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Hook, Line & Sinker: Exploring Queer Identity and Experiences Through Video Game Design

aut.embargoNo
aut.thirdpc.containsYes
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dc.contributor.advisorIngs, Welby
dc.contributor.advisorDodd, Michaela
dc.contributor.authorGavin, Gabrielle
dc.date.accessioned2025-07-16T04:37:28Z
dc.date.available2025-07-16T04:37:28Z
dc.date.issued2025
dc.description.abstractThis practice-enabled research thesis investigates how a narrative-driven video game can employ naïvely illustrated artwork to visual queer identity and experiences. Drawing on the researcher’s experiences as a queer adolescent navigating a religious secondary school education, the study explores ways in which the crafting of video game assets can be used to interpret queer oppression, and failure. Methodologically, the thesis employed a heuristic inquiry that imported iterative design and auto-biographic elements to assist in the creation of a video game (Hook, Line & Sinker). The project's significance lies in its exploration of handcrafting, linear narrative, ironical humour and world creation as a means of expressing identity oppression experienced by queer secondary school students.
dc.identifier.urihttp://hdl.handle.net/10292/19551
dc.language.isoen
dc.publisherAuckland University of Technology
dc.rights.accessrightsOpenAccess
dc.titleHook, Line & Sinker: Exploring Queer Identity and Experiences Through Video Game Design
dc.typeThesis/Dissertation
thesis.degree.grantorAuckland University of Technology
thesis.degree.nameMaster of Design

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