Hook, Line & Sinker: Exploring Queer Identity and Experiences Through Video Game Design
| aut.embargo | No | |
| aut.thirdpc.contains | Yes | |
| aut.thirdpc.permission | No | |
| aut.thirdpc.removed | Yes | |
| dc.contributor.advisor | Ings, Welby | |
| dc.contributor.advisor | Dodd, Michaela | |
| dc.contributor.author | Gavin, Gabrielle | |
| dc.date.accessioned | 2025-07-16T04:37:28Z | |
| dc.date.available | 2025-07-16T04:37:28Z | |
| dc.date.issued | 2025 | |
| dc.description.abstract | This 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.uri | http://hdl.handle.net/10292/19551 | |
| dc.language.iso | en | |
| dc.publisher | Auckland University of Technology | |
| dc.rights.accessrights | OpenAccess | |
| dc.title | Hook, Line & Sinker: Exploring Queer Identity and Experiences Through Video Game Design | |
| dc.type | Thesis/Dissertation | |
| thesis.degree.grantor | Auckland University of Technology | |
| thesis.degree.name | Master of Design |
