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<title>Communication Honors Theses</title>
<copyright>Copyright (c) 2013 Georgia State University All rights reserved.</copyright>
<link>http://digitalarchive.gsu.edu/communication_hontheses</link>
<description>Recent documents in Communication Honors Theses</description>
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<title>Hitchcock and the Material Politics of Looking: Laura Mulvey, Rear Window, and Psycho</title>
<link>http://digitalarchive.gsu.edu/communication_hontheses/3</link>
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<pubDate>Tue, 05 Jun 2012 05:00:57 PDT</pubDate>
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	<p>In this essay, I argue that issues of voyeurism and scopophilia raised in Laura Mulvey’s early essay, “Visual Pleasure in Narrative Cinema,” are closely related to the social and economic shifts which occurred during the post-war period. Specifically, I argue that Mulvey’s essay articulates a particular kind of formal technique associated with what she calls “non-narrative scopophilia,” a kind of long-take shot that is utilized to great effect by Alfred Hitchcock in two of his later films, <em>Rear Window</em> (1955)<em> </em>and <em>Psycho </em>(1960). I argue that these shots represent a disruption to the smooth functioning of the classical Hollywood model of narrative and gender ideology in the post-war period tied closely to the changing economic realities of the period. I further argue that such a disruption is closely related to a new model of consumerism that emerges during this period.</p>

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<author>Tyler A. Theus</author>


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<title>Boyfriends, Babies, and a Few Good Headshots: Examining Girl Gamers&apos; Identity Enactment on Twitter Using the Communication Theory of Identity</title>
<link>http://digitalarchive.gsu.edu/communication_hontheses/2</link>
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<pubDate>Mon, 12 Dec 2011 13:27:25 PST</pubDate>
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	<p>Girl gamers, while a substantial part of the gaming population, are often largely ignored in both the gaming industry and academic literature. In particular, there have been few investigations to date on what comprises the identity of a girl gamer, particularly outside the context of gameplay. To that end, the current study aims to investigate how girl gamers enact their identities as girl gamers on Twitter, a social network site. Eight Twitter accounts whose users self-identified as either Gamer Girls or Girl Gamers on a Twitter user directory where identified and the profiles and tweets of each collected for a two week period. This data was then analyzed according to Hecht’s communication theory of identity in order to determine how girl gamers enact their identity in an online context.</p>

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<author>Kari D. Storla</author>


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<item>
<title>&quot;Soldiers for Christ&quot;</title>
<link>http://digitalarchive.gsu.edu/communication_hontheses/1</link>
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<pubDate>Mon, 08 Feb 2010 16:55:08 PST</pubDate>
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	<p>Master Evil plans to rule the earth and set up his evil empire so that all may worship and adore him. However, six teenagers discover six crosses that have powers that will help them defeat the evil that will soon cross their path. Each cross possesses a quality of God that each of these teenagers must develop in order to stop Master Evil: faith, peace, salvation, truth, righteousness, and the Spirit. These six teenagers pose as a threat to Master Evil's plans, and he'll stop at nothing to defeat them and rule the world. It is the ultimate battle between good and evil. These six young people must have faith themselves and each other, but most importantly, they must have faith in God in order to defeat the ultimate evil.</p>

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<author>Karlton Tyrone Clay</author>


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