gender identity/expression. In virtual reality, the player becomes a virtual actor in the world of the game, allowing the player to explore their avatar directly. Through various games, books, and anime, I demonstrate how players can find embodiment and how games can achieve a rigid sense of embodiment. Using an intersectional lens of cultural and gender studies, this paper aims to provide a framework for embodied gender exploration that future games can build upon. This framework is enacted through a look at embodiment and how the player is able to find an authentic self in the virtual world.
Author Keywords: Avatars, Embodiment, Embodiment studies, Gender euphoria, Video games, Virtual Reality
A Smile and a Neutral Attitude: An Exploration of Body Image Discussions on Social Media and the Implementation of a Body Neutral Perspective
This thesis examines the ways in which body image is discussed in online settings. There are three different communities discussed: body positivity, proED (pro-eating disorder), and body neutrality. Both body positivity and proED content are fairly popular online, and both have found significant support and followers on various social medias. In this thesis, I argue that both of these types of content cause significant harm to those who engage with them, primarily because both communities (though different in their approaches to body image) work to uphold the thin ideal. I then bring up the third type of content: body neutrality. Body neutrality has not been given the same academic attention as body positivity and proED content, likely due to its relative infancy. In this thesis, I propose body neutrality as a much healthier way to frame body image online because of its completely neutral stance on fat, thinness, and general body image. Though any work relating to social media is quickly out of date, I hope that this thesis provides an overview of body neutrality and how, in its current form, it provides a more balanced approach to online body image discussions.
Author Keywords: body image, body neutrality, body positivity, eating disorders, social media
Heteronormativity in Virtual World Design: Character Creation and the Limitations and Opportunities for Playful Expression in World of Warcraft and Amtgard
The purpose of this research is to highlight the limitations and opportunities for playful expression of gender identity in character creation systems of virtual worlds, and how these might work to reinforce, or disrupt, the heteronormative imperative. The primary sites considered in this analysis are the video game World of Warcraft and the live action role-playing game Amtgard. I provide evidence that while the World of Warcraft's character creation system is sexist and works to reinforce heteronormative ideology, Amtgard's relatively ambiguous design provides opportunity for disruption of these norms. Participant research with Amtgard players demonstrates actual instances of Amtgard's more flexible character creation system being utilized in expression and exploration of gender identity which resists the heteronormative imperative. Based on this, I call on game developers to reject designs which necessitate selection of gender from within the traditional binary and embrace more ambiguous design in development of character creation systems.
Author Keywords: Avatars, Game Design, Games, Gender, Identity, Virtual Worlds
Flesh Made Real: The Production, Reception, and Interpretation of Transgender Narratives
This thesis examines what the term "transgender narrative" represents at this particular time and location. I do this by examining various methods of transgender storytelling through different forms of media production, including autobiography, film, novels, and online platforms such as Tumblr and YouTube. In chapter one, I look at the production of novels and the value system by which they are judged ("gender capital") in transgender publics and counterpublics. In chapter two, I examine the history of the autobiography, along with the medical history closely associated with transgender identity and bodily transformation. The third chapter examines notions of violence and memorial behind the deaths of transgender people and the ways in which certain political revolutions are formed within a counterpublic. I deconstruct varying notions of identity, authorship, and cultural production and critically examine what it means to be transgender and what it means to tell stories about transgender people. I will conclude with how these stories are being shaped through social media to become more innovative and move away from the rigid value system of gender capital previously mentioned.
Author Keywords: autobiography, gender, sex, social media, transgender, transsexual
Control, Surveillance and Subjective Commodification on Facebook
This thesis is a theoretical study of Facebook's surveillance project. It begins by taking one of the predominant organizational forms of modern surveillance, Foucaultian panopticism, and examining the ways in which its form, along with Foucault's broader model of the disciplinary society, is realized, remixed and extended by Facebook's virtual form. Following this evaluation, the remainder of the thesis proposes a model to augment this panoptical analysis.
The first part of this model uses Deleuze and Guattari's philosophy of the rhizome to explain the structural design and advantages of Facebook's network, while the second part deploys Zygmunt Bauman and David Lyon's concept of "liquid surveillance" as a means to explain how Facebook fosters seductive conditions of self-surveillance. The thesis concludes that older forms of control, new forms of seduction and the utility of advanced technologies are responsible in tandem for the undeniably widespread success of Facebook's surveillance project.
Author Keywords: Bauman, Deleuze, Facebook, Foucault, post-panopticism, surveillance
The Songs We Share (and the Records We Steal): Popular Music and Shoplifting in an Age of Digital Piracy
This thesis explores the rhetoric of theft imposed on online music by comparing file
sharing to shoplifting. Since the litigation between the music industry and Napster, file sharing has been perceived, both by the entertainment industry and by a music listening public, as a criminal act. However, file sharing has more in common with home taping and music archives than it does with music shoplifting. It differs from theft in terms of law, motivation and publicness. In reviewing three histories -- a history of petty theft, a history of policing online music, and a history of shoplifting narratives in popular music culture -- the implications for the cultural production of popular music and popular music identity become apparent. In the end, file sharing links itself more to parody and the concept of fairness than it does to youth rebellion and therefore is unsuitable for sustaining a traditional music industry and the values it has formed with its public.
Author Keywords: copyright, cultural production, file sharing, mp3, popular music, shoplifting
The Transcendental Turn: Kant's Critical Philosophy, Contemporary Theory, And Popular Culture
This dissertation traces the concept of transcendentalism from Kant's Critique of Pure Reason (1781) to Michel Foucault's historical a priori and Pierre Bourdieu's field and habitus, with implicit reference to Deleuze's `transcendental empiricism,' and the influence this trajectory has had on contemporary theory and culture. This general conceptual framework is used as the basis for a critical analysis of a series of examples taken from popular culture to highlight their transcendental conditions of possibility and the influence this conceptual paradigm has had on today's theory. The examples include the NFL `concussion crisis,' South Park's problematization of the discourse surrounding it, as well as the literature of Charles Bukowski, as an exemplification of an immanent writer-written situation. It is further suggested that, not only is transcendentalism an epistemological framework for thought, but it also doubles as an ontological principle for the emergence of a constitutively incomplete and unfinished reality.
Author Keywords: Bukowski, Concussion, Foucault, Kant, South Park, transcendental
A Socioloegal Mediation of Rave Sound System Technologies
The central scholarly contribution of this dissertation develops through bringing the theories of Michel Foucault to bear in a sociolegal study of rave culture's criminalization by the United Kingdom's 1994 Criminal Justice and Public Order Act. My methodology develops rave as a cultural keyword. This keyword navigates through a quasi-materialist definition of rave as a cultural codification of sound system technologies. I theorize the way in which sociocultural discourse indexes aestheticized representations and the cultural mythologies that rave sound system's technical mediation generate. These ideas trace the facticity of the legal documentation of rave's criminalization. I inform this sociolegal history by situating Foucault's work on the genealogy of liberalism as a practical toolkit for associating the legal discourse on rave culture with the genealogy of festival. This opens up a dialogue with the work of Mikhail Bakhtin's theorizing of the festival's ambivalent political climate. Such ideas are useful in documenting rave as an enduring mimicry of the tension between State and civil society. Pieter Bruegel the Elder's 1559 painting, "The Fight Between Carnival and Lent", captures this tension beautifully. The aptness of reading rave's criminalization in relation to Bruegel's portrayal of landscape is accomplished by returning to Foucault, who defines liberalism's political technologies in relation to Judaeo-Christian precedents. I explore how these political technologies, pastoral power in particular, are helpful in tracing rave's genealogical relation to the festival's sociotechnical cartography.
Author Keywords: Bakhtin, Carnival, Christianity, Festival, Liberalism, Materialism
Uncovering the Barriers to Sustainable Music Consumption
The study sought to uncover the motivations influencing collectors when they buy recorded music. These motivations were analyzed through the lenses of environmental, economic, and cultural sustainability. Trent Radio Programmers were interviewed because of their frequent use of recorded music, sizable collections, and active participation in the local music scene. The study identified disconnects between artist, industry, and consumer motivations that hinder the achievement of a sustainable system. Environmental sustainability was not considered, while the artists' economic and cultural sustainability were. This finding translates to the idea that in the music industry, to strengthen cultural sustainability, economics must be supported, which requires environmental impact. This research has the potential to catalyze critical conversations about digital media, artist welfare, and the state of the music industry.
Author Keywords: College Radio, Cultural Sustainability, Economic Sustainability, Environmental Sustainability, Music Collecting