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Browsing Comparative Media Studies by Title

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Browsing Comparative Media Studies by Title

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  • 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 ...
  • Marisca Alvarez, Eduardo (Massachusetts Institute of Technology, 2014)
    In this work, I've documented the origins, growth and structure of the Peruvian video game industry. Because of its underground origins, the Peruvian game industry provides an alternative, more organic gateway to developing ...
  • 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 ...
  • Sauter, Molly (Molly Rebecca) (Massachusetts Institute of Technology, 2013)
    This thesis examines the history, development, theory, and practice of distributed denial of service actions as a tactic of political activism. DDOS actions have been used in online political activism since the early 1990s, ...
  • 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 ...
  • Stayton, Erik Lee (Massachusetts Institute of Technology, 2015)
    In this work Erik Stayton examines dominant and alternative paradigms of ground vehicle automation, and concludes that current and imagined automation technology is far more hybrid than is often recognized, presenting ...
  • 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. ...
  • Barabas, Chelsea (Chelsea Marie) (Massachusetts Institute of Technology, 2015)
    In recent years, a significant amount of resources and attention has been directed at increasing the diversity of the hi-tech workforce in the United States. Generally speaking, the underrepresentation of minorities and ...
  • Sell, Jesse (Jesse Colin) (Massachusetts Institute of Technology, 2015)
    In this work, I situate e-sports broadcasting within the larger sports media industrial complex, discuss e-sportscasters, and investigate the economics behind the growing e-sports industry. E-sports, often referred to as ...
  • 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 ...
  • Lopez, Rogelio Alejandro (Massachusetts Institute of Technology, 2013)
    Attention to the use of new media by social movements rose rapidly following groundbreaking global protests: The Arab Spring, Occupy Wall Street, and the "Indignados" Movement in Spain. However, determinism and rhetoric ...
  • 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. ...
  • Gursoy, Ayse (Massachusetts Institute of Technology, 2013)
    This paper explores the relation between criticism and establishment of narrative forms and genres, focusing on the cultural situation of video games. Comparing the context of early film criticism and contemporary video ...
  • Knoss, Trent (Massachusetts Institute of Technology, 2013)
    For centuries, humans killed the grey wolf (canis lupis) out of fear and misunderstanding. By the 1950s, the species had been hunted to brink of extinction within the continental United States save for a small remainder ...
  • Wang, Yu, S.M. Massachusetts Institute of Technology (Massachusetts Institute of Technology, 2015)
    This thesis surveys creativity in Chinese technology communities and its implication in China's development mode shift from "Made in China" to "Created in China." It discussed the history of creativity in China and how ...
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