{"id":{"repo_id":"south-carolina","oai_identifier":"oai:scholarcommons.sc.edu:etd-1782"},"canonical_url":"https://search.dev.ndltd.org/etd/south-carolina/oai:scholarcommons.sc.edu:etd-1782","repository":{"repo_id":"south-carolina","name":"University of South Carolina","base_url":"https://scholarcommons.sc.edu/do/oai/"},"display":{"title":"Desperate Fishwives: A Study In Applied Game Design","abstract":"<p>This thesis is a presentation of the design and development of a novel computational artifact: the educational videogame Desperate Fishwives, which harnesses the idea of procedural rhetoric to instruct players on aspects of early modern (cc. 17th century) English life. Herein is detailed the validity of using games as rhetorical and educational devices and the process of designing a game to reflect a particular client's pedagogical style and interpretation of history. This thesis, using the ideas of procedural rhetoric, procedural literacy, and expressive processing, seeks to bridge the gaps between humanities, rhetoric, and software development.</p>","abstract_html":"&lt;p&gt;This thesis is a presentation of the design and development of a novel computational artifact: the educational videogame Desperate Fishwives, which harnesses the idea of procedural rhetoric to instruct players on aspects of early modern (cc. 17th century) English life. Herein is detailed the validity of using games as rhetorical and educational devices and the process of designing a game to reflect a particular client&#x27;s pedagogical style and interpretation of history. This thesis, using the ideas of procedural rhetoric, procedural literacy, and expressive processing, seeks to bridge the gaps between humanities, rhetoric, and software development.&lt;/p&gt;","abstract_has_math":false,"creators":["Hodgson, John Michael"],"institution":null,"degree_name":"M.S.","degree_level":"Campus Access Thesis","degree_discipline":"Computer Science and Engineering","degree_department":null,"school":null,"contributors":["Duncan A Buell"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2012,"date_issued":"2012-01-01T08:00:00Z","date_published":"2012-01-01T08:00:00Z","updated_at":"2026-07-24T04:38:23Z","subjects":["Computer Sciences","Electrical and Computer Engineering","Engineering","Physical Sciences and Mathematics","education","history","literacy","process","videogame"],"languages":[],"rights":["© 2012, John Michael Hodgson"],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://scholarcommons.sc.edu/etd/781","outbound_label":"Repository record","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Duncan A Buell"]},{"key":"dc:creator","label":"Author","values":["Hodgson, John Michael"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"thesis:degree_discipline","label":"Discipline","values":["Computer Science and Engineering"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Campus Access Thesis"]},{"key":"thesis:degree_name","label":"Degree Name","values":["M.S."]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Computer Sciences","Electrical and Computer Engineering","Engineering","Physical Sciences and Mathematics","education","history","literacy","process","videogame"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:rights","label":"Dc Rights","values":["© 2012, John Michael Hodgson"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["https://scholarcommons.sc.edu/etd/781"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["<p>This thesis is a presentation of the design and development of a novel computational artifact: the educational videogame Desperate Fishwives, which harnesses the idea of procedural rhetoric to instruct players on aspects of early modern (cc. 17th century) English life. Herein is detailed the validity of using games as rhetorical and educational devices and the process of designing a game to reflect a particular client's pedagogical style and interpretation of history. This thesis, using the ideas of procedural rhetoric, procedural literacy, and expressive processing, seeks to bridge the gaps between humanities, rhetoric, and software development.</p>"]},{"key":"dc:title","label":"Title","values":["Desperate Fishwives: A Study In Applied Game Design"]}]}],"canonical_facts":{"dc:contributor":["Duncan A Buell"],"dc:creator":["Hodgson, John Michael"],"dc:description.abstract":["<p>This thesis is a presentation of the design and development of a novel computational artifact: the educational videogame Desperate Fishwives, which harnesses the idea of procedural rhetoric to instruct players on aspects of early modern (cc. 17th century) English life. Herein is detailed the validity of using games as rhetorical and educational devices and the process of designing a game to reflect a particular client's pedagogical style and interpretation of history. This thesis, using the ideas of procedural rhetoric, procedural literacy, and expressive processing, seeks to bridge the gaps between humanities, rhetoric, and software development.</p>"],"dc:identifier":["https://scholarcommons.sc.edu/etd/781"],"dc:rights":["© 2012, John Michael Hodgson"],"dc:subject":["Computer Sciences","Electrical and Computer Engineering","Engineering","Physical Sciences and Mathematics","education","history","literacy","process","videogame"],"dc:title":["Desperate Fishwives: A Study In Applied Game Design"],"thesis:degree_discipline":["Computer Science and Engineering"],"thesis:degree_level":["Campus Access Thesis"],"thesis:degree_name":["M.S."]},"updated_at":"2026-07-24T04:38:23Z"}