Browsing by Author "Marx, Nick, committee member"
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Item Open Access Affordance alteration in the contexts of video game communities(Colorado State University. Libraries, 2024) Laman, Landon Paul, author; Wolfgang, Justin David, advisor; Castillo, Dani, committee member; Marx, Nick, committee memberThis study analyzes a group of players within the online video game Grand Theft Auto 5 in the context of their relationships to affordances within the game and how they alter these affordances to curate the game to their desires. The group within this study has a rigid social hierarchy and limits their available affordances through the game for a more intimate knowledge of its functions and increased senses of accomplishment through group play. This study utilizes Gibson's affordances to explain the relationship between player and world, social identity theory to examine the group dynamic and its impact on conceptualization of self and group, media system dependency theory to unravel the motivations of the players, and CTDA to analyze the group's utilization of the platform as a place for community gathering and meaning making. This study was conducted through 1:1 interviews with members of the group to understand their interactions, feelings, and motivations behind their restrictive brand of play and the difference between the spirit and the word of the rule set.Item Open Access "Do you like my body?": an interpersonal approach to the growth of bikini competitors on YouTube(Colorado State University. Libraries, 2017) Beytin, Brooke, author; Williams, Elizabeth A., advisor; Marx, Nick, committee member; Ogle, Jennifer, committee memberThis study investigates the popularity growth of bikini competitors on the social media outlet of YouTube. This content falls into the category of "fitspiration" content, otherwise known as fitness social media content that advocates for health and well-being. While fitspiration content has been shown to be damaging to the consumer regarding body image and self-esteem, consumers are increasingly choosing to engage with it. Therefore, this project takes an audience approach, probing why this phenomenon is spreading rapidly regardless of its potentially harmful effects. Using a qualitative interview approach, I explore the appeal of this YouTube content by interviewing women who actively engage with the YouTube videos of bikini competitors. I utilize three communication theories—social identification theory, parasocial interaction theory, and narrative theory—to explore why the fitspiration YouTube content of bikini competitors is becoming more popular. The findings indicate that all three theories play a role in drawing women to fitspiration content, although identification seemed to be the most reported factor. The findings not only provide valuable insights about the appeal of fitspiration content, but also about the potentially damaging effects of fitness-related social media and bikini competitions regarding privilege, body image, and expectations of media consumers.Item Open Access Fat-positive worldmaking in the body positive movement: queering, decolonizing, intersecting(Colorado State University. Libraries, 2021) Otis, Hailey Nicole, author; Dunn, Thomas R., advisor; Gibson, Katie, committee member; Marx, Nick, committee member; DeMirjyn, Maricela, committee memberThis dissertation uses a queer rhetorical approach augmented by a critical/cultural sensibility and autoethnographic performance to examine how body positive activists, influencers, and public figures carve out moments for fat-positive (queer) worldmaking within the online body positive movement. In particular, this project explores how body positivity shifts contextually from a set of depoliticized philosophies around self-love and positive body image to moments of worldmaking via radical body politics. The primary goal of this project is to examine how the body positive movement carves out possibilities for positive representation, humanization, and liberation for fat and otherwise non-normative bodies. To pursue this goal, I engage three distinct case studies of fat-positive queer worldmaking within body positivity after situating this project as joining and contributing to broader scholarly conversations around embodied social movement rhetoric as well as disciplinary perspectives on queer worldmaking. The first case study explores how two body positive social media influencers, @Sassy_latte and Melissa Gibson, use Instagram posts and the digital radio show format to develop radical, fat activist body politics around the notion of "body justice." The second case study focuses on hip-hop artist Lizzo and her role in the changing nature of body positivity in the current moment, analyzing how her social media, lyrics, and music videos engage in fat-positive queer worldmaking that recenters fat, Black femme bodies. The final case study takes on the character of autoethnographic performance in which I center my own body, my own journey with body positivity and fat activism, as well as grapple with the relationship between my role as a critic and my role as part of the rhetoric I analyze. In and through these case studies, I ultimately argue that it is through particular kinds of rhetorical labor—namely decolonial, intersectional, and queer forms—that body positive rhetors make possible moments of fat-positive queer worldmaking.Item Open Access "I see what you're saying": examining self-disclosure and nonverbal communication in digital environments(Colorado State University. Libraries, 2018) Walsh, Adam Clark, author; Martey, Rosa, advisor; Long, Marilee, committee member; Marx, Nick, committee memberComputer-mediated environments are comfortable spaces for people to engage in interpersonal communications. By building on the theoretical arguments of computer-mediated communication scholars (Joinson, 2001; Walther, 2008), this study used a secondary dataset from the SCRIBE project, to examine chat transcripts in a content analysis. The study explored the role of self-disclosure and 15 different nonverbal cues in interpersonal communications in World of Warcraft (WoW). For the SCRIBE project, teams of 3-4 players were tasked with saving the digital city, Dalaran, from marauders (Reene et al., 2011). After gathering all SCRIBE project WoW chat transcripts, a 30% sample was used in a content analysis for self-disclosure statements. These self-disclosure statements and nonverbal cue data (collected in the SCRIBE project) were combined using statistical software, and examined with Pearson correlations, multiple linear regressions, and hierarchical regressions to show relationships. Results supported previous literature in computer-mediated interpersonal communications (Joinson, 2001), and Walther's (2008) Social Information Processing Theory (SIPT), to show players share self-disclosure statements and translate nonverbal cues for sharing relational information between players. The implications for this study are important for understanding how the interpersonal communication concepts, self-disclosure and nonverbal cues, manifest in video games such as WoW, and work together in the communication process. Future research should examine when self-disclosure statements and nonverbal cues are used in relation to the overall communication process, and expand on key dimensions of Walther's SIPT.Item Open Access Make 'em laugh: humor's role in seeking science-based messages(Colorado State University. Libraries, 2024) Patterson, Ashley L., author; Anderson, Ashley, advisor; Johnson, Emily, committee member; Marx, Nick, committee memberScience information as a whole has become known as a controversial topic because it often invokes political beliefs and social values when it is presented in the media. This has resulted in audiences being cautious about engaging with scientific messages. Humor is increasingly being used as a strategy to communicate science-related information, yet research on its effectiveness is still growing. The goal of this project was to contribute empirical evidence to the limited pool of literature and outreach tactics that exist regarding the application of humor science-based content on social media. Through a two-condition, between subjects, online experiment this project measured if positive emotion, conceptualized as feeling joy, which can be described as experiencing elation or mirth, was invoked when exposed to a humorous science-based message; whether exposure to humorous science-based messages have a direct effect on information engagement; and if experiencing a positive emotion impacted greater levels of information engagement. Participants were undergraduate or graduate students enrolled at the Colorado State University, Fort Collins campus who were registered in a course within the Journalism and Media Communication department during Spring 2024. A total of 117 participants gave responses while the survey was live in the SONA system, between February 2-23, 2024. Results indicate participants who were exposed to a humorous science message were more likely to experience a positive emotion and had a higher likelihood of seeking out or sharing similar messages in the future. Additionally, the experience of a positive emotion was a significant factor in a participant's likelihood of seeking out or sharing similar messages. Results suggest that individuals exposed to a humorous message are more inclined to experience positive emotions and those who did are more inclined to participate in information engagement in the future. This study indicates that humor plays a significant role in driving information engagement.Item Open Access Personality traits and their effect on Facebook user habits(Colorado State University. Libraries, 2016) Johnson, Chance William Garrett, author; Plaisance, Patrick, advisor; Switzer, Jamie, committee member; Marx, Nick, committee memberA survey, conducted in cooperation with faculty and staff at Colorado State University, was conducted with CSU undergraduates (n = 125) to explore how personality traits affect Facebook use and levels of self-disclosure among users. The intent was to explain why individuals partake in certain activities, and at what levels they engage in self-disclosure on Facebook based on their personality traits and gender. This study employed the Big Five Personality Test and the Narcissistic Personality Inventory in the first part of a survey to test the levels of the personality traits narcissism, extroversion, openness to experience, conscientiousness, agreeableness, and neuroticism. The second half of the survey asked a variety of questions listed as scaled items concerning Facebook activities having to do with self-disclosure, and at what levels the participants engage in each activity. While the personality traits observed were unable to predict the participants’ motivations for Facebook use and levels of self-disclosure in a statistically significant manner, this study confirmed that gender was a significant predictor of whether females or males engage in a certain activity more often, and at what level. These results were used to re-examine recommendations from past theoretical literature about how to predict Facebook behavior based on personality traits.Item Open Access Popcorn thoughts: a podcast economy of film criticism(Colorado State University. Libraries, 2021) Blackburn, Hayley, author; Arthur, Tori, advisor; Humphrey, Michael, committee member; Wolfgang, David, committee member; Black, Ray, committee member; Marx, Nick, committee memberThis qualitative study questions how podcasters review films, engage with audiences, and contribute to film and media discourses. The literature exploring podcast cultures and film criticism had not intersected to a large extent, and this ethnographic inquiry into a case study of five podcast film critics provides an entry point for audio criticism scholarship. The research umbrella drew from film writing and critique cultures (Corrigan, 2015; McWhirter, 2016) and podcast analyses (Llinares, Fox, & Berry, 2018; Spinelli & Dann, 2019) to situate the patterns of discourse and production activities (Fairclough, 2003) within a framework of media sociology (Shoemaker & Reese, 2014). The research engaged with over 55 hours of content and various communication technologies in the winter of 2020/2021. The meso-level analysis considered the data from podcasts as a collective group to focus on the patterns across the audio critic culture (Kozinets, 2010). The findings reflect that audio critics can be further studied as a field of criticism as the collective group followed routines and enacted activities above individual and organizational levels of influence. Niches also frame the contributions of audio critics to the media and film discourse ecosystem as they extend film consumption rituals through discussion and provide a forum for participatory culture among their audiences.Item Open Access School social workers' perceptions of electronic media on practice(Colorado State University. Libraries, 2017) Keeney, Adrianne Jane, author; Buchan, Victoria, advisor; Quijano, Louise, committee member; Hughes, Shannon, committee member; Marx, Nick, committee memberElectronic media has provided new challenges and opportunities for school social workers. The use of electronic communication to interact with others is a normative and daily part of life for children, adolescents, and adults. Currently there are few, if any guidelines regarding electronic media behavior and standards for school social work practice. The purpose of this study was to explore the perceptions, beliefs, and experiences from the perspective of school social workers on how electronic communication has affected their practice. A phased research design with quantitative and qualitative components was utilized for this exploratory research. Data from (N=379) school social workers practicing in the United States were collected. A combination of descriptive, correlation, exploratory factor analysis, and analysis of variance were used to analyze differences and associations among school social worker responses based on current age of the practitioner, community of practice, and student population served. Age associations were found with the incorporation of electronic elements in service delivery as well as digital knowledge being perceived as a factor impacting the ability to effectively problem solve. School social workers' incorporation of electronic media into service delivery was found to vary depending on the student population served. Age, community of practice or population served were not found to be a contributing factor to ethical dilemmas encountered or the perceived need for electronic media policies to further inform practice. Guidelines related to mandated reporting in regards to electronic communication and social media boundary guidelines were the top two policies that respondents identified needing the most to further inform their practice. Results suggest that school social workers perceive their practice is affected due to electronic media and these perceptions may differ based upon age, community of practice and population served. It is hoped that the results of this research would be used to guide: (1) recommendations for professional practice policies and social work education; (2) future research that will further inform school social work practice and support school social workers providing services in a digital era.Item Open Access Supernatural friendships: parasocial relationships and the provisions of social support(Colorado State University. Libraries, 2021) Thomas, Kayla L., author; Faw, Meara, advisor; Marx, Nick, committee member; Martey, Rosa Mikeal, committee memberParasocial relationships and social support both have independently rich literatures within the field of communication. However, until this study, parasocial relationship partners had not been considered as social support providers. This study furthers scholarly understandings of both parasocial relationships and social support by considering the two relational phenomena in tandem. Fans of the American television show Supernatural with a strong parasocial relationship with a character from the series were interviewed regarding their feelings towards their parasocial relationship partner and how they feel supported by their parasocial relationship partner. Analysis of the interviews revealed participants received esteem support, informational support, emotional support, and social network support from their parasocial relationship partners. The finding that parasocial relationship partners can and do provide social support challenges current understandings of social support as reciprocal and intentional. Two methods by which participants received support without reciprocity and intentionality are proposed: imagined support and constructed support. Additionally, this study investigated the characteristics of supportive messages. Participants watched scenes from Supernatural and identified qualities that made messages supportive or unsupportive. The data from this study corroborated existing methods of categorizing supportive messages such as verbal person centeredness and nonverbal immediacy. Lastly, this study compared support received while watching troubles talk scenes (scenes in which a problem is discussed) and ordinary conversation scenes (scenes in which anything but a problem is discussed) to compare Goldsmith's Normative Approach to social support and Lakey and Orehek's Relational Regulation Theory. This study offers a new approach to describing parasocial relationships through the lens of social support and extends the relational contexts in which social support can be given and received.Item Open Access "There is no normal": how Ms. Marvel constitutes U.S. American citizenship between comics and screen(Colorado State University. Libraries, 2024) Bowar, Kyra, author; Anderson, Karrin, advisor; Marx, Nick, committee member; Martey, Rosa, committee memberIn 2014, a new superhero crashed into the Marvel Comics universe; Kamala Khan, a Muslim Pakistani American superheroine, took on the heroic mantle of "Ms. Marvel." Then, in 2022, Kamala's story was adapted to the screen as a part of Disney's Marvel Cinematic Universe. Ms. Marvel's story is one of intersections, tensions, and navigating identity in a contemporary, multicultural America. To understand how Marvel and Disney constitute U.S. American citizenship and identity, this thesis compares two versions of Kamala Khan's superhero origin story: the Marvel comic, Ms. Marvel: No Normal (2014), and its streaming television show adaptation on Disney+, Ms. Marvel (2022), produced by Disney's Marvel Studios. Pairing rhetorical criticism with media industry analysis, I argue that, through their adaptation of Ms. Marvel to the screen, Disney widens the borders around U.S. American sociocultural belonging enough to incorporate intersectionally marginalized identities without fully displacing hegemonic understandings of U.S. American citizenship. This thesis demonstrates the utility of multi-methodological critical analysis and expands the theory of constitutive rhetoric by demonstrating how one text can interpellate audience members differently. My analysis also illustrates the continued relevance of superhero media as exemplars of identity formation in contemporary culture.Item Open Access Wonder women in the virtual world: how female Shepard redefined the female hero archetype in video games(Colorado State University. Libraries, 2021) McHenry, Chelsea, author; Diffrient, David Scott, advisor; Marx, Nick, committee member; Martey, Rosa Mikeal, committee memberAAA video game protagonists typically represent the white, heterosexual male. While standards are changing, there remains a considerable discrepancy between the number of male and female protagonists available. This study intends to examine how video game producers can move forward with creating resonant AAA protagonists by examining one of the first protagonists who presented unforeseen equality. This thesis explores the character of female Shepard from BioWare's video game series Mass Effect (2007-2012) and what elements made her a fan favorite and marketable. Using Jim Bizzochi's video game narrative framework and Shunsuke Nozawa's concept of ensoulment related to voice work, this thesis argues that FemShep redefined the video game landscape. She served to create her own space as a character and not merely a gender-flipped construct of her male counterpart. By examining how she is constructed and handled in-game, the conclusion suggests that when the developmental focus is on creating the character, there is a market for strong heroes who are also female.