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Browsing Comparative Media Studies by Title

Research and Teaching Output of the MIT Community

Browsing Comparative Media Studies by Title

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  • Verlager, Alicia (Massachusetts Institute of Technology, 2006)
    This work examines how images of disability are used to frame cultural narratives regarding technology. As advances in biotechnology ensure that more people will be living with technological prosthetics against and beneath ...
  • Lee, Michelle Moon (Massachusetts Institute of Technology, 2010)
    How does one design a game to make change? How can I design a game that engages players in ethical gameplay? For this project, I used multiple methodologies--research through design, background research, iterative game ...
  • Shahani, Parmesh (Massachusetts Institute of Technology, 2005)
    Gay Bombay is an online-offline community (comprising a website, a newsgroup and physical events in Bombay city), that was formed as a result of the intersection of certain historical conjectures with the disjunctures ...
  • Li, Xiaochang, S.M. Massachusetts Institute of Technology (Massachusetts Institute of Technology, 2009)
    It is commonly accepted that media and communication technologies play pivotal roles in the complex processes of what is broadly termed "globalization." The increasing speed, volume, and scale of transnational circulation ...
  • Silberman, Lauren (Lauren Beth) (Massachusetts Institute of Technology, 2010)
    A design feature of contemporary sport video games allows elite athletes to play as themselves in life-like representations of actual sporting events. The relation between playing sport video games and actual physical ...
  • Diaz, Joshua Lindsay (Massachusetts Institute of Technology, 2009)
    In designing DwarfFortress as part roguelike and part simulation, Tarn and Zach Adams of Bay 12 Games drew on a tradition of game genres that used proceduralism and simulation to give players unique paths through the game. ...
  • Bersak, Daniel R., 1980- (Massachusetts Institute of Technology, 2006)
    Like writers and editors, photojournalists are held to a standard of ethics. Each publication has a set of rules, sometimes written, sometimes unwritten, that governs what that publication considers to be a truthful and ...
  • Elish, Madeleine Clare (Massachusetts Institute of Technology, 2010)
    At the heart of this thesis is a desire to understand the evolving and situated relationship between humans and computers. Looking to a specific kind of computer at a specific moment in history, I analyze the ways in which ...
  • Austin, Alexander Chance (Massachusetts Institute of Technology, 2007)
    An audience's satisfaction with an entertainment product is dependent on how well their expectations are fulfilled. This study delves into the implicit contract that is formed between the purveyor of an entertainment ...
  • Davenport, Stephanie, 1972- (Massachusetts Institute of Technology, 2003)
    The Ars Electronica FutureLab is a thriving interdisciplinary research facility located in Linz, Austria. It is part of the Ars Electronica Center (AEC), a cultural institution which for over two decades has been a pioneer ...
  • Domb Krauskopf, Ana Elena (Massachusetts Institute of Technology, 2009)
    The music industry, along with the world of media as a whole, is in a state of transition. What is being sold is not so clear anymore, nor is it obvious what parts of the traditional business will survive. Audiences play ...
  • Ho, Moneta Kwok-Ching, 1976- (Massachusetts Institute of Technology, 2004)
    This thesis is an exploration of the ways in which interactive features in the virtual space can be developed to complement physical museum exhibitions, as well as create opportunities for museums to reach broader audiences. ...
  • Easton, Joellen (Massachusetts Institute of Technology, 2005)
    (cont.) This thesis examines the evidence of community among listeners to three radio programs, who gather online to discuss radio programming in blogs, message boards and discussion forums provided by those programs. The ...
  • Camper, Brett Bennett (Massachusetts Institute of Technology, 2005)
    This thesis challenges the common social construction of game development, which perceives the activity only within its commercial, corporate realm. As an exemplar of the many thriving amateur development communities, the ...
  • Daniels, Tracy K. (Tracy Kim) (Massachusetts Institute of Technology, 2008)
    This thesis explores the practices of filmmakers of color in the United States who employ strategies to circumvent industrial, financial and cultural barriers to production and distribution. To overcome these barriers, ...
  • Lé, Lan Xuân (Massachusetts Institute of Technology, 2009)
    In an age of globalization, texts increasingly migrate not only out of their native medium, but their native countries as well. Within the East Asian region, a booming television program trade circulates television texts, ...
  • Danziger, Michael (Michael J.) (Massachusetts Institute of Technology, 2008)
    The design of information visualization, defined as the interactive, graphical presentation of data, is on the verge of a significant paradigm shift brought on by the continued maturation of the Information Age. Its ...
  • Begy, Jason Scott (Massachusetts Institute of Technology, 2010)
    As cultural artifacts, abstract games offer unique challenges to critical interpretation. This is largely due to the fact that such games lack a fictional element: there are no characters, no settings, and no narratives ...
  • Huang, He, S.M. Massachusetts Institute of Technology (Massachusetts Institute of Technology, 2007)
    This thesis attempts to look at how Chinese animation cinema has evolved over the years and how the Chinese nation is being constructed and contested through animation filmic texts and animation filmmaking practices as ...
  • Klink, Madeline LeNore (Massachusetts Institute of Technology, 2010)
    The emerging field of fan studies has, until recently, been defined only by the research that has taken place within it. Almost universally, this research focuses on self-identified fans. However, scholars are beginning ...
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