387 research outputs found

    The Rhetorical Construction of Female Empowerment: The Avenging-Woman Narrative in Popular Television and Film

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    In this critical rhetorical analysis, I examine the contemporary avenging-woman narrative in popular television and film. As a rhetorical text, the avenging-woman narrative can be read as a representation of cultural constructions of female empowerment. In this project, I situate the contemporary avenging-woman narrative within the context of a contemporary third wave feminist culture, in order to articulate how the representations of female empowerment in the texts may be a negotiation of cultural tensions about feminism. The four primary texts chosen for inclusion within this study are made up of two television shows, Revenge (2011-present) and Veronica Mars (2003-2007), and two films, The Girl with the Dragon Tattoo (2011) and Colombiana (2011). Each text features a woman depicted as transgressing social norms of traditional female behavior, usually through violence and with the purpose of exacting some form of revenge. Throughout this dissertation, I argue that although the image of the avenging-woman can be read as representative of female empowerment, the narratives simultaneously portray her as a cautionary tale against subversion within the system. I critique the depiction of female empowerment at the intersection of violence, a lack of homo-social relationships, a representation of sexualized feminine strength, and the objectification of the female body via fetishized technology. An analysis of each theme shows the complications that arise with the linking of women and power in the avenging-woman narrative. The representation of female empowerment is thus ultimately hegemonic, serving to reinforce the system the protagonist is depicted in the narrative as attempting to subvert. Although offering a pleasurable tale of justice and revenge, the avenging-woman text is also an example of how a rhetoric of female empowerment is problematic when it does not support political changes within a patriarchal system

    An Analysis of Female Roles in Popular Sports Video Games

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    The purpose of this study was to investigate the roles and portrayal of female characters in popular sports video games. The 15 best-selling sports games of 2005 were played by the researcher without a time-limit or specified path within the game. Gameplay was videotaped and analyzed using a qualitative, descriptive participant- observation model (Glesne, 2006). This method is unique to video game analysis, as previous studies have used quantitative methods. Gameplay was typically about three hours for each game, and copious notes were taken during gameplay. Roles were then analyzed using a framework from previous work in both sports media and video game studies. Major themes found in the games were 1) an overall lack of female characters which was 2) based in the tension video games media creates between fantasy and simulation. Games on both sides of this fantasy/simulation spectrum had greatly varying portrayals of female characters. New technology such as the emerging ability to put users in the game as characters is important to the rapid evolution of video games. Increasing graphical and processing power of next-generation game consoles gives developers the ability to allow more user-created content rather than rely on generating pre-defined characters and roles, regardless of gender

    The digital feminine

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    This MFA is a visual art critical investigation of digital representations, manipulations, and exploitations of feminine figures in cyberspace. The particular focus of this study is centred on the work of self-titled reality artist Signe Pierce, as well as my own practical body of work: The Digital Feminine. Case studies of Pierce’s practice include Big Sister (2016), Halo (2018), American Reflexxx (2013) and Reality Hack (2016). Through these case studies I examine the nature of identity formation online as underscored by notions of performativity as well as arguments for the use of feminine aesthetics as feminist critique, specifically through the use of the ‘Venus Flytrapping’ method. Jean Baudrillard famously theorised the hyperreal and the simulacra, claiming that human experience is a simulation of reality1. My MFA thesis addresses contemporary concerns relating to issues of reality, perception, the gaze, and identity in an increasingly virtual world. The 20th century witnessed massive changes in technology, and its subsequent commercialisation marked new territories for mass media, politics, entertainment, social life, and the art world. Avant-garde modern art movements shattered previously held standards of traditional artistic production, thus ideas surrounding the ‘art object’ and the role of artists themselves were fundamentally changed. In a postmodern world where nothing is sacred and life is experienced through the simulacra of the screen, the hyperreal takes over. I investigate how real-world socio-political issues, particularly those related to gender, transcend into the digital realm of cyberspace through discussions of Donna Harraway’s ‘cyborg feminism’ and Judith Butler’s ideas of gender performativity, as well as Erving Goffman’s ideas of everyday performativity. My final body of work for the professional art practice component of this MFA is realised in the form of an immersive installation that straddles the virtual and the real. Influenced by digital and hyperreal aesthetics (such as VapourWave), this installation also explores various expressions of femininity that an individual can express both online and in real life

    The Murray Ledger and Times, February 5, 1994

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    The BG News January 31, 2017

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    The BGSU campus student newspaper. January 31, 2017. Volume 96-Issue 39.https://scholarworks.bgsu.edu/bg-news/9959/thumbnail.jp

    Winona Currents Magazine

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    Major Buzz, Grand Tour, Satellite View.https://openriver.winona.edu/winonacurrents/1011/thumbnail.jp
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