Player-Response: On the Nature of Interactive Narratives as Literature

After what was probably the most academically rigorous year of my life, I can officially call myself a Master. And that’s pretty cool.

From start to finish, the focus of my time in graduate school was my thesis, a culmination of all my years of research, composition, passion, and abilities as both a writer and a gamer. It was obvious to me what the topic of my thesis would ultimately be, having spent much time defending the merits of video games to my friends and family. This thesis, where I explore how game narratives, specifically Mass Effect, are the pinnacle of modern storytelling and justify their utilization of active participation and hypertextuality, was both a joy to work on and an immense pressure off my shoulders. I am glad that I can now share it with you all today.

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Special thanks to Morgan Read-Davidson, my thesis advisor, and Jana Remy and David Winnick, readers on my thesis committee.

What Mighty Contests Rise From Trivial Things: The Rape of the Lock and the Mock Epic

A primary characteristic that underscores much of Alexander Pope’s work is humor. Rather than acting as just satirical asides, Pope’s utilization of farce allows him to focus “attention on the discrepancy between the ideal and the actual” (Parkin 1953, 197). By making a comparison between what is and what ought to be (or ought not to be), along with being entertaining, Pope is able to reach his audience and communicate his ideas in a clear and precise way, trivializing what is important and underscoring what is frivolous. Rather than making a scene less serious, humor is used as a device to enhance the content of his work, allowing him to discuss topics in a refreshing way. His narrative poem, The Rape of the Lock, operates along these similar lines. However, rather than solely making the content humorous, Pope’s control of mock-dramatic elements allow him to move beyond creating a sardonic text. His parody of the epic acts as an early model of the deconstruction of the typical narrative format.

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Laughing in the Face of Fear: The Multi-Genre Form of “The Canterville Ghost”

Abstract

The ghost story genre, though historically well-received, reached a new level of popularity in the Victorian era. Much of the appeal of the genre stemmed from finding some escape from the malaise of the fin de siècle. Oscar Wilde, a critic of and commentator for his time, would take this much beloved genre and adapt it into a unique style consistent with many of his other works. This essay consists of a close reading of Wilde’s 1887 novella, “The Canterville Ghost,” in order to examine his attempts to invert the conventions of the typical horror story. Though the primary focus will be on the comedic elements prevalent within the text, there is a deeper complexity that belies the surface humor. Much like other Wildean works, the story will be shown to be a reconciliation with the genre, not a rejection of it. In the end, “The Canterville Ghost” will be shown to operate as a hybrid, borrowing aspects from comedy, horror, religion, and even romance, creating a completely unique story that has remained influential even until the present.

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Composition Processes of First-Year Students

As part of my graduate studies, I was tasked with overseeing and completing a research project on a topic related to the field of composition. I knew I wanted to look at how writers write, how the changes one will make from a first draft to a second affect the reading of the final product, how a piece of writing evolves from a concept to a publication. Starting only with a basic proposal, I received approval from my university’s Institutional Review Board, acquired writing samples from the test subjects, and began my investigation into how first-year writing students modify and adapt their compositions, in order to create an improvement.

If that wasn’t enough, this project was also presented at the 2018 College English Association Conference in St. Petersburg, Florida, as part of the Attitude, Access, Advocacy: Overcoming Obstacles in First-Year Writing panel. This was my first time presenting at an academic conference and, as nervous as I was, I hope to return one day with more pertinent research.

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Please keep in mind this was a project meant to be small in scale and completed within a period of three months. As such, this research project is limited to a case study of three individuals.

Special thanks to Ian Barnard, the professor and principal investigator overseeing the project, and Meghan Kemp-Gee, the professor who lent me her students as subjects.

Sympathy for the Devil: The Appeal of Satan as a Hero in Paradise Lost

When one considers the idea of a hero in the classical sense, images of Odysseus or Aeneas immediately come to mind. These heroes are considered such because of their bravery in the face of adversity, their will for self-sacrifice, and willingness to work for a greater good. However, one would not normally consider Satan to be a hero; on the contrary, in religious theology, Satan is “a personification of the force of evil itself” (Russell 23). How could one even possibly conceive Satan as a heroic character? John Milton’s epic Paradise Lost, however, displays Satan in a heroic light, depicting the Biblical story of the Fall of Man from the perspective of Satan as a protagonist. Though evil, Satan possesses many heroic qualities and it is primarily due to his own fatal flaw that he ultimately becomes the twisted, malevolent figure he is understood to be today, suggesting that everyone is susceptible to corruption even when one believes one is doing the right thing.

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Interactions with the End of the World: An Examination of The Last of Us Through Reader-Response

Video games are a form of art. Like film, music, and literature before it, video games not only provide a form of entertainment, but also provide forms of cultural enrichment. Games have evolved beyond defeating multitudes of faceless enemies in order to obtain the highest possible score. Many games are now narrative experiences, bringing entertainment to the masses while also discussing themes such as life and death, finding love in a difficult world, acts of courage in desperate times, and doing what is right even if the methods are wrong. Better yet, these narrative experiences are able to present these themes in a highly active setting. Unlike films and literature, which have the audience passively observing as the events of their stories undergo, video games require the player to act in order to progress the story, creating an active relationship between the player and the content of the game. These games, which act as narrative experiences, are taken in by the players and fans and it is up to them to engage with the story and create meaning from it. There has been no other game in recent years that has accomplished better than The Last of Us.

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