Massey Documents by Type
Permanent URI for this communityhttps://mro.massey.ac.nz/handle/10179/294
Browse
3 results
Search Results
Item A tale of three viewpoints : how narrative perspective is used to create moral ambiguity in Severus Snape within a postmodern fantasy : a thesis presented in partial fulfillment of the requirements for the degree of Master of Arts in English Literature at Massey University, (Manawatū), New Zealand(Massey University, 2025) Sheward, Alexandra JordanFantasy characters have traditionally been placed into a moral binary of good or evil. J.K. Rowling’s Harry Potter series adheres to this convention through its central conflict between good and evil, and a moral framework defined by power, love, and choice. The character of Severus Snape is significant within Potter’s representation of morality due to his ambiguity, and the way this complicates the series’ understanding of morality. Snape’s ambiguity is created through the relationship between focaliser, narrator and implied reader. The positioning of Harry Potter as the focaliser for the series’ majority develops a consistent confusion around Snape’s character, caused by the flaws in Harry’s perspective that can be noticed by the implied reader. The narrative provides evidence that both contradicts and supports Harry’s assessment of Snape, resulting in a complex ambiguity that deepens alongside the series. This is developed further by the periods in the narration where the focalising character temporarily shifts, deepening the space between the implied reader’s and Harry’s perspective. Snape’s conclusion refuses a conclusive binary positioning, disrupting the series’ otherwise fixed moral positioning, which contributes to Potter’s success.Item "There and back again" : an examination of consumers' experiences of fantasy stories told through servicescape atmospherics : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Marketing at Massey University, Albany, New Zealand(Massey University, 2021) Sadeghzadeh Fesaghandis, KousarThe importance of fantasy as playful and imaginative consumption has been long noted by consumer researchers, often seen as the creation of extraordinary worlds that engage the consumers and provide them a pleasurable diversion and escape from the ordinary. While companies are increasingly coming to realise the value of fantasy and storytelling in engaging consumers and changing their emotions, behaviour, and brand perceptions, however, extant research in marketing are limited to brands and servicescapes that are marketed with an authentic story about the brand’s history or cultural stories. In addition, extant research focus on consumers’ engagement with stories presented in forms of texts, movies, and advertisements, with limited research conducted on the effects of storytelling through servicescape atmospherics. This thesis examined whether consumers experience narrative engagement in servicescapes that are designed based on fantasy stories, and how engagement with stories in servicescapes influences consumers’ emotions, behaviour, and brand personality perceptions. As consumers’ responses to a story differ depending on the story character they empathise with, this thesis, further, examined how empathy with positive (versus negative) story characters affects consumers’ subsequent responses in fantasy designed servicescapes. A sequential mixed-methods research design was employed in this thesis to address the research questions. Accordingly, the thesis begins by an exploratory qualitative enquiry conducting semi-structured in-depth interviews with retail design experts in Study 1 to understand circumstances in which implementing a fantasy story for design will be worth the effort, how the servicescape atmospherics are manipulated to present a given story, and the affective, behavioural, and brand responses designers aim to evoke in consumers in fantasy servicescapes. The researcher conducted semi-structured in-depth interviews with consumers in Study 2 to understand their experiences of engagement with stories, and subsequent responses in a fantasy designed servicescape. Based on the findings from the first two qualitative studies, the extracted propositions, together with existing scales and constructs in the literature, were replicated as part of the survey in Study 3 to examine the relationships between the servicescape atmospherics and consumers’ experiences of narrative engagement, their emotions and behaviour, and brand personality perceptions in a fantasy servicescape. Study 3, also, examined how consumers’ empathy with positive (versus negative) story characters influences their subsequent responses. This thesis contributes to environmental psychology, storytelling, narrative engagement, empathy, as well as the branding literatures and the findings have strong implications for retailers, design practitioners, and brand managers in terms of why, when, and how to use fantasy stories for designing servicescapes. Theoretically, the current thesis is the first to examine consumers’ engagement with and affective, behavioural and brand experiences in servicescapes that are designed based on a fantasy story. Based on the perceptions of both, the design experts as well as consumers, the researcher integrated narrative engagement (Busselle & Bilandzic, 2009) and empathy with characters (Van Laer, 2011) with Mehrabian and Russell’s (1974) SOR framework and brand personality (Aaker, 1997) and made a significant contribution by developing a framework that can help future studies examine consumers’ experiences of fantasy stories in servicescapes. The results of the three conducted studies were consistent in suggesting that consumers experience narrative engagement in servicescapes that are designed upon a fantasy story, and that the narrative presence dimension of narrative engagement can, by itself, explain the process underlying the effect of stories told through the atmospherics on consumers’ emotions, behaviour, and brand personality perceptions. Regardless of the character type (positive versus negative) the servicescape highlighted, consumers engaged to the same extent with the story, and experienced more positive and less negative emotions as a result of engagement with the story. Engagement with stories, further, positively affected consumers’ behavioural intentions. Higher levels of empathy with a story character, however, negatively affected consumers’ behavioural intentions, regardless of the character the servicescape highlighted. Accordingly, the design experts recommend using fantasy elements at a moderate level for design to attract not only fans but also non-fan consumers to the servicescape, enhance consumers’ engagement with the retailer’s offer, and increase return intention. Moreover, engagement with the story in the servicescape highlighting the negative character positively affected brand personality, with higher levels of empathy with the negative character strengthen brand personality. Featuring negative characters in a servicescape thus results in stronger brand experience. Finally, while product and service providing businesses both, benefit from using stories for their servicescape design, story-based designs were found to be most effective when the story is congruent with and therefore, supports the products or services offered.Item Informative ornament: ‘The machine’ : enhancing the communicative potential of colour : a thesis presented in partial fulfilment of the requirements for the degree of Master of Design in Illustration at Massey University, Wellington, New Zealand(Massey University, 2009) Malcolm, Sabrina BarkleyBoth empirical and anecdotal evidence indicates that visual communication1 design practices implemented by designers with full colour vision often disadvantage, and sometimes endanger, colour-blind people. The thesis The Machine postulates that colour-blind people – comprising approximately 8% of males and 0.5% of females (Lewis et al., 1990) – are marginalized by such practices. It argues that this group could benefit from a design strategy that enhances the communicative potential and visibility of colour. The proposed strategy involves embedding pattern into potentially confusing colours such as red and green. The embedded pattern would function for colour-blind people as an additional clue to the identity of these colours. The thesis contends that while colour alone can be confusing for colour-blind people, patterned colour could offer a solution with a wide range of possible applications. The research aims of The Machine include: developing a system of patterned colour; creating a wordless picture book that demonstrates the effectiveness of the system; constructing a narrative around the condition of red-green colourblindness; and employing visual rhetoric2 to increase awareness of and sensitivity to colour-blindness among those with full colour vision. The design of the thesis is supported by research in a number of interrelated areas. These include the history of pattern post-1850, particularly in Western culture; precedents for patterned colour; and visual rhetoric in story-telling. The research also incorporates an analysis of the defining characteristics of ten late twentieth-century and early twenty-first-century wordless picture books. The thesis is further supported by applied research into patterned colour and visual rhetoric. The Machine aims to benefit colour-blind people, a significant minority group whose visual needs are currently inadequately met. In addition, it proposes broadening the cultural role and significance of pattern. Moreover, by incorporating informative elements usually associated with pedagogic material, it aspires to extend the boundaries of the fantasy picture book genre. 1 Visual communication (n): communication that relies on vision (Wordnet, 2006). 2 Visual rhetoric: the use of visual techniques, such as the creation of visually ‘engaging’ characters, as a means of persuading a target audience
