Now there is a date for my final seminar, October 2, and a reader. So I just set a day to send him my manuscript and it gives me 100 days to finish writing and editing my book. I think that's doable.
I went to a graduate student meeting in Gothenburg and had my text read by a couple of people outside my department as well as fellow students. One thing was very clear: it's difficult for art historians to write about games, because they do not play. I have to do a lot more explaining. I also have to structure my text much more. More work, but I already know what I have to do!
I defended my dissertation on Friday, and it went great. I was incredibly nervous leading up to it, but once the discussion started, I relaxed and actually had a really good time. I got a lot of kind words, especially for bringing together art history and video games in the way I did. Of course, there was also some critique, and rightly so. While I naturally have my own views on these points, I’ll share a few reflections here. Just a heads-up: these are based on my own memory, and I didn’t take notes during the defense, so others might remember things a bit differently. That said: I passed, and the examining committee was unanimous in their approval. That’s what matters most! 1. The theory chapter is weak Yes, fair enough. A lot of the theory I work with shows up later in the book, rather than being neatly presented in the introductory chapter, as the traditional dissertation format dictates. Typically, you’re expected to lay out the theory first and then “apply” it in the analysis. I ...
You can now download my dissertation through the Lund University research portal: https://portal.research.lu.se/sv/publications/experiencing-gameworlds-understanding-zelda-and-mario-through-the I will defend it on May 16, 13.15 at LUX (Allhelgonavägen 3, Lund, Sweden) room C121.
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