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21.
In this study, intensive observational methods were used to examine the daily flow of activity of 12 people with moderate to severe learning difficulties living in long-stay hospital, and 12 people living in community based hostels. This covered the participants' full waking day and included weekend observations. The qualitative findings demonstrated how the participants played an active part in determining their own lifestyles. A number of more active hospital participants dealt with the unstimulating functional regime by attempting to create a social niche for themselves. A number of less active participants coped with the hospital environment by withdrawing into themselves and engaging in stereotypical behaviour to mark the passing of time. While the hostels provided a more homely and supportive environment, the participants tended to occupy a peripheral status as the least able people in the hostels and day centres. Consequently, they often had to seek staff support for activity or turned inwards. The quantitative findings followed a similar pattern of results to previous research in this area.  相似文献   
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In this paper we reanalyze Robert D. Mare's highly influential work on educational transitions among American men born in the first half of the 20th century. Contrary to previous belief, Mare found that the effects of socioeconomic background variables decline regularly across educational transitions in conditional logistic regression analyses. We have reconfirmed Mare's findings and tested them by introducing a modified logistic response model that constrains selected social background effects to vary proportionally across educational transitions. We refer to our preferred model as the logistic response model with partial proportionality constraints (LRPPC). The model can easily be estimated in Stata or using other standard statistical software. Partial proportionality constraints may also prove useful in interpopulation comparisons based on other linear models.  相似文献   
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Martina Löw 《Soziologie》2006,35(2):222-224
Ohne Zusammenfassung  相似文献   
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Using data from 8 random assignment studies and employing meta‐analytic techniques, this article provides systematic evidence that welfare and work policies targeted at low‐income parents have small adverse effects on some school outcomes among adolescents ages 12 to 18 years at follow‐up. These adverse effects were observed mostly for school performance outcomes and occurred in programs that required mothers to work or participate in employment‐related activities and those that encouraged mothers to work voluntarily. The most pronounced negative effects on school outcomes occurred for the group of adolescents who had a younger sibling, possibly because of the increased home and sibling care responsibilities they assumed as their mothers increased their employment.  相似文献   
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Boundary Spaces     
While shows like The X-Files and 24 have merged conspiracy theories with popular science (fictions), some video games have been pushing the narrative even further. Electronic Art's Majestic game was released in July 2001 and quickly generated media buzz with its unusual multi-modal gameplay. Mixing phone calls, faxes, instant messaging, real and "fake' websites, and email, the game provides a fascinating case of an attempt at new directions for gaming communities. Through story, mode of playing, and use of technology, Majestic highlights the uncertain status of knowledge, community and self in a digital age; at the same time, it allows examination of alternative ways of understanding games' role and purpose in the larger culture. Drawing on intricate storylines involving government conspiracies, techno-bio warfare, murder and global terror, players were asked to solve mysteries in the hopes of preventing a devastating future of domination. Because the game drew in both actual and Majestic-owned/-designed websites, it constantly pushed those playing the game right to borders where simulation collides with " factuality'. Given the wide variety of "legitimate' conspiracy theory, alien encounters and alternative science web pages, users often could not distinguish when they were leaving the game's pages and venturing into " real' World Wide Web sites. Its further use of AOL's instant messenger system, in which gamers spoke not only to bots but to other players, pushed users to evaluate constantly both the status of those they were talking to and the information being provided. Additionally, the game required players to occupy unfamiliar subject positions, ones where agency was attenuated, and which subsequently generated a multi-layered sense of unease among players. This mix of authentic and staged information in conjunction with technologically mediated roles highlights what are often seen as phenomenon endemic to the Internet itself; that is, the destabilization of categories of knowing, relating, and being.  相似文献   
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Adolescents' romantic relationships have attracted popular interest, but, until recently, little scientific curiosity. Research has been impeded by erroneous assumptions that adolescent relationships are trivial and transitory, that they provide little information beyond measures of the influence of parent‐child and peer relationships, and that their impact is primarily associated with problems of behavior and adjustment. This article proposes that distinguishing five features of romantic relationships (involvement, partner selection, relationship content, quality, and cognitive and emotional processes) is essential to describing adolescents' relationships and their developmental significance. These distinctions also help to clarify the role of context, age‐related variations, and individual differences in the impact of romantic experiences. Research is needed to illuminate questions of how and under what conditions romantic relationships affect individual development and how romantic and other close relationships jointly influence developmental trajectories during adolescence.  相似文献   
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