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1.
As gaming culture continues to marginalize women and people of color, other gamers are also highlighting the inequalities they face within digital gaming communities. While heterosexism and homophobia are commonplace within gaming culture, little is known about the actual experiences of “gaymers” and even less about “gaymers” of color. As such, this article seeks to explore lesbians of color and their experiences “gayming” out and online. Exploring identity development, community building, and connectivity via social networking, the women within this study articulate what it means to be lesbian online and how this impacts their physical and digital experiences. The private spaces within gaming culture that many marginalized groups inhabit are the few spaces that value the articulation of marginalized interests and viewpoints. Ethnographic observations reveal how supportive communities can improve resilience by mitigating the effects of stereotyping, microaggressions, and other discriminatory practices in online gaming.  相似文献   

2.
ABSTRACT

This article discusses online gaming in the twenty-first century, describes online gaming, considers negative and positive aspects of gaming, and proposes several possible research, practice, and educational strategies for subsequent development of this genre into a useful tool for human service interventions. Positive characteristics of online gaming environments such as high levels of social interaction and the potential for transformative experiences strongly suggest that many clients will be utilizing such environments. In addition, practitioners must not only learn to assess client use of gaming but also develop the necessary knowledge and skills to utilize online games as therapeutic tools.  相似文献   

3.
The increased popularity of casino games on social media platforms has prompted international jurisdictions to consider the extent to which these games may be similar to Internet gambling activities and therefore subject to regulatory action. Gambling themes are popular in video and computer games, and simulated-gambling activities are commonly offered by gambling operators as a way of enticing users to gamble online with money. However, little research has evaluated the impact of the digital convergence of gambling and gaming. The lack of a clear definition of online gambling-themed activities to guide such research undertakings represents a significant hurdle to the fields of gambling and gaming. Based on a review of the extant literature, this article proposes a taxonomy to distinguish between many types of online activities with gambling-themed content. This taxonomy suggests that the principal features that differentiate online gambling games include the requirement for payment, the role of skill, the type of platform and the centrality of the gambling theme. The proposed hierarchical framework aims to promote clear and consistent discussion to guide ongoing investigation of new and emerging Internet gambling and gaming technologies.  相似文献   

4.
Online deviant behaviors have been prevalent since the Internet became ubiquitous, but research in this field is relatively scarce. The present study investigates a unique deviant behavior in online video gaming communities – game cheating – to further understand the scope of online deviant social behaviors. This paper aims to uncover how game players actively create and negotiate new meanings of game cheating in online games. Six focus groups were conducted to explore the rationalization process for engaging in game cheating among players of different online video games. It was discovered that elements of intentionality, utility, core gaming goals, evolving gaming norm, and social ties to gaming communities serve as important rationalizing process to justify game cheating behaviors. Through the discovery of these mental schemas for online game cheating, the paper discusses how online deviant behaviors are connected with social life online and form a unique online culture.  相似文献   

5.
This paper critically analyses the experience of providing social work education over the Internet. It argues that the interactivity and responsivity integral to e‐learning are significant capabilities that can facilitate the kind of student centred learning in social work that is consonant with the emerging consensus on effective educational and professional practices. Associated with this it argues that e‐learning better provides equality of access and opportunity to a diverse range of students to pursue social work education through the creation of critical mass and technological adaptations to diverse needs. Research with a group of students who have pursued online learning is presented. The research indicates that though e‐learning is largely considered a positive and enabling experience by students, it is still experienced as isolating by most. A balance therefore needs to be struck in future between face to face and online interaction ensuring students are not isolated and that infrequent use of e‐learning does not delay engagement with the medium and the passing of online developmental milestones. This paper concludes that there is a longer term future for e‐learning within social work education but that this future needs to be based on androgenic constructivist strategies to student learning and a responsive blend of online and physical interactivity.  相似文献   

6.
This article analyses international policy discussions on migration and development (M&D) and contrasts these with the actual M&D policies and practices of 11 European countries who were among the main proponents of this international discourse. Desk research of public documents and accompanying information sought from these 11 governments as well as in the European Commission (EC) provide the basis for a comparative analysis of their overall M&D policies and strategies, and institutional settings for formulating and implementing these. The comparison shows that M&D policy and practice remains in a tentative and experimental phase, and that countries experience difficulties reflecting their international positions in their own policies, as well as in learning from their own efforts and those of others. While stressing the developmental potential of migration in international discussions, most of the countries’ policies still reflect an understanding of migration as a problem and a preoccupation with short‐term domestic interests.  相似文献   

7.
ABSTRACT

This article applies sociological theories of ‘craft’ to computer gaming practices to conceptualise the relationship between play, games, and labour. Using the example of the game Dota 2, as both a competitive esport title and a complex game based around a shared practice, this article examines the conditions under which the play of a computer game can be considered a ‘craft’. In particular, through the concept of ‘prehension’, we dissect the gameplay activity of Dota 2, identifying similarities with how the hand practices craft labour. We identify these practices as ‘contact’, ‘apprehension’, ‘language acquisition’ and ‘reflection’. We argue that players develop these practices of the hand to make sense of the game’s rules and controls. From this perspective, it is the hand that initiates experiences of craft within computer gameplay, and we offer examples of player creativity and experimentation to evidence its labour. The article concludes with a discussion on the need for future research to examine the quality of gaming labour in the context of esports.  相似文献   

8.
Bureaucratic structures and procedures are an integral part of the production of political space today. Analyses of geopolitical practices must therefore unpack the bureaucratic context in which these practices unfold on a daily basis. This is particularly important if we wish to understand transnational processes that operate at scales and in contexts other than the familiar contours of the nation‐state. In this article, I focus on one bureaucratic centre of geopolitics – the European Quarter in Brussels, Belgium, the institutional centre of the European Union. Drawing from scholarship on geopolitics and policy‐making, as well as primary interview material from field research in Brussels, I make two related points – (1) that we need detailed close‐up studies of the bureaucratic settings of contemporary geopolitics, and (2) that we must carefully situate such settings in their place‐specific contexts to reveal dynamics that remain unnoticed from afar. Empirically, the article contributes to the interdisciplinary scholarship on the EU as a transnational power centre of global importance. Theoretically, it seeks to improve our understanding of geopolitics as a bureaucratic and material practice.  相似文献   

9.
Cyberbullying has been recognized as a serious social concern. Considering the varied contexts of online engagement by children and youth is increasingly necessary to adequately understand their experiences and the impact of their participation. An online context which requires further attention is gaming platforms, which are especially popular among boys. Methods: Using a theoretical approach of social dominance, this paper analyzed secondary data drawn from a mixed methods study of cyberbullying to investigate the prevalence and experience of gaming among a quantitative survey sample (n?=?670) of 4th, 7th, and 10th grade students, as well as the experience and impact of gaming on a qualitative interview sub-sample (n?=?57). Gaming prevalence rates are provided. Boys were significantly more likely to engage in internet gaming (though the effect size was small); χ² (1, n?=?669)?=?10.11, p?=?0.001, phi?=??0.123, 95% CI (?0.207, ?0.047). Qualitative content analysis (QCA) identified four themes: (1) aggression (exceeding what was required to achieve game objectives) characterized gaming culture and pervaded gaming platforms; (2) anonymity contributed to the culture of aggression; (3) participants often did not consider aggression cyberbullying, but rather just a part of the culture of gaming platforms; and (4) participants’ responses to aggressive behaviors. Certain behaviors on gaming platforms may not be appropriately recognized as cyberbullying. Implications for social work practice with children and youth are provided.  相似文献   

10.
11.
网络游戏已经成为青少年的一种普遍娱乐方式,而网络新闻在公众对网游青少年玩家的认识过程中起着重要作用,它们经常从不同角度来报道并放大具有典型意义的网游青少年玩家个案,以此建构网游青少年玩家的形象并引导人们对该群体的印象存储。通过对11年来人民网与新浪网中相关报道的内容分析,发现网络新闻对网游青少年玩家媒介形象构建时出现偏差,形成对网游青少年玩家污名化形象建构的影响。  相似文献   

12.
The 21st‐century developmental state is envisaged as implying democratic participation. Rwanda both explicitly aspires to follow the developmental state example and eloquently ascribes to far‐reaching participatory ideals, and a number of development programmes, “home grown initiatives,” have been launched, allegedly reviving traditional participatory practices. Based on original material, this article analyzes local experiences of the participation entailed in some of these programmes. In the conclusion, the poor practice of participation reported is found to point to inherent contradiction of the idea of a democratic and participatory version of the developmental state.  相似文献   

13.
ABSTRACT

Literature suggests that grounding online interventions in theory improves their success. This article reviews 10 theories selected from the fields of psychotherapy, social work, health promotion, gaming, and innovation dissemination that can be used for grounding the design, development, implementation, and evaluation of online interventions. Selected studies are reviewed to illustrate how these theories have been used in online human service interventions. After this review, an integrated theoretical approach for grounding online interventions is proposed along with guidelines suggested by the review.  相似文献   

14.
This article explores how children conceptualise and practice family relationships in two social settings in Ethiopia. Based on ethnographic data, it discusses (i) how urban and rural children construct family; (ii) what family activities children do and which social positions they assume; and (iii) the convergence and divergence of meanings and practices of family relationships between urban and rural Ethiopia. The analysis demonstrates how ‘normative family’ and actual ‘family practices’ are shaped by socio‐cultural, material and spatial contexts. Insights drawn also reveal the complex ways in which access to material resources, geographical distance, rural‐urban locations and cultural traits such as patterns of marriage and child relocation practices shape family relationships.  相似文献   

15.
《Sociological inquiry》2018,88(3):510-534
This article aims to locate the social practices of activist groups online and clarify how they collectively practice gender and race. It draws upon a qualitative study of two locale‐oriented groups that sought to improve safe public space in their respective cities in Sweden. Using Grounded Theory method, I observed and analyzed each group's public Facebook site from initiation until decline or maintenance. The findings captured five routine behaviors done by the groups in a tacit manner: responding to a concrete incident, creating meaningful participation, fostering substantive debate, formulating a long‐term vision, and questioning social hierarchies . Working with theories of social, gendered, and racialized practices, I analyze these behaviors as practices available to the activist groups to do, yet open for social change through their performance. Although all five practices were detected among both groups, the two groups performed them differently and this had consequences for their maintenance as well as their ability to challenge gender and racial hierarchies. The analysis makes an important contribution to social movement scholarship by showing how tacit and routine behavior forms the backbone of any collective action and is a crucial site for the (re)construction of social hierarchies.  相似文献   

16.
The article presents results of a study that examined the influence of gender role orientations on gaming motivations, game genre preferences, and different play styles. Applying social role theory, it was hypothesized that femininity and masculinity influence gender-typed motivations (social interaction, competition, and challenge) and preferences (role-playing and action games) as well as gender-typed behavior (cooperative play and competitive play). After collecting empirical data through an online survey, hypotheses were tested by structural equation modeling. Moreover, moderating effects of sociodemographic characteristics (biological gender, age, and educational level) were examined. Findings provide evidence for the existence of gender-typed motives of play, genre preferences, and – mediated by motivations and preferences – gaming behavior. Group analyses support a biosocial model of gender-typed gaming behavior because gender-typing of motives, preferences, and play styles varies in strength and direction by biological gender, age, and educational level.  相似文献   

17.
In this study, we examine the transnational networks of the Somali diaspora online. We explore the claims that the web signifies a shift towards a de‐territorialized, transnational diaspora, which constructs its identity and engagement around a transnational imagined community. Based on a network and web content analysis, we assert that the claims about the transnational as the territorial locus of identity and engagement should be revisited. The analysis shows that the Somali diaspora's engagement has a specific multi‐territorial topology through which information and resources are exchanged and a hybrid identity is constructed. Somalis' online engagement, however, is mainly directed towards community‐based practices and social integration in their host‐land, as opposed to transnational advocacy for the homeland. We argue that web data show a particular territorial arrangement and engagement, which we conceptualize as transglocalization, meaning local, networked formations existing alongside the national and transnational, each operating with awareness of the other yet acting separately. The study demonstrates that online network analysis offers promising approaches to diasporic social integration, policy‐making and issue advocacy.  相似文献   

18.
This article draws on an ethnography of bee‐work to explore how androcentrism is enacted and disrupted in environmental organizing practices. We first situate the study in recent debates surrounding sustainability, viewing this as one organizing project that informs the recent ‘Save the Bees’ discourse and initiatives proliferating the global North. Theoretically inspired by ideas from political ecology and feminist materialism, we suggest that dominant ‘bee‐saving’ practices are enacted through masculinist conceptions of ‘manstream’ measuring. Focusing on biosecurity inspections during one significant pollination event, we draw on three motifs to explore both the enactment and disruption of sanitized, linear and falsely bounded distinctions that often re/produce practices which have outcomes counter to their intended objectives. Reflecting on three field‐based moments — Pests, Protection and Pace — we consider the possibilities for an alternative modality of multispecies sustainability that is inspired by a new materialism agenda. This not only serves to dismantle inherent binaries through paying attention to the ontological muddling of species, but also helps to consider the productive relations that may emerge when we depart from masculinist modes of sustainable thinking in organizational and institutional settings.  相似文献   

19.
Social responsibility in gambling has become a major issue for the gaming industry. The possibility for online gamblers to set voluntary time and money limits are a social responsibility practice that is now widespread among online gaming operators. The main issue concerns whether the voluntary setting of such limits has any positive impact on subsequent gambling behaviour and whether such measures are of help to problem gamblers. In this paper, this issue is examined through data collected from a representative random sample of 100,000 players who gambled on the win2day gambling website. When opening an account at the win2day site, there is a mandatory requirement for all players to set time and cash-in limits (that cannot exceed 800 € per week). During a 3-month period, all voluntary time and/or money limit setting behaviour by a subsample of online gamblers (n = 5,000) within this mandatory framework was tracked and recorded for subsequent data analysis. From the 5,000 gamblers, the 10 % most intense players (as measured by theoretical loss) were further investigated. Voluntary spending limits had the highest significant effect on subsequent monetary spending among casino and lottery gamblers. Monetary spending among poker players significantly decreased after setting a voluntary time limit. The highest significant decrease in playing duration was among poker players after setting a voluntary playing duration limit. The results of the study demonstrated that voluntary limit setting had a specific and significant effect on the studied gamblers. Therefore, voluntary limits appear to show an appropriate effect in the desired target group (i.e., the most gaming intense players).  相似文献   

20.
Research on intra‐household resource allocation practices has largely ignored the role of communication within but especially beyond the household. This article shows that discussions engaged in outside of the household shed light on intra‐household deliberation and also contribute to an understanding of how norms are formed and used in discussions and negotiations. Using data from the website Mumsnet, and grounding our analysis in a framework that combines the literature on gender norms in allocation practices with insights from the study of online communication, we contribute to the sociological literature on household distribution in three ways: first, we show that women use discussion sites like Mumsnet to clarify and sometimes contest social norms regarding money and relationships; second, we show that users conceive the ability to communicate with partners as a source of ‘relationship power’ and use online discussion with other women to develop that skill; third, we argue that sites like Mumsnet provide fresh insights into household resource allocation processes. The article concludes with a broader discussion of the role of communication in household distribution and the value of online data for understanding such processes.  相似文献   

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