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  <title>BURA Collection:</title>
  <link rel="alternate" href="http://bura.brunel.ac.uk/handle/2438/29" />
  <subtitle />
  <id>http://bura.brunel.ac.uk/handle/2438/29</id>
  <updated>2013-06-19T20:44:05Z</updated>
  <dc:date>2013-06-19T20:44:05Z</dc:date>
  <entry>
    <title>Playing against the grain rhetorics of counterplay in console based first-person shooter videogames</title>
    <link rel="alternate" href="http://bura.brunel.ac.uk/handle/2438/7463" />
    <author>
      <name>Meades, Alan Frederick</name>
    </author>
    <id>http://bura.brunel.ac.uk/handle/2438/7463</id>
    <updated>2013-06-07T09:44:21Z</updated>
    <published>2013-01-01T00:00:00Z</published>
    <summary type="text">Title: Playing against the grain rhetorics of counterplay in console based first-person shooter videogames
Authors: Meades, Alan Frederick
Abstract: Counterplay is a way of playing digital games that opposes the encoded algorithms that define their appropriate use and interaction. Counterplay is often manifested within the social arena as practices such as the creation of incendiary user generated content, grief-play, cheating, glitching, modding, and hacking. It is deemed damaging to normative play values, to the experience of play, and detrimental to the viability of videogames as mainstream entertainment products. Counterplay is often framed through the rhetoric of transgression as pathogen, as a hostile, infectious, threatening act. Those found conducting it are subject to a range of punishments ranging from expulsion from videogames to criminal conviction.&#xD;
 Despite the steps taken to manage counterplay, it occurs frequently within contemporary videogames causing significant disruption to play and necessitating costly remedy. This thesis argues that counterplay should be understood as a practice with its own pleasures and justifying rhetorics that problematise the rhetoric of pathogen and attenuate the threat of penalty. &#xD;
 Despite the social and economic significance of counterplay upon contemporary videogames, relatively little is known of the practices conducted by counterplayers, their motivations, or the rhetorics that they deploy to justify and contextualise their actions.  Through the use of ethnographic approaches, including interview and participant observation, alongside the identification and  application of five popular rhetorics of transgression, this study aims to expose the meanings and complexities of contemporary counterplay. It examines counterplayer testimonies that articulate the practices and rhetorics underpinning the creation of incendiary user generated content, grief play, glitching, modding, and hacking on the Xbox 360 platform in particular.  This study represents a contribution to the field of game studies in an area so far under-researched, offering voice to a previously silent demographic, that of counterplayers. In focussing upon their practices, communities and motivations, this study challenges the framing of counterplay as reductively oppositional or hostile. Instead, counterplay is shown to be an act of seduction, a means of articulating identity, status and recognition, as an expression of hacker ideology, and as a re-engagement with the carnivalesque. These meanings, in addition to the rhetoric of pathogen, offer an expanded image of counterplay and the counterplayer that highlights the significance of counterplay within the context of contemporary popular and youth culture.
Description: This thesis was submitted for the degree of Doctor of Philosophy and was awarded by Brunel University</summary>
    <dc:date>2013-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>The suspension of disbelief in videogames</title>
    <link rel="alternate" href="http://bura.brunel.ac.uk/handle/2438/7457" />
    <author>
      <name>Brown, Douglas</name>
    </author>
    <author>
      <name>William</name>
    </author>
    <id>http://bura.brunel.ac.uk/handle/2438/7457</id>
    <updated>2013-06-07T08:28:46Z</updated>
    <published>2012-01-01T00:00:00Z</published>
    <summary type="text">Title: The suspension of disbelief in videogames
Authors: Brown, Douglas; William
Abstract: This thesis explores the ways in which suspension of disbelief works in digital games. Primarily concerned with how players relate imaginatively to the often major dissonance between gameplay and narrative in digital games, this thesis questions how the literate players of games reconcile these complex texts imaginatively. Proposing that Samuel Taylor Coleridge's concept of suspension of disbelief is a complicated process often cited rhetorically rather than given its theoretical due, this thesis aims to rehabilitate the term and turn it into a useful, sharpened tool for games studies. Digital games themselves are also seen to be an intense new realm of possibilities for the suspension of disbelief, and textual analysis of games which approach the fourth wall or the suspension of disbelief on their own terms helps to make this clear.&#xD;
Beginning by defining the differences of games compared to other media, the thesis goes on to define suspension of disbelief in both its historical and modern contexts and see how it fits with games, isolating three key problems with uniting the concept with the medium. The three chapters which follow looked in more depth at the problems of the skilled reader, fundamental activity and dissonance through investigations into games’ textual construction, the mindsets they engender in players and their reformulation of the fourth wall. The final section looks at the conclusions working together to achieve the dual aims of proposing a new model for game reading which centres around a willed disavowal of presence on the part of the gamer combined with the gamer's taking up of a role offered by the game-text, and rehabilitating both the term and the concept of suspension of disbelief.
Description: This thesis was submitted for the degree of Doctor of Philosophy and was awarded by Brunel University</summary>
    <dc:date>2012-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>The role of imagination in Bergman, Klein and Sartre</title>
    <link rel="alternate" href="http://bura.brunel.ac.uk/handle/2438/7448" />
    <author>
      <name>Williams, Daniel</name>
    </author>
    <id>http://bura.brunel.ac.uk/handle/2438/7448</id>
    <updated>2013-05-29T11:32:01Z</updated>
    <published>2013-01-01T00:00:00Z</published>
    <summary type="text">Title: The role of imagination in Bergman, Klein and Sartre
Authors: Williams, Daniel
Abstract: This thesis provides an inter-disciplinary study of selected works by Ingmar Bergman. I explore how key concepts from Melanie Klein and Jean-Paul Sartre apply to the focus on characters in a state of heightened imagination; and the value placed on imagination in the construction of these films. This involves recognition of the way an active response from the viewer is encouraged. &#xD;
Klein, Sartre and Bergman also attend to contextual factors that challenge any notion of subjectivity as sovereign and the power of imagination is frequently placed in a social context. All three figures develop their ideas within specialised fields drawing on the influence of others. Chapter 2 shows how Klein’s ideas relate to the influence of Freud before exploring how her work can be applied to Bergman’s films through the example of Wild Strawberries. Chapter 3 concentrates on Sartre’s early work, The Imaginary and considers how this is significant in relation to some of Sartre’s better-known philosophical ideas developed during and after the Second World War. These ideas will lead to an exploration of The Seventh Seal. &#xD;
Chapters 4, 5, and 6 focus on three films from distinct parts of Bergman’s career: Summer with Monika, The Virgin Spring and Hour of the Wolf. In Chapter 4 this will be preceded by a brief over-view of three more films from the early part of Bergman’s career. These chapters explore how Kleinian and Sartrean ideas can be incorporated in close analysis, and alongside selected critical responses to the films. The analysis integrates key points from Klein and Sartre in a methodology specific to film studies. This will include analysis of cinematic elements such as camera work and lighting, and recognition of narrative structure and character development
Description: This thesis was submitted for the degree of Doctor of Philosophy and was awarded by Brunel University</summary>
    <dc:date>2013-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Dark Aemilia and inventing Shakespeare</title>
    <link rel="alternate" href="http://bura.brunel.ac.uk/handle/2438/7435" />
    <author>
      <name>O’Reilly, Sally Anne</name>
    </author>
    <id>http://bura.brunel.ac.uk/handle/2438/7435</id>
    <updated>2013-05-21T13:05:39Z</updated>
    <published>2012-01-01T00:00:00Z</published>
    <summary type="text">Title: Dark Aemilia and inventing Shakespeare
Authors: O’Reilly, Sally Anne
Abstract: Motivation: When I set out to write a novel about Shakespeare’s Dark Lady, I wanted the focus to be on her, not the Bard. However, as I developed the idea, I realised that his character was an essential component of the narrative. So how should I set about ‘inventing’ such an iconic character? In addition, how relevant were earlier versions – biographical and fictional – to this project? Though I found a wealth of material about Shakespeare and his plays, I discovered there is a substantial sub-genre of Shakespeare invention. As a writer new to historical fiction, this felt a little like putting Jesus Christ into a story – and it turned out that some writers have given Shakespeare a distinctly Messianic character. Methods: In order to invent my own version of Shakespeare, I needed to assimilate what had gone before. The line between fact and fiction was blurred, but I clarified what was known and what unknown, and established what was myth. I then researched fourteen fictional versions of Shakespeare, starting with Kenilworth (Sir Walter Scott, Constable &amp; Co, 1821) and ending with Shakespeare’s Memory (Jorge Luis Borges, Penguin, 2001). Results: My discovery was that the invention of history is a complex imaginative and intellectual process, but each writer solves a succession of challenges in their own way. Identifying these challenges helped me to create a new Shakespeare, and to clarify my own reasons for writing this particular novel. &#xD;
Conclusions: Far from being a form which is nostalgic, escapist or conservative, historical fiction is continually re-inventing itself in the light of the events and ideas which are contemporary to the writer. The continuing evolution and re-acquisition of the character of William Shakespeare is an illustration of its perennial significance.
Description: This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.</summary>
    <dc:date>2012-01-01T00:00:00Z</dc:date>
  </entry>
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