Eastern Michigan University 2018 Undergraduate Symposium

Page 116

Harry Potter and American Culture Haylee Wills Liza Cerroni-Long, faculty mentor Since its release in 1997 Harry Potter has become a global phenomenon, selling millions of copies worldwide. In the United States, the books made a major impact since first publication. In 2001, Harry Potter went from paper to film, garnering an even larger audience. Each consecutive book and film release has affected American popular culture in various ways, from triggering witch hunts to generating the Snapewives phenomenon. This poster documents some of these unexpected effects. POSTER GROUP #3, 2:45-4:15 P.M.—ROOM 310 A/B

Epigenetics, Bone Health and the Holocaust Shaina Wolinsky Megan Moore, faculty mentor The aim of this research is to explore the role of epigenetics on bone health in the aftermath of a great trauma such as the Holocaust. Epigenetics are how the body reacts at the genome level to stress and the environment during an individual’s life, which they can potentially pass on to the subsequent generations. Descendants of Holocaust survivors seem to have a higher rate of osteoporosis, which correlates to poorer bone health since osteoporosis can be the result of nutritional deficiency or metabolic imbalance. This research demonstrates how trauma experienced by one victim is passed on transgenerationally and how it affects future generations. POSTER GROUP #2: 11-11:45 A.M. AND 1:30-2:15 P.M.—ROOM 310 A/B

COLLEGE OF ARTS & SCIENCES

DEPARTMENT OF WOMEN'S & GENDER STUDIES

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Where’s the “Gay” in Video Gaymes? An Exploration of LGBT+ Representation in the Video Game Industry Alexandria Fodor Mary Larkin, faculty mentor This presentation’s focus is on the depiction, or lack thereof, of LGBT+ characters in all types of video games. The presenter will display research on the topic, examples from multiple games, and raise questions about the topic at large. There will be an analysis of the LGBT+ community’s relationship with representation in video games, as well as an outlook on the video game development teams’ role. The goal of this presentation is to make others question if the LGBT+ community is represented accurately in games when the demographics of game creators are majorly not LGBT+. POSTER GROUP #3, 2:45-4:15 P.M.—ROOM 310 A/B


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