{"id":{"repo_id":"brock","oai_identifier":"oai:brocku.scholaris.ca:10464/19299"},"canonical_url":"https://search.dev.ndltd.org/etd/brock/oai:brocku.scholaris.ca:10464/19299","repository":{"repo_id":"brock","name":"Brock University","base_url":"https://brocku.scholaris.ca/server/oai/request"},"display":{"title":"A Queer Departure: The Role of Queer Studies and Thanatology in Narrative Videogames Focused on Grief","abstract":"This Masters thesis studies representations of young people in videogames through a transdisciplinary approach within the academic fields of Queer Studies and Death Studies, and their fused counterpart known as Queer Death Studies (QDS). Through the methodology of Fairclough’s (1995) Critical Discourse Analysis, this thesis analyses four narrative-heavy videogames titled Gone Home (2013), Journey (2012), Valiant Hearts (2014), and That Dragon, Cancer (2016), with the intentions of seeing what queer and / or deathly attributes are within the game, and where are they in relationship to the child(ren) in the videogames. With the assistance of multiple theory-heavy books from varied disciplines, including Ahmed’s (2014) The Cultural Politics of Emotions, Harrer’s (2018) Games and Bereavement: How Video Games Represent Attachment, Loss and Grief, and Mbembe’s (2003) Necropolitics, the thesis discusses how a Queer Death Studies lens can be developed to understand new modes of understanding for representations of young people.","abstract_html":"This Masters thesis studies representations of young people in videogames through a transdisciplinary approach within the academic fields of Queer Studies and Death Studies, and their fused counterpart known as Queer Death Studies (QDS). Through the methodology of Fairclough’s (1995) Critical Discourse Analysis, this thesis analyses four narrative-heavy videogames titled Gone Home (2013), Journey (2012), Valiant Hearts (2014), and That Dragon, Cancer (2016), with the intentions of seeing what queer and / or deathly attributes are within the game, and where are they in relationship to the child(ren) in the videogames. With the assistance of multiple theory-heavy books from varied disciplines, including Ahmed’s (2014) The Cultural Politics of Emotions, Harrer’s (2018) Games and Bereavement: How Video Games Represent Attachment, Loss and Grief, and Mbembe’s (2003) Necropolitics, the thesis discusses how a Queer Death Studies lens can be developed to understand new modes of understanding for representations of young people.","abstract_has_math":false,"creators":["Myra Masley Hannett"],"institution":"Brock University","degree_name":"M.A. Child and Youth Studies","degree_level":"Masters","degree_discipline":"Faculty of Social Sciences","degree_department":"Department of Child and Youth Studies","school":null,"contributors":[],"advisors":["Hannah Dyer"],"committee_chairs":[],"committee_members":[],"year":2025,"date_issued":"2025-04-30T19:14:53Z","date_published":"2025-04-30T19:14:53Z","updated_at":"2026-07-24T01:23:14Z","subjects":["HUMANITIES and RELIGION::Aesthetic subjects::Literature","HUMANITIES and RELIGION::Aesthetic subjects::Music","INTERDISCIPLINARY RESEARCH AREAS::Technology and social change","INTERDISCIPLINARY RESEARCH AREAS::Gender studies","INTERDISCIPLINARY RESEARCH AREAS::Children"],"languages":["eng"],"rights":["Attribution-NonCommercial-NoDerivatives 4.0 International"],"rights_urls":["http://creativecommons.org/licenses/by-nc-nd/4.0/"],"identifier_entries":[]},"links":{"outbound_url":"https://hdl.handle.net/10464/19299","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.advisor","label":"Advisor","values":["Hannah Dyer"]},{"key":"dc:contributor.department","label":"Department","values":["Department of Child and Youth Studies"]},{"key":"dc:creator","label":"Author","values":["Myra Masley Hannett"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2025-04-30T19:14:53Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2025-04-30T19:14:53Z"]},{"key":"dc:date.issued","label":"Date","values":["2025-04-30T19:14:53Z"]},{"key":"dc:publisher","label":"Institution","values":["Brock University"]},{"key":"dc:type","label":"Dc Type","values":["Electronic Thesis or Dissertation"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Faculty of Social Sciences"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Masters"]},{"key":"thesis:degree_name","label":"Degree Name","values":["M.A. Child and Youth Studies"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["HUMANITIES and RELIGION::Aesthetic subjects::Literature","HUMANITIES and RELIGION::Aesthetic subjects::Music","INTERDISCIPLINARY RESEARCH AREAS::Technology and social change","INTERDISCIPLINARY RESEARCH AREAS::Gender studies","INTERDISCIPLINARY RESEARCH AREAS::Children"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language.iso","label":"Language (ISO)","values":["eng"]},{"key":"dc:rights","label":"Dc Rights","values":["Attribution-NonCommercial-NoDerivatives 4.0 International"]},{"key":"dc:rights.uri","label":"Rights URI","values":["http://creativecommons.org/licenses/by-nc-nd/4.0/"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["https://hdl.handle.net/10464/19299"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["This Masters thesis studies representations of young people in videogames through a transdisciplinary approach within the academic fields of Queer Studies and Death Studies, and their fused counterpart known as Queer Death Studies (QDS). Through the methodology of Fairclough’s (1995) Critical Discourse Analysis, this thesis analyses four narrative-heavy videogames titled Gone Home (2013), Journey (2012), Valiant Hearts (2014), and That Dragon, Cancer (2016), with the intentions of seeing what queer and / or deathly attributes are within the game, and where are they in relationship to the child(ren) in the videogames. With the assistance of multiple theory-heavy books from varied disciplines, including Ahmed’s (2014) The Cultural Politics of Emotions, Harrer’s (2018) Games and Bereavement: How Video Games Represent Attachment, Loss and Grief, and Mbembe’s (2003) Necropolitics, the thesis discusses how a Queer Death Studies lens can be developed to understand new modes of understanding for representations of young people."]},{"key":"dc:title","label":"Title","values":["A Queer Departure: The Role of Queer Studies and Thanatology in Narrative Videogames Focused on Grief"]}]}],"canonical_facts":{"dc:contributor.advisor":["Hannah Dyer"],"dc:contributor.department":["Department of Child and Youth Studies"],"dc:creator":["Myra Masley Hannett"],"dc:date.accessioned":["2025-04-30T19:14:53Z"],"dc:date.available":["2025-04-30T19:14:53Z"],"dc:date.issued":["2025-04-30T19:14:53Z"],"dc:description.abstract":["This Masters thesis studies representations of young people in videogames through a transdisciplinary approach within the academic fields of Queer Studies and Death Studies, and their fused counterpart known as Queer Death Studies (QDS). 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