3,930 research outputs found
UMSL Bulletin 2023-2024
The 2023-2024 Bulletin and Course Catalog for the University of Missouri St. Louis.https://irl.umsl.edu/bulletin/1088/thumbnail.jp
Derogatory, Racist, and Discriminatory Speech (DRDS) in Video Gaming
Video games have been examined for their effects on cognition, learning, health, and physiological arousal, yet research on social dynamics within video gaming is limited. Studies have documented the presence of derogation, racism, and discrimination in this anonymous medium. However, gamers‟ firsthand experiences are typically examined qualitatively. Thus, this study aimed to establish a quantitative baseline for the frequency of derogatory, racist, and discriminatory speech (DRDS) in gaming. DRDS frequency, sexual harassment, and hate speech measures were administered to 150 individuals from online forums and social media groups. Descriptive and inferential analyses were used to gauge which factors affected DRDS rates. Sex, intergroup and fast-paced game types, time played with others, and identity portrayal showed positive correlations with DRDS. Results indicate an array of complex social and developmental factors contribute to experiencing, perceiving, and personally using DRDS. Implications include psychosocial health impacts similar to everyday harassment, with women being at a higher risk and age as a contributing factor
Anime Studies: media-specific approaches to neon genesis evangelion
Anime Studies: Media-Specific Approaches to Neon Genesis Evangelion aims at advancing the study of anime, understood as largely TV-based genre fiction rendered in cel, or cel-look, animation with a strong affinity to participatory cultures and media convergence. Making Neon Genesis Evangelion (Shin Seiki Evangerion, 1995-96) its central case and nodal point, this volumen forground anime as a media with clearly recognizable aesthetic properties, (sub)cultural affordances and situated discourses
International Academic Symposium of Social Science 2022
This conference proceedings gathers work and research presented at the International Academic Symposium of Social Science 2022 (IASSC2022) held on July 3, 2022, in Kota Bharu, Kelantan, Malaysia. The conference was jointly organized by the Faculty of Information Management of Universiti Teknologi MARA Kelantan Branch, Malaysia; University of Malaya, Malaysia; Universitas Pembangunan Nasional Veteran Jakarta, Indonesia; Universitas Ngudi Waluyo, Indonesia; Camarines Sur Polytechnic Colleges, Philippines; and UCSI University, Malaysia. Featuring experienced keynote speakers from Malaysia, Australia, and England, this proceeding provides an opportunity for researchers, postgraduate students, and industry practitioners to gain knowledge and understanding of advanced topics concerning digital transformations in the perspective of the social sciences and information systems, focusing on issues, challenges, impacts, and theoretical foundations. This conference proceedings will assist in shaping the future of the academy and industry by compiling state-of-the-art works and future trends in the digital transformation of the social sciences and the field of information systems. It is also considered an interactive platform that enables academicians, practitioners and students from various institutions and industries to collaborate
Computerspielforschung: Interdisziplinäre Einblicke in das digitale Spiel und seine kulturelle Bedeutung
Computerspiele sind ein wichtiger Bestandteil der digitalisierten Medienkultur der Gegenwart. Seit der Jahrtausendwende ist auch das wissenschaftliche Interesse an digitalen Spielen und ihrer lebensweltlichen Bedeutung gestiegen. Die Digital Game Studies sind interdisziplinär angelegt, und der vorliegende Sammelband vermittelt einen breiten Einblick in aktuelle Ansätze, Modelle, Methoden und Ergebnisse verschiedener beteiligter Fachdisziplinen. Spätestens seit den 1980er Jahren haben sich digitale Spiele in der Lebenswelt von Jugendlichen und jungen Erwachsenen ausgebreitet und so maßgeblich zur Verbreitung von Computertechnologie in privaten Haushalten beigetragen. Inzwischen werden digitale Spiele von Menschen fast aller Altersgruppen gespielt, sei es auf einem Smartphone, einer Spielkonsole, einem PC oder einem anderen Endgerät. In den Anfängen der Computerspielforschung standen häufig mögliche negative Wirkungen oder Begleiterscheinungen des digitalen Spielens im Fokus des Interesses. Seit der Jahrtausendwende hat sich die Forschung erheblich ausgeweitet, ausdifferenziert und auch konsolidiert. Die Digital Game Studies wenden sich z.B. den Spielen als kulturellen Artefakten, den Spielpraktiken als Alltagskulturen und den Spielenden als aktiv Handelnden im sozialen und gesellschaftlichen Kontext zu. Beteiligt an diesem Forschungsfeld sind u.a. Literatur-, Kultur- und Medienwissenschaft, Sozial-, Erziehungs- und Kommunikationswissenschaft, Design- und Kunstwissenschaft, Psychologie und Informatik etc. Der vorliegende Band vermittelt einen aktuellen und breit angelegten Einblick in das interdisziplinäre Feld der Digital Game Studies. Die Beiträge fokussieren im ersten Teil die Nutzung und die Nutzenden digitaler Spiele, und berücksichtigen dabei auch neuere technische Entwicklungen (wie VR-Games) und gesellschaftliche Rahmenbedingungen (Computerspiele in Corona-Zeiten). Im zweiten Teil stehen Fragen des Designs und der Analyse digitaler Spiele und ihrer Medialität im Mittelpunkt. Im dritten Teil schließlich werden soziale, gesellschaftliche und kulturelle Kontexte von Computerspielen untersucht. Das Ziel des Bandes ist zugleich, die spezifischen theoretischen und methodischen Ansätze der unterschiedlichen Fachdisziplinen zu illustrieren, mit denen sie sich den Spielen, den Spielenden und den Kontexten zuwenden
The Ethics of Kink
This thesis argues that the consent narrative that is used to justify sadomasochistic violence is flawed. Liberals and liberal feminists often use valid consent as a justification for the violence and humiliation inflicted during many sadomasochistic sexual encounters, appealing to ideas of sexual autonomy and sexual freedom to defend those who inflict violence on willing partners. This thesis rejects the consent defence making two arguments: First, that the conditions which need be met for consent to be valid are frequently not met in instances of sadomasochistic violence. Second, that even when consent meets the conditions for validity this does not justify sexually motivated violence as consent does not have the normative power required to justify the infliction of harm. In a final chapter I illustrate the position through a comparison of sadomasochistic violence and domestic violence. Arguing that just as the consent narrative has no place in domestic violence, regardless of how the victim of domestic abuse feels about their circumstances, it should not be regarded as central to the debate about whether sadomasochistic violence is ethical
Motivated and Determined & Making a Difference as Executives (MAD & MADE) in the Entertainment Industry: A Phenomenological Study of Black Female Entertainment Industry Executives’ Challenges and Paths to Elevation
Since the birth of the United States and the enslavement of Africans in America, Black women have had to navigate challenges in various industries to elevate toward, and excel in, positions of power. From grade school to the workplace, Black women have had to contend with racism, discrimination, and inequities that have been impediments despite their level of education and experience. With little literature specifically documenting the experiences of Black women who work on the corporate side of the entertainment industry, the data acquired from this qualitative phenomenological study provides insight into these women’s lives. The study discloses some of the challenges that Black women entertainment industry executives encounter as they elevate up the corporate ladder to executive levels and beyond. The participants described their lived experiences, revealing how they moved beyond barriers, despite the societal stereotypes and perceptions of them as Black women. These professional women provided examples of challenges, strategies to overcome challenges, and recommendations for not only sustaining a long-term career in the industry, but also how executive hopefuls can mitigate the obstacles that the participants have highlighted
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Can I Get a Witness?—Living While Black Death is Trending
It is not uncommon for graphic scenes of violence and death to infiltrate our timelinesfrom retweets, reposts, and shares. I often question how much control do we really have over the images that enter our feed? In what ways are we affected and influenced by these images? How do we relate to these images and video clips that are played and replayed before us? In what ways are these images evoking or are related to past scenes of racist violence? In what ways are these racially violent moments captured in photos and videos and shared online speaking to a Black consciousness?
This project comparatively researches and examines the relationship between past modes and methods of Black trauma curation in the past, to contemporary modes of dissemination on social media in order to argue that contemporary uses of spaces such as Instagram, Facebook, and Twitter serve as an extension of previous scrapbooking methods. By comparing The Emmet Till Generation and their curation of trauma via scrapbooks which were used to galvanize social movements, and impact organizing efforts of the youth, The Trayvon Generation today uses social media in a similar fashion; to bear witness, to organize, and to curate digital memorials for the dead. Witnessing is further extended and complicated on digital platforms, providing an abundance of visual evidence that has proven to be vital in leading tp prosecutions and arrests of violent state officials, and perpetrators of extrajudicial violence.
These live or recorded moments of witnessing are used not only as evidence, but to inform the public. However, we have always known that it’s always happening somewhere, even if we aren’t around to witness it. With that said, what are the effects of having the duty, and the responsibility to bear witness? Paying particular attention to Black youth, this project examines their presence and usage of social media spaces. By analyzing young Black people’s use of social media platforms in relation to Darnella Frazier’s strategic use Facebook, this project examines how Black youth and witnessing is currently driving a cultural shift in entertainment media that highlights witnessing death as a significant milestone for Black youth that marks the transition between childhood and adulthood. It is also impacting entertainment media that is not marketed towards Black people, further highlighting Black witnessing of racialized violence at the intersection of technology as both a contemporary and future issue through its inclusion in contemporary media.Witnessing for Black people is framed as being both necessary and traumatic.
This project concludes with an in depth examination of speculative media to reveal the implications of both the present and the future intersections of race relations, state violence and technology. Through analyses of interviews, image circulation and dissemination, magazine articles, social media platforms, visual and speculative media, this dissertation works to address and attempts to answer the aforementioned questions
A Narratological Inquiry into U.S. African Refugee Youths’ Educational Experiences
Title from PDF of title page, viewed May 24, 2023Dissertation advisor: Omiunota N. UkpokoduVitaIncludes bibliographical references (pages 282-351)Dissertation (Ph.D.)--Curriculum and Instruction, Social Science Consortium. University of Missouri--Kansas City, 2023The arrival of refugees over the past two decades changed the face of classrooms in Kansas City, Missouri, resulting in refugee youth being unprepared for post-secondary opportunities. This critical narrative study aimed to explore the lived experiences of African refugee youth (aged 18 and above) attending public high school in the MidwestUnited States. Based on current and recently arriving African refugee populations, 10 participants originally hailed from Somalia, Congo, Liberia, Sudan, and Burundi. A crystalized theoretical framework of socio-cultural, migratory, and critical race theory guided qualitative narratological data analysis collected via interviews focusing on the participants' educational experiences. Data analysis followed descriptive and interpretive coding to analyze and identify themes, trends, and patterns providing insight into participants’ experiences and how they affected their academic and social endeavors. Findings revealed that participants’ escape, cultural experience, U.S. resettlement, academic shock, intolerance, toil/exertion, challenges, recurrence, defensive mechanism, beneficial encounter, academic effect, and social illumination all influenced their educational experiences. In addition, in-depth theoretical analysis exposed systemic societal racism among every theme, thereby illuminating deep-rootedracism as the primary factor negatively affecting African refugee youths’ U.S. iii
educational experiences. These findings help identify strategies and interventions supporting African refugee youth preparing for post-secondary opportunities.Introduction -- Literature review -- Methodology -- Study results and findings -- Interpretation, recommendations, implication
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