661 research outputs found
Inner child, can we play? An ethnographic narrative enquiry of personal play histories
A research report submitted to the Faculty of Humanities, University of the Witwatersrand, Johannesburg, in partial fulfilment of the requirements for the degree of Master of Arts (Drama Therapy) November 2017The research consists of a practical arts-based research component and a research report that surveys
the practice. This document serves as the written element of the research and investigates the key
theoretical standpoints, methodologies applied and creative outcomes.
The research aimed to explore the dynamics of adults and play within Drama Therapy by investigating
the relationship between six adult women and their personal play histories. It questioned what play
meant to the individual and invited her to share her most memorable playful moments through
various forms of expression in a number of individual interview-discussions.
Through a practical arts-based research approach, an ethnographic narrative inquiry unfolded about
women, play, childhood memory and present adulthood. The research took these shared narratives
and presented them back to the six participants through various playful methods. With the use of
methodologies such as inter-subjectivity, playful listening, narrative enquiry and Playback Theatre, the
research offered a series of representational reflections of the shared stories. The creative outcomes
were presented in a storybook representation which used imagery and poetic rhyme to document
each narrative, a stop-motion film that used moving image and voice, and an presentation-installation
that invited each woman to engage with her playful inner-self reflected back to her. The report is
written with these playful elements which attempt to mirror the creative representational outcomes,
inviting the reader to access his or her playful self.
Thematically, three key factors presented themselves throughout the five-stage research process.
These include the emotional experience associated with play, the notion of an inner-child or childhood
and play within context. All three elements are discussed in the research report, with the use of the
contextual factor symbolised by road signs to represent the intersectionality of play and its
relationship to the individual.
The research presents a number of key contributing factors to the discussion of adults and play in
Drama Therapy. It attempts to explore alternative ways of delving into therapeutic process while
respecting individual perspectives and personal narratives. It highlights the fundamental value of play
within a drama therapeutic paradigm and how the notion of play and play memories contribute to the
adult self. It also affirms the role of arts-based practice as a powerful tool for validation and witnessing
of clients.XL201
New Perspectives on Games and Interaction
This volume is a collection of papers presented at the 2007 colloquium on new perspectives on games and interaction at the Royal Dutch Academy of Sciences in Amsterdam. The purpose of the colloquium was to clarify the uses of the concepts of game theory, and to identify promising new directions. This important collection testifies to the growing importance of game theory as a tool to capture the concepts of strategy, interaction, argumentation, communication, cooperation and competition. Also, it provides evidence for the richness of game theory and for its impressive and growing application
Theory of mind and teaching in ni-Vanuatu children
While culture is common in the animal kingdom, cumulative culture appears to be limited to humans. Research suggests that this is due to (1) our advanced social cognition, in particular joint attention and Theory of Mind; and (2) our reliance on high-fidelity mechanisms of social learning such as teaching. However, some have argued that these mechanisms are themselves culturally transmitted, vary across cultures, and that contact with Western norms and institutions reshapes cognition in small-scale societies. These proposals require us to test whether developmental trajectories observed in industrialized populations translate to other societies. To this end, I examine the development of Theory of Mind and teaching among children living in rural areas of Vanuatu. In Chapter 2, I combine results from participant observations and informal interviews to explore the ethnographic context. I examine kinship systems, childrearing practices, and worldviews, and discuss how they relate to folk models of the mind and cultural transmission. In Chapter 3, I examine the development of Theory of Mind and mental state talk. Consistent with the idea that Theory of Mind is culturally learnt, the results diverge from Western findings. However, they also contradict earlier studies and point to methodological challenges, urging more caution in the interpretation of cross-cultural work. In Chapter 4, I examine the development of teaching. The results diverge from Western findings, with childrenâs teaching reflecting local norms and perceptions of cultural transmission. This suggests that while teaching as such is developmentally reliable, specific teaching styles, along with the way we conceptualize teaching, may be culturally learnt. In Chapter 5, I explore various socio-economic and demographic trends associated with âmodernizationâ, such as market integration, formal education, overseas travel, and household structure, documenting considerable heterogeneity. However, I failed to find support for the idea that transformations associated with âWesternizationâ shift childrenâs cognitive development
The Labour of Her Own Hands: Nineteenth Century Gardening Discourses and the Work of Jane Webb Loudon
Jane Webb Loudon, wife of eminent horticulturist and landscape architect John Claudius Loudon, has been largely ignored by historians and literary critics. Yet in her brief career she produced some of the most practical and influential gardening works of the early nineteenth-century. Beginning with Gardening for Ladies in 1840, Loudon published seventeen books and edited two magazines on gardening, botany, and natural history, most of them specifically directed to a female audience. These books would educate an entirely new class of gardeners, and allow women in particular to engage not only with gardening, but also with aesthetics, social reform, morality, empire, and ecology. To accomplish this task, Loudon adopts a masculine scientific discourse and demonstrates a conspicuous lack of sentimental language. She grafts gardening onto a range of activities considered acceptable for females, showing how it would actually help females care for their homes and families, honor the country and empire, and better care for the poor
Lost works of art: a critical and creative study of reception and restitution
This thesis examines pieces of visual art that are untraced, stolen or otherwise understood as lost. It conceptualises how this alters artworks. Are they still âobjectsâ in âvisualâ culture? Might they become literature? Lost works continue to be circulated and interpreted through practices of remembrance, narrative and often through visual reproductions. These become extraordinarily overdetermined once a work vanishes. I investigate this process in four critical case studies and a novella. The first study looks at Vanessa Bellâs painting The Nursery (1930-32), a major work which has been critically neglected because unavailable. I ask what this can tell us about memory and nostalgia, and explore the ghostliness of visual representations. The second study examines Leonardo Da Vinciâs Mona Lisa in the period after it was stolen (1911-13). I closely read some startling journalistic responses to this and to earlier, Victorian thefts. Through these writings there emerges a new kind of ekphrasis and a new conception of the museum. My third study builds on these readings of visual and literary restitutions to consider how lost art could inspire a corresponding critical methodology. With reference to writings on aesthetics by Burke and Derrida, I look at William Blakeâs Virgil woodcuts, reading them through their missing parts, including chopped-off edges. The fourth study explores how lost works can be restituted creatively as well as critically. I analyse missing episodes of Doctor Who, which have inspired reconstructions from fans â an active audience of lost art. Finally, my novella tells the story of a curator of an illicit museum; it uses the epistolary form, which has a history of creating drama through lost letters. My conclusion suggests how, using evidence to feel for what cannot be seen, a focus on lost art can spark unique ways of thinking about vision, writing and criticism
Teaching Learners with Visual Impairment
This book, Teaching Learners with Visual Impairment, focuses on holistic support to learners with visual impairment in and beyond the classroom and school context. Special attention is given to classroom practice, learning support, curriculum differentiation and assessment practices, to mention but a few areas of focus covered in the book. In this manner, this book makes a significant contribution to the existing body of knowledge on the implementation of inclusive education policy with learners affected by visual impairment
The Localisation of Video Games
The present thesis is a study of the translation of video games with a particular emphasis on
the Spanish-English language pair, although other languages are brought into play when they offer a
clearer illustration of a particular point in the discussion. On the one hand, it offers a
descriptive analysis of the video game industry understood as a global phenomenon in entertainment,
with the aim of understanding the norms governing present game development and publishing
practices. On the other hand, it discusses particular translation issues that seem to be unique to
these entertainment products due to their multichannel and polysemiotic nature, in which verbal and
nonverbal signs are intimately interconnected in search of maximum game interactivity.
Although this research positions itself within the theoretical framework of Descriptive Translation
Studies, it actually goes beyond the mere accounting of current processes to propose changes
whenever professional practice seems to be unable to rid itself of old unsatisfactory habits. Of a
multidisciplinary nature, the present thesis is greatly informed by various areas of knowledge such
as audiovisual translation, software localisation, computer assisted translation and translation
memory tools, comparative literature, and video game production and marketing, amongst others.
The conclusions are an initial breakthrough in terms of research into this new area, challenging
some of the basic tenets current in translation studies thanks to its multidisciplinary approach,
and its solid grounding on current game localisation industry practice. The results can be useful
in order to boost professional quality and to promote the
training of translators in video game localisation in higher education centres.Open Acces
Games of History
Games of History provides an understanding of how games as artefacts, textual and visual sources on games and gaming as a pastime or a âseriousâ activity can be used as sources for the study of history.
From the vast world of games, the bookâs focus is on board and card games, with reference to physical games, sports and digital games as well. Considering culture, society, politics and metaphysics, the author uses examples from various places around the world and from ancient times to the present to demonstrate how games and gaming can offer the historian an alternative, often very valuable and sometimes unique path to the past. The book offers a thorough discussion of conceptual and material approaches to games as sources, while also providing the reader with a theoretical starting point for further study within specific thematic chapters. The book concludes with three case studies of different types of games and how they can be considered as historical sources: the gladiatorial games, chess and the digital game Civilization.
Offering an alternative approach to the study of history through its focus on games and gaming as historical sources, this is the ideal volume for students considering different types of sources and how they can be used for historical study, as well as students who study games as primary or secondary sources in their history projects
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