語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
FindBook
Google Book
Amazon
博客來
How to Survive the Apocalypse: Using Film, Television, and Video Games as Gateways to Self-Analysis.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
How to Survive the Apocalypse: Using Film, Television, and Video Games as Gateways to Self-Analysis./
作者:
Raymer, Braeden T.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2022,
面頁冊數:
42 p.
附註:
Source: Masters Abstracts International, Volume: 84-01.
Contained By:
Masters Abstracts International84-01.
標題:
Art criticism. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29209356
ISBN:
9798834044741
How to Survive the Apocalypse: Using Film, Television, and Video Games as Gateways to Self-Analysis.
Raymer, Braeden T.
How to Survive the Apocalypse: Using Film, Television, and Video Games as Gateways to Self-Analysis.
- Ann Arbor : ProQuest Dissertations & Theses, 2022 - 42 p.
Source: Masters Abstracts International, Volume: 84-01.
Thesis (M.F.A.)--Syracuse University, 2022.
This item must not be sold to any third party vendors.
This thesis serves as an investigation on the use of film, television, and video games as access points for personal analysis in imagined scenarios. When creating a fictional world, characters' motivations and behaviors are often based on real-life experiences. In the apocalypse genre, understanding how a character might behave in such an extreme circumstance can be difficult to predict, considering few have lived through comparable conditions. To supplement personal experiences and observations, a creator might use other stories as gateways to self-examination. The investigation begins in film, exploring how stories provide a viewer with new experiences that they can then apply to real-life scenarios. The 'art house horror' effect is examined, exploring how the safety of a theater allows a viewer to process traumatic experiences in a controlled environment. Real-world applications of the 'art house horror' effect are considered and their effectiveness is brought into question. The analysis then moves on to interactive specials (television programs that allow for real-time user input), examining the importance of input from the user on the ability to learn from actions. Finally, the study shifts to video games as the most interactive of the three media explored. The correlation between in-game choices and real-life choices is debated, considering the reward systems offered by games that may influence behavior. In addition, the COVID-19 pandemic is examined from the same perspective-as a means to infer human behavior in extreme contexts. The author then concludes with a brief explanation on how these thought experiments and pandemic experiences were incorporated into the development of an original apocalyptic narrative and corresponding illustrations.
ISBN: 9798834044741Subjects--Topical Terms:
526357
Art criticism.
Subjects--Index Terms:
Apocalypse
How to Survive the Apocalypse: Using Film, Television, and Video Games as Gateways to Self-Analysis.
LDR
:02850nmm a2200349 4500
001
2352258
005
20221118093857.5
008
241004s2022 ||||||||||||||||| ||eng d
020
$a
9798834044741
035
$a
(MiAaPQ)AAI29209356
035
$a
AAI29209356
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Raymer, Braeden T.
$3
3691878
245
1 0
$a
How to Survive the Apocalypse: Using Film, Television, and Video Games as Gateways to Self-Analysis.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2022
300
$a
42 p.
500
$a
Source: Masters Abstracts International, Volume: 84-01.
500
$a
Advisor: Blake, Marty.
502
$a
Thesis (M.F.A.)--Syracuse University, 2022.
506
$a
This item must not be sold to any third party vendors.
520
$a
This thesis serves as an investigation on the use of film, television, and video games as access points for personal analysis in imagined scenarios. When creating a fictional world, characters' motivations and behaviors are often based on real-life experiences. In the apocalypse genre, understanding how a character might behave in such an extreme circumstance can be difficult to predict, considering few have lived through comparable conditions. To supplement personal experiences and observations, a creator might use other stories as gateways to self-examination. The investigation begins in film, exploring how stories provide a viewer with new experiences that they can then apply to real-life scenarios. The 'art house horror' effect is examined, exploring how the safety of a theater allows a viewer to process traumatic experiences in a controlled environment. Real-world applications of the 'art house horror' effect are considered and their effectiveness is brought into question. The analysis then moves on to interactive specials (television programs that allow for real-time user input), examining the importance of input from the user on the ability to learn from actions. Finally, the study shifts to video games as the most interactive of the three media explored. The correlation between in-game choices and real-life choices is debated, considering the reward systems offered by games that may influence behavior. In addition, the COVID-19 pandemic is examined from the same perspective-as a means to infer human behavior in extreme contexts. The author then concludes with a brief explanation on how these thought experiments and pandemic experiences were incorporated into the development of an original apocalyptic narrative and corresponding illustrations.
590
$a
School code: 0659.
650
4
$a
Art criticism.
$3
526357
650
4
$a
Creative writing.
$3
593924
650
4
$a
Psychology.
$3
519075
650
4
$a
Multimedia communications.
$3
590562
653
$a
Apocalypse
653
$a
Self-analysis
690
$a
0365
690
$a
0203
690
$a
0621
690
$a
0558
710
2
$a
Syracuse University.
$b
Illustration.
$3
3682543
773
0
$t
Masters Abstracts International
$g
84-01.
790
$a
0659
791
$a
M.F.A.
792
$a
2022
793
$a
English
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29209356
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9474696
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入