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“Heaven — is what I cannot reach”: How Emily Dickinson’s Voice was Influenced by Spoken Worship in Amherst and the Book of Revelation

Sewers and Mines in Richard Wright's The Man Who Lived Underground

The Masculinity and Homoeroticism of Joe Christmas: Reading Across Gender and Sexuality in Light in August

“Hers and Hers Too”: Tensions Between Radicalism and Conformity in Dykes to Watch Out For

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There’s something truly strange about living in a historical moment in which the conservative anxiety and despair about queers bringing down civilization and its institutions (marriage, most notably) is met by the anxiety and despair so many queers feel about the failure or incapacity of queerness to bring down civilization and its institutions.
 
— Maggie Nelson, The Argonauts

Spring 2022

Journal Information

Spring 2022 Essays

The Lament of the American Dream

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In 2002, my family and I emigrated from France to America. My father was offered an employment opportunity here. We received temporary visas, which soon became green cards, and five years later we became citizens. But the transition was not easy. My mother did not know a word of English, and my sisters were seven and ten when they arrived. School was difficult for them, and they had to make new friends. I grew up without issue, knowing both French and English.

Social Media Political Polarization

When You Give a Dog a License: How We Can Stop Service Dog Fraud

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"It was the Friday before Thanksgiving break and I was excited to go home for the first time since moving to College Park. My service dog and I made our way to the airport and were waiting in line for a quick bite to eat."

Letter to Doug Bowser

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"Based on what has worked for SPARX and BraveMind—games that have been seamlessly incorporated into the toolbox to address mental health disorders ranging from depression to PTSD—I would also like to propose three specific gaming elements for Nintendo’s app."

The Potential for Video Games to Improve Mental Health Care Access

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See the Remediation

My primary audience is American counselors because they can educate the public about the lack of access to mental health care in the United States and support the use of video games to supplement such services. It is critical that this audience reads this paper so they become aware of gaming’s psychological benefits, which are less known than those of face-to-face counseling.