Carly A Kocurek
Biographic Data
| ID | 642799 |
|---|---|
| NAME | Carly A Kocurek |
| GIVEN NAMES | Carly A |
| FAMILY NAME | Kocurek |
| SIGNATURE | KOCUREK C A |
| AFFILIATIONS | Illinois Institute of Technology |
| ORCID | 0000-0002-2901-1737 |
| VERIFIED | Yes |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 10 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2010 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Becoming Lara
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
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”
Approaches to understanding identity
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
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
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
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
Taylorism 2.0
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
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…
Coin-Operated Americans
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
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
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
Approaches to understanding identity
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
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
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”
Who We Were When the World Was Watching
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
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)