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dc.contributor.advisorBeisecker, Thomas
dc.contributor.authorRichards, Kyle Dudley
dc.date.accessioned2012-10-27T12:08:09Z
dc.date.available2012-10-27T12:08:09Z
dc.date.issued2010-12-31
dc.date.submitted2010
dc.identifier.otherhttp://dissertations.umi.com/ku:11239
dc.identifier.urihttp://hdl.handle.net/1808/10245
dc.description.abstractThe advent of the home video game console and three decades of continuously evolving gaming technology has had a profound impact on American culture. While many studies have investigated various sociocultural outcomes and conducted behavioral correlation analyses of video games, few have examined how individuals talk about, or share meaning from the game outside of game play. This analysis first briefly reviews extant video game research and arguments for the increasingly immersive aspect of playing video games, then identifies a lack of focus in the literature on the communicative aspect of audience-centered analysis of these games via gamer-generated blogs and message board interactions. Subsequently, a rhetorical analysis of two independent blogs for World of Warcraft (WoW), a massively multiplayer online (MMO) video game examines, from a communication perspective, the inherent structure of the game, as well as the various methods by which the gamers discuss and share meaning about in-game and out-game experiences. A rhetorical analysis of gamers' out-game talk on WoW-centered message board forums and blogs is then conducted via the lens of dramatism. The theoretical underpinnings of this analysis further concretize the value and necessity of a communicative lens as a privileged voice in the field of video game studies.
dc.format.extent140 pages
dc.language.isoen
dc.publisherUniversity of Kansas
dc.rightsThis item is protected by copyright and unless otherwise specified the copyright of this thesis/dissertation is held by the author.
dc.subjectCommunication
dc.subjectBurke
dc.subjectDramatism
dc.subjectGames
dc.subjectPentad
dc.subjectVideo
dc.subjectWarcraft
dc.titleCommunicative Implications of the Modern Video Game: An Audience-Centered Approach
dc.typeDissertation
dc.contributor.cmtememberParson, Donn W.
dc.contributor.cmtememberCarlin, Diana
dc.contributor.cmtememberHarris, Scott
dc.contributor.cmtememberCook, David J
dc.thesis.degreeDisciplineCommunication Studies
dc.thesis.degreeLevelPh.D.
kusw.oastatusna
kusw.oapolicyThis item does not meet KU Open Access policy criteria.
kusw.bibid7642702
dc.rights.accessrightsopenAccess


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