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Carly A Kocurek

Biographic Data

ID642799
NAMECarly A Kocurek
GIVEN NAMESCarly A
FAMILY NAMEKocurek
SIGNATUREKOCUREK C A
AFFILIATIONSIllinois Institute of Technology
ORCID0000-0002-2901-1737
VERIFIEDYes
TOTAL WORKS10
TOTAL CITATIONS1
WORKS AS AUTHOR10
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2010
LATEST PUBLICATION YEAR2025
H-INDEX1
  • Becoming Lara

    Carly A Kocurek•ARTICLE•Feminist Media Histories•2025

    Lara Croft is always young, trapped in a liminal age: young enough to be treated like a helpless girl but old enough to be eroticized as an object of sexual desire. This multimedia piece considers how and why Croft has stayed young throughout the Tomb Raider game and media franchise. Perpetual youth saves the character from the invisibility of middle age while simultaneously keeping her neatly framed by the male gaze. This project, “Becoming Lara…

  • Who We Were When the World Was Watching

    Open Access•Carly A Kocurek•ARTICLE•American Quarterly•2019

    Who We Were When the World Was Watching Carly A. Kocurek (bio) Baltimore '68: Riots and Rebirth, edited and produced by Jessica Elfenbein, Tom Hollowak, and Elizabeth M. Nix, Baltimore, Langsdale Library Special Collections, ca. 2008–2018, archives.ubalt.edu/bsr/index.html ( September 2018). Americans' response to the assassination of Dr. Martin Luther King Jr. in 1968 was both political and visceral. In cities across the United States, communiti…

  • Families, Friendship, and Feelings”

    Open Access•Michael Anthony DeAnda, Jennifer deWinter et al.•ARTICLE•The Journal of Popular Culture•2018•Cited by: 1•References: 1

  • Approaches to understanding identity

    Libby Hemphill, Carly A Kocurek et al.•CHAPTER•Routledge Companion to Media Fandom•2017

    This chapter considers the possibilities of utilizing multiple approaches to discourse analysis to produce innovative work on gamer identities that borrows from the theoretical frameworks and understandings of fan studies. Game studies has long been interested in the practices of players—numerous studies have considered how and why they play, or do not play, games. Game studies and, to a lesser extent, fan studies are developing fields in which m…

  • Principles for educational game development for young children

    Jennifer Miller, Jennifer L Miller et al.•ARTICLE•Journal of Children and Media•2017

    The use of media devices such as tablets is increasing with 41% of children engaged in more than two hours of screen time per day. The number of educational games has also significantly increased but little has been to done to assess the effectiveness and validity. Given the increase in access and use of devices, and increased popularity of educational games, a set of principles is needed. We present guiding principles that are useful for the des…

  • Jason Reid. Get out of My Room! A History of Teen Bedrooms in America

    Carly A Kocurek•ARTICLE•The American Historical Review•2017

    In Get out of My Room! A History of Teen Bedrooms in America, Jason Reid traces the complex trajectory in U.S. culture of the teenage bedroom. While the concept of “teen bedroom culture” as identified by Sonia Livingstone is well recognized and well documented, particularly as practiced in the postwar period, Reid delves into a much longer history beginning in the decades preceding the Civil War. Reid argues that bedroom culture in the U.S. preda…

  • Who hearkens to the monster’s scream? Death, violence and the veil of the monstrous in video games

    Carly A Kocurek•ARTICLE•Visual Studies•2015

    Alternative blood is a practice in video games in which on-screen characters bleed green or other off-coloured blood when killed. The practice, intended to minimise in-game violence and reduce the depiction of gore, has become common since the release of Carmageddon (1997) and can be deployed as a means of either placating ratings boards and censors or offering players greater in-game choice, as in the case of Serious Sam 3 (2011). This article s…

  • Tabled for Discussion

    Carly A Kocurek, Michael De Anda•ARTICLE•QED A Journal in GLBTQ Worldmaking•2015•References: 3

  • Taylorism 2.0

    Jennifer deWinter, Carly A Kocurek et al.•ARTICLE•Journal of Gaming & Virtual Worlds•2014

    By making work seem more like leisure time, gamification and corporate training games serve as a mechanism for solving a range of problems and, significantly, of increasing productivity. This piece examines the implications of gamification as a means of productivity gains that extend Frederick Winslow Taylor’s principles of scientific management, or Taylorism. Relying on measurement and observation as a mechanism to collapse the domains of labour…

  • Coin-Operated Americans

    Carly A Kocurek•BOOK•Coin-Operated Americans•2010

    Coin-Operated Americans centers on the reframing of boyhood that took place in the popular discourse surrounding early video gaming, but it is not another story about young men. Rather, it charts Americans' efforts to make sense of video gaming as an emergent medium through news coverage, films, television programs, and other media. The book explains how video gaming both challenged and reinforced existing ideals of masculinity, and how efforts b…

  • Families, Friendship, and Feelings”

    Open Access•Michael Anthony DeAnda, Jennifer deWinter et al.•ARTICLE•The Journal of Popular Culture•2018•Cited by: 1•References: 1

  • Coin-Operated Americans

    Carly A Kocurek•BOOK•Coin-Operated Americans•2010

    Coin-Operated Americans centers on the reframing of boyhood that took place in the popular discourse surrounding early video gaming, but it is not another story about young men. Rather, it charts Americans' efforts to make sense of video gaming as an emergent medium through news coverage, films, television programs, and other media. The book explains how video gaming both challenged and reinforced existing ideals of masculinity, and how efforts b…

  • Taylorism 2.0

    Jennifer deWinter, Carly A Kocurek et al.•ARTICLE•Journal of Gaming & Virtual Worlds•2014

    By making work seem more like leisure time, gamification and corporate training games serve as a mechanism for solving a range of problems and, significantly, of increasing productivity. This piece examines the implications of gamification as a means of productivity gains that extend Frederick Winslow Taylor’s principles of scientific management, or Taylorism. Relying on measurement and observation as a mechanism to collapse the domains of labour…

  • Who hearkens to the monster’s scream? Death, violence and the veil of the monstrous in video games

    Carly A Kocurek•ARTICLE•Visual Studies•2015

    Alternative blood is a practice in video games in which on-screen characters bleed green or other off-coloured blood when killed. The practice, intended to minimise in-game violence and reduce the depiction of gore, has become common since the release of Carmageddon (1997) and can be deployed as a means of either placating ratings boards and censors or offering players greater in-game choice, as in the case of Serious Sam 3 (2011). This article s…

  • Tabled for Discussion

    Carly A Kocurek, Michael De Anda•ARTICLE•QED A Journal in GLBTQ Worldmaking•2015•References: 3

  • Approaches to understanding identity

    Libby Hemphill, Carly A Kocurek et al.•CHAPTER•Routledge Companion to Media Fandom•2017

    This chapter considers the possibilities of utilizing multiple approaches to discourse analysis to produce innovative work on gamer identities that borrows from the theoretical frameworks and understandings of fan studies. Game studies has long been interested in the practices of players—numerous studies have considered how and why they play, or do not play, games. Game studies and, to a lesser extent, fan studies are developing fields in which m…

  • Principles for educational game development for young children

    Jennifer Miller, Jennifer L Miller et al.•ARTICLE•Journal of Children and Media•2017

    The use of media devices such as tablets is increasing with 41% of children engaged in more than two hours of screen time per day. The number of educational games has also significantly increased but little has been to done to assess the effectiveness and validity. Given the increase in access and use of devices, and increased popularity of educational games, a set of principles is needed. We present guiding principles that are useful for the des…

  • Jason Reid. Get out of My Room! A History of Teen Bedrooms in America

    Carly A Kocurek•ARTICLE•The American Historical Review•2017

    In Get out of My Room! A History of Teen Bedrooms in America, Jason Reid traces the complex trajectory in U.S. culture of the teenage bedroom. While the concept of “teen bedroom culture” as identified by Sonia Livingstone is well recognized and well documented, particularly as practiced in the postwar period, Reid delves into a much longer history beginning in the decades preceding the Civil War. Reid argues that bedroom culture in the U.S. preda…

  • Families, Friendship, and Feelings”

    Open Access•Michael Anthony DeAnda, Jennifer deWinter et al.•ARTICLE•The Journal of Popular Culture•2018•Cited by: 1•References: 1

  • Who We Were When the World Was Watching

    Open Access•Carly A Kocurek•ARTICLE•American Quarterly•2019

    Who We Were When the World Was Watching Carly A. Kocurek (bio) Baltimore '68: Riots and Rebirth, edited and produced by Jessica Elfenbein, Tom Hollowak, and Elizabeth M. Nix, Baltimore, Langsdale Library Special Collections, ca. 2008–2018, archives.ubalt.edu/bsr/index.html ( September 2018). Americans' response to the assassination of Dr. Martin Luther King Jr. in 1968 was both political and visceral. In cities across the United States, communiti…

  • Becoming Lara

    Carly A Kocurek•ARTICLE•Feminist Media Histories•2025

    Lara Croft is always young, trapped in a liminal age: young enough to be treated like a helpless girl but old enough to be eroticized as an object of sexual desire. This multimedia piece considers how and why Croft has stayed young throughout the Tomb Raider game and media franchise. Perpetual youth saves the character from the invisibility of middle age while simultaneously keeping her neatly framed by the male gaze. This project, “Becoming Lara…

Sociology (7 works) · Computer Science (5 works) · Psychology (5 works) · Aesthetics (4 works) · History (4 works) · Multimedia (4 works) · Art (3 works) · Digital Games and Media (3 works) · History (3 works) · Law (3 works)

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