This thesis discusses whether the Middle Ages were as violent as perceived by popular belief, or if the increase of later written literature gave them their ‘dark’ name, all from the perspective of...Show moreThis thesis discusses whether the Middle Ages were as violent as perceived by popular belief, or if the increase of later written literature gave them their ‘dark’ name, all from the perspective of torture. This is achieved through an interdisciplinary approach that observes iconographical, literary, osteological and material data and compares the prevalence and reliability of each of these data types. It also compared the prevalence of this data between the Middle Ages and the early Enlightenment /Renaissance period. My main focus period is 800 CE-1650 CE (which encompasses Middle Ages and early Renaissance), and my focus area is Europe. My work concludes that the Middle Ages did not have a strong presence of torture and were, therefore, not as ‘dark’ as previously believed: most of evidence of torture actually comes forth during the Later Middle Ages/Enlightenment period.Show less
This thesis explores the use of procedural structures in Iranian video games to convey state- sanctioned narratives of martyrdom. By analyzing three government-endorsed games— Commander of the...Show moreThis thesis explores the use of procedural structures in Iranian video games to convey state- sanctioned narratives of martyrdom. By analyzing three government-endorsed games— Commander of the Resistance: Amerli Battle, Ambassador of Love, and 6410 Days Without Mirror—it investigates how gameplay mechanics reinforce ideological themes. Employing Ian Bogost’s theory of procedural rhetoric, the study focuses on how interactive systems, beyond visual and narrative content, communicate the Iranian regime's ideals of sacrifice and endurance. The findings reveal three key procedural patterns. First, the deliberate lack of player agency in critical moments mirrors the helplessness of martyrdom, emphasizing sacrifice as a noble act. Second, scenarios featuring overwhelming odds or unclear objectives immerse players in a narrative of perseverance, aligning with cultural notions of endurance against oppression. Finally, the absence of traditional rewards challenges players to embrace resilience and selflessness, echoing the spiritual fulfillment as opposed to personal rewards associated with martyrdom. By incorporating these design choices, Iranian video games do more than depict martyrdom as an act of self-sacrifice—they frame it as a broader journey of resilience and perseverance. The study underscores the potential of procedural mechanics to transcend mere entertainment, transforming games into powerful tools of ideological reinforcement. By bridging gaps in non-Western gaming scholarship, this research contributes to a nuanced understanding of how videogames serve as a medium for cultural and political narratives in authoritarian contexts.Show less