Foreclosing Possibility in Virtual Worlds: An Exploration of Language, Space, and Bodies in the Simulation of Gender and Minecraft

dc.contributor.advisorStabile, Carolen_US
dc.contributor.authorBull, Irisen_US
dc.date.accessioned2014-09-29T17:55:31Z
dc.date.available2014-09-29T17:55:31Z
dc.date.issued2014-09-29
dc.description.abstractThis thesis is a textual analysis and discourse analysis that examines the social and programmatic construction of the videogame Minecraft by interrogating how code, design, and fan modifications limit and facilitate play in and outside the game. This thesis will argue that the constitution of gender--and subjectivity, more broadly--is reflected in the language, space, and bodies that shape the boundaries of the virtual world. What makes a player "cyborgian" when they embody a virtual avatar may have less to do the abstraction of agency into a computerized self and more to do with the way in which humans create and maintain conduits to exist between worlds that are both digital and material.en_US
dc.identifier.urihttps://hdl.handle.net/1794/18445
dc.language.isoen_USen_US
dc.publisherUniversity of Oregonen_US
dc.rightsCreative Commons BY-NC-ND 4.0-USen_US
dc.subjectFrontier mythen_US
dc.subjectGenderen_US
dc.subjectMinecraften_US
dc.subjectProgramming languagesen_US
dc.subjectVideogamesen_US
dc.subjectVirtual worldsen_US
dc.titleForeclosing Possibility in Virtual Worlds: An Exploration of Language, Space, and Bodies in the Simulation of Gender and Minecraften_US
dc.typeElectronic Thesis or Dissertationen_US
thesis.degree.disciplineSchool of Journalism and Communicationen_US
thesis.degree.grantorUniversity of Oregonen_US
thesis.degree.levelmastersen_US
thesis.degree.nameM.S.en_US

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