According to Kaplan's (1995) Attentional Restorative Theory and Stress Recovery Theory (1981), nature has restorative effects on Mental Fatigue (MF). A report published by Urbanization and Health...Show moreAccording to Kaplan's (1995) Attentional Restorative Theory and Stress Recovery Theory (1981), nature has restorative effects on Mental Fatigue (MF). A report published by Urbanization and Health showed that in 2010, more than half of the world's population lives in urban areas and that this percentage will only increase. In addition, more and more people report suffering from MF (Cox et al., 2017). This study examined whether a natural environment has restorative effects on subjective MF in a videogame as well. 86 participants were pseudo- randomly assigned to a natural (N = 41) or urban (N = 45) environment while playing the videogame. The PANAS-X fatigue questionnaire was used to determine the MF levels before and after participants played the videogame. Subjective MF was expected to be significantly lower in the nature group. The results were compared using repeated-measures ANOVA. Participants in the natural condition and the urban condition both reported lower MF mean differences. The difference did not appear to be due to the condition in which they were assigned. In both conditions, the reported MF mean levels were significantly lower after playing the videogame.Show less
This research paper analyses Katja Kwastek’s aesthetic theory that can be used to analyse interactive, digital artworks within both the physical and digital space. The theory is built on four...Show moreThis research paper analyses Katja Kwastek’s aesthetic theory that can be used to analyse interactive, digital artworks within both the physical and digital space. The theory is built on four actors: the artist, the assistant, the recipient and the technical system, as well as spatial and temporal parameters. The actors and parameters together form a set of tools that can be used to study interaction in digital art. This research paper will expand this theory, as display does not play a determining role within the theory. The expanded theory will be applied to two case-studies: the Companion (EXPANDED) (2020) and Companion (EXPANDED) (2022) that were included in the KAWS: New Fiction exhibitions. One of these exhibitions took place in the physical Serpentine North Gallery, London, the other is still accessible in videogame Fortnite. The application of the theory will provide insight on the role display plays within the analysis of interactive art within the physical and digital space.Show less
Bachelor thesis | Film- en literatuurwetenschap (BA)
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In dit Bachelor Eindwerkstuk onderzoek ik de vraag: In welk opzicht is de representatie van de androids in de film Alien en de video game Alien Isolation te verklaren door middel van een...Show moreIn dit Bachelor Eindwerkstuk onderzoek ik de vraag: In welk opzicht is de representatie van de androids in de film Alien en de video game Alien Isolation te verklaren door middel van een posthumanistisch debat en de duale relatie tussen mens en “ander”? Ik gebruik voor dit onderzoek theorie van onder andere Donna Harraway over de cyborg, Christine Cornea over het dualisme tussen mens en niet-mens in science fiction en theorie van Linda Hutcheon over adaptatie. Door close reading van de film en game te combineren met de theorie onderzoek ik hoe de representatie van de android in het posthumanistisch debat geplaatst kan worden. Ash in de film en de Working Joes en Christopher Samuels in de videogame worden allemaal op verschillende manieren gerepresenteerd en laten zien dat de scheiding tussen mens en niet-mens niet altijd even duidelijk is, omdat androids ook menselijke trekjes kunnen hebben. Ik vergelijk de android ook met de cyborg, omdat beide ingaan tegen het dualistische ordeningssysteem in de Westerse samenleving. Ik trek vervolgens ook vergelijkingen tussen de speler, de cyborg en de android.Show less