Advanced Search
DSpace@MIT

Browsing Theses - Comparative Media Studies by Issue Date

Research and Teaching Output of the MIT Community

Browsing Theses - Comparative Media Studies by Issue Date

Sort by: Order: Results:

  • Dougherty, Audubon McKeown (Massachusetts Institute of Technology, 2010)
    The ubiquity of camera phones, coupled with the increasing mobility of citizens and the rise of digital production as an embedded technosocial practice, is creating incentives for many people around the globe to engage in ...
  • 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 ...
  • Seles, Sheila Murphy (Massachusetts Institute of Technology, 2010)
    The American television industry is in a moment of transition because of changes brought about by digital distribution and audience fragmentation. This thesis argues that the television industry can no longer adapt to the ...
  • Seaver, Nicholas Patrick (Massachusetts Institute of Technology, 2010)
    Discussions of music reproduction technology have generally focused on what Jonathan Sterne calls "tympanic" reproduction: the recording and playback of sounds through microphones and speakers. While tympanic reproduction ...
  • 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 ...
  • Kolos, Hillary (Hillary Anne) (Massachusetts Institute of Technology, 2010)
    The recent increase in digital gaming players and platforms does not imply that digital gaming is as inclusive as it could be. There are still gaps in participation that, if left unaddressed, will exclude groups who have ...
  • 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 ...
  • 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 ...
  • 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 ...
  • 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 ...
  • 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, ...
  • Driscoll, Kevin Edward (Massachusetts Institute of Technology, 2009)
    Hip-hop is a competitive form of popular culture characterized by an on-going process of aesthetic renewal and reproduction that is expressed through carefully selected media and communications technologies. Hip-hop is ...
  • Trettien, Whitney Anne (Massachusetts Institute of Technology, 2009)
    Through an archaeology of text-generating mechanisms, the present work excavates the deep history of reading and writing as material, combinatory practices. On the one hand, by positing the physical manipulation of language ...
  • 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 ...
  • Kuritsky, Orit (Massachusetts Institute of Technology, 2009)
    This thesis probes into current American makeover culture, thorough three detailed case studies that represent an increasing confluence of commerce, entertainment, and, at times, spirituality. Each of the chapters is devoted ...
  • 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. ...
  • Wendel, Evan Landon (Massachusetts Institute of Technology, 2008)
    This thesis explores the evolving nature of independent music practices in the context of offline and online social networks. The pivotal role of social networks in the cultural production of music is first examined by ...
  • Lui, Debora A. (Debora Ann-Ling) (Massachusetts Institute of Technology, 2008)
    What is Chinatown? Is it an imaginary construct, a real location, or a community? Is it an ethnic enclave only available to insiders, or a fabricated environment designed specifically for tourists? This thesis attempts to ...
  • Weise, Matthew Jason (Massachusetts Institute of Technology, 2008)
    This thesis explores "meaningfulness" in videogames. Academics, journalists, and others who write about games often discuss the concept of meaning yet seldom define it clearly. I am focusing on a variation of this topic: ...
  • 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 ...
MIT-Mirage