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dc.contributor.advisorKunkel, Adrianne
dc.contributor.authorMorgan, Joshua
dc.date.accessioned2023-07-04T17:06:59Z
dc.date.available2023-07-04T17:06:59Z
dc.date.issued2020-05-31
dc.date.submitted2020
dc.identifier.otherhttp://dissertations.umi.com/ku:17090
dc.identifier.urihttps://hdl.handle.net/1808/34499
dc.description.abstractExploring video games with a communicative lens is a growing genre of research, one which this project aims to contribute to by examining Rockstar Games’ Red Dead Redemption 2 with an in-depth digital ethnography. By playing through the game and capturing screenshots and video clips, this study investigated the presentation of hegemonic masculinity, whiteness, and western tropes in addition to the ways in which a player was afforded or denied agency with their character. The data clearly showed an embracing of both hegemonic masculinity and whiteness by many of the characters in the game. In addition, tropes of the western genre of entertainment such as reluctant violence and community security were present, though not challenged in any significant way. Finally, player agency varied wildly between very little and quite a lot depending on which portion of the game players were currently experiencing.
dc.format.extent148 pages
dc.language.isoen
dc.publisherUniversity of Kansas
dc.rightsCopyright held by the author.
dc.subjectCommunication
dc.subjectAgency
dc.subjectMasculinity
dc.subjectVideo Games
dc.subjectWhiteness
dc.titleTHE “RIGHT” TYPE OF MAN: A DIGITAL ETHNOGRAPHY OF RED DEAD REDEMPTION 2
dc.typeDissertation
dc.contributor.cmtememberInnocenti, Beth
dc.contributor.cmtememberDoan, Alesha
dc.contributor.cmtememberGist-Mackey, Angela
dc.contributor.cmtememberMapes, Meggie
dc.contributor.cmtememberZhang, Yan-Bing
dc.thesis.degreeDisciplineCommunication Studies
dc.thesis.degreeLevelPh.D.
dc.identifier.orcid
dc.rights.accessrightsopenAccess


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