Framing Conservation: American Prairie Dogs

Description

Prairie dogs were once abundant across the plains and grasslands of the Western half of the United States. Four of the five subspecies are found in the United States and have lost 98% of their historical abundance since 1870 due

Prairie dogs were once abundant across the plains and grasslands of the Western half of the United States. Four of the five subspecies are found in the United States and have lost 98% of their historical abundance since 1870 due to extermination campaigns, habitat loss, and plague. This species is threatened by extinction and already extirpated across most of its range and yet given very little federal or state protection, except for the Utah prairie dog. This leaves most conservation efforts to grassroots and non-profit conservation organizations. This paper looks at the framework used by conservation organizations within conservation campaigns to communicate the need for prairie dog conservation efforts. Thirty-six organizations were found and six frames were identified. The most common frames emphasized prairie dogs’ role as a keystone species and addressed concerns surrounding cattle ranching and prairie dogs and plague transmission. Other frames were used occasionally and showcase underutilization of a wider variety of targeted frames. This paper is the first of its kind to analyze how prairie dog conservation is being communicated through framing theory. This field is under-researched and has the potential to grow and be helpful to future campaigns as they develop communication strategies and create partnerships with other like-minded organizations.

Date Created
2023-05
Agent

McDanielKatherine_Spring_2023.pdf

Description
In Isle of Thrones, you must build up your kingdom to avoid being dominated by your opponent. Players start with a castle as their initial piece of land and draw cards from two decks, Event and Effect, which can influence

In Isle of Thrones, you must build up your kingdom to avoid being dominated by your opponent. Players start with a castle as their initial piece of land and draw cards from two decks, Event and Effect, which can influence the game. Each turn involves drawing an Event Card, playing Effect Cards, taking actions such as placing land tiles strategically on the board to expand territory, and potentially drawing more Effect Cards. Players earn points by placing land tiles with different named pieces of the same point value next to each other, and the game ends when the board is filled or when a player can no longer place more pieces. Land pieces can be destroyed and returned to the Land Pile, and the player with the most points at the end of the game wins.
Date Created
2023-05
Agent

Isle of Thrones

Description

In Isle of Thrones, you must build up your kingdom to avoid being dominated by your opponent. Players start with a castle as their initial piece of land and draw cards from two decks, Event and Effect, which can influence

In Isle of Thrones, you must build up your kingdom to avoid being dominated by your opponent. Players start with a castle as their initial piece of land and draw cards from two decks, Event and Effect, which can influence the game. Each turn involves drawing an Event Card, playing Effect Cards, taking actions such as placing land tiles strategically on the board to expand territory, and potentially drawing more Effect Cards. Players earn points by placing land tiles with different named pieces of the same point value next to each other, and the game ends when the board is filled or when a player can no longer place more pieces. Land pieces can be destroyed and returned to the Land Pile, and the player with the most points at the end of the game wins.

Date Created
2023-05
Agent

Sigmund and The Sims: An Analysis of Freudian Desire in the Enduring Appeal of Mundanity

Description

This essay analyzes the immense popularity of the online video game The Sims through the lens of Sigmund Freud’s theories about desire. Specifically, it utilizes the concepts of wish fulfillment, the pleasure and reality principles, and the life and death

This essay analyzes the immense popularity of the online video game The Sims through the lens of Sigmund Freud’s theories about desire. Specifically, it utilizes the concepts of wish fulfillment, the pleasure and reality principles, and the life and death drive to draw conclusions about why the game is so appealing. The two main aspects of the game that this essay analyzes are the game’s extreme customization of the mundane and its endless design. It asserts that these aspects provide a unique opportunity for players to choose to engage in wish fulfillment, in either the pleasure or the reality principle, or in either the life or the death drive. These choices are unique to the game because, in the real world, these principles are inextricably linked, so the separation of these principles from each other allows players to fulfill their desires in unique ways. The essay challenges Freud’s theories by exhibiting how these principles appear differently in a virtual space, compared to reality. It explores how these challenges improve the player experience by providing a space for them to explore their desires and drives in a safe and controlled setting in their customizable, virtual world.

Date Created
2023-05
Agent

Fairy Tales and Freud: Exploring the Evolution of Fairy Tales Through a Psychoanalytic Lens

Description

This project focuses on the changes in levels of violence from original fairy tales to their Disney counterparts, specifically Hans Christian Andersen’s “The Little Mermaid” and The Brothers Grimm’s “Cinderella”. It uses Sigmund Freud’s theories on the pleasure and reality

This project focuses on the changes in levels of violence from original fairy tales to their Disney counterparts, specifically Hans Christian Andersen’s “The Little Mermaid” and The Brothers Grimm’s “Cinderella”. It uses Sigmund Freud’s theories on the pleasure and reality principles and the life and death drives to analyze why the levels of violence in the original fairy tales became less acceptable over time. The analysis concludes that the original stories embodied Freud’s life drive and reality principle, whereas Disney’s counterparts emphasize his death drive and pleasure principle, and ultimately, modern consumers place more value on the latter. Research is provided to support the assertion that the numerous traumatic events that occurred in the first half of the 20th century caused consumers to make this switch in value. Further speculations are made on the impact this project has on the interpretation of Freudian theory, and how this paper interconnects with current research on disability representation in Andersen’s and Grimm’s stories. The project concludes that the shift in valuing the pleasure principle and death drive over the reality principle and life drive indicates that modern consumers would rather be pacified with pleasurable thoughts that taught important but stark morals about life, society, and themselves.

Date Created
2023-05
Agent

U.S. Industrialization of Agriculture and its Alternatives

Description

As technology has evolved over time and the U.S. population increases each year, this thesis focuses on the ways in which food production has shifted from the original farm to table to industrialized, processed food systems. Through a rationalization perspective,

As technology has evolved over time and the U.S. population increases each year, this thesis focuses on the ways in which food production has shifted from the original farm to table to industrialized, processed food systems. Through a rationalization perspective, this research looks to the history and repercussions of industrial agriculture as it has shifted over time. The term over-industrialization is used to operationalize the state of our current production methods. These methods focus extensively on the least expensive and most rapid methods to produce large yields of food products and pay no mind to ethics, respect of culture, land, or quality of products. Today, there is a shroud the corporations have placed over food production to ensure a “what we can’t see doesn’t affect us” belief system. In this way, the thesis provides insight on past, current, and future methods of manufacturing. I conclude that although plausible alternatives are present, continued research and substantial producer and consumer changes must be our main priority.

Date Created
2023-05
Agent