The basic aim of this thesis is to assess the US Army produced videogame America’s Army (2002) and its online communities for its potential as a public sphere.
Strictly Bollywood?: Story, Camera and Movement in Hindi Film Dance
Why these Bollywood dances emerged as key ingredients of film and how these dances are received and reinterpreted by audiences outside India.
The Book as Looking Glass: Improving Works for and about Children in Early Modern England
Exploring three developments pertaining to children and reading in seventeenth-century England, including how profoundly death was implicated in the development of thought about children’s reading.
Popcorn Moms: Decoding Representations of Motherhood in American Popular Cinema, 1979-1989
“Popcorn Moms” is a socio-historical analysis of the ways American commercial cinema represented motherhood in the 1980s.
Experiments in Corporate Collaboration: The Case of the Arts Electronica FutureLab
he AEC is devising a strategy for cultivating industry partnerships based on the FutureLab’s experiments in corporate collaboration to date which have been successful namely because they are focused on mutually beneficial outcomes.
Mask or Closet, or, “Under the Hood”: Metaphors and Representations of Homosexuality in American Superhero Comics After 1985
An examination of the changing representation of male homosexuality in American superhero comics between the years 1986 and 2003.
Tensions in Live-Action Roleplaying Game Design: A Case Study with the MIT Assassins’ Guild
An analysis of the MIT Assassins’ Guild Live-Action Roleplaying games, providing five kinds of tensions in the design and the implementation of mechanics.









