7 research outputs found

    Our Space: Online Civic Engagement Tools for Youth

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    Part of the Volume on Civic Life Online: Learning How Digital Media Can Engage YouthThe popularity of Facebook, MySpace, IM, and email with youth in developed countries demonstrates how second nature the online world has become for youth. People behind youth civic engagement initiatives are starting to see that the best way to engage youth is on their own terms and in the way they expect -- that is, online. With this in mind, this chapter examines the emerging world of online civic engagement sites for youth and by youth. Through a close examination of TakingITGlobal, an global online civic engagement site, combined with a landscape survey of sites with a mandate to civically engage youth, we present some initial findings on how youth are civically engaged and what it is they are actually doing on these sites

    Gamification Analytics: Support for Monitoring and Adapting Gamification Designs

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    Inspired by the engaging effects in video games, gamification aims at motivating people to show desired behaviors in a variety of contexts. During the last years, gamification influenced the design of many software applications in the consumer as well as enterprise domain. In some cases, even whole businesses, such as Foursquare, owe their success to well-designed gamification mechanisms in their product. Gamification also attracted the interest of academics from fields, such as human-computer interaction, marketing, psychology, and software engineering. Scientific contributions comprise psychological theories and models to better understand the mechanisms behind successful gamification, case studies that measure the psychological and behavioral outcomes of gamification, methodologies for gamification projects, and technical concepts for platforms that support implementing gamification in an efficient manner. Given a new project, gamification experts can leverage the existing body of knowledge to reuse previous, or derive new gamification ideas. However, there is no one size fits all approach for creating engaging gamification designs. Gamification success always depends on a wide variety of factors defined by the characteristics of the audience, the gamified application, and the chosen gamification design. In contrast to researchers, gamification experts in the industry rarely have the necessary skills and resources to assess the success of their gamification design systematically. Therefore, it is essential to provide them with suitable support mechanisms, which help to assess and improve gamification designs continuously. Providing suitable and efficient gamification analytics support is the ultimate goal of this thesis. This work presents a study with gamification experts that identifies relevant requirements in the context of gamification analytics. Given the identified requirements and earlier work in the analytics domain, this thesis then derives a set of gamification analytics-related activities and uses them to extend an existing process model for gamification projects. The resulting model can be used by experts to plan and execute their gamification projects with analytics in mind. Next, this work identifies existing tools and assesses them with regards to their applicability in gamification projects. The results can help experts to make objective technology decisions. However, they also show that most tools have significant gaps towards the identified user requirements. Consequently, a technical concept for a suitable realization of gamification analytics is derived. It describes a loosely coupled analytics service that helps gamification experts to seamlessly collect and analyze gamification-related data while minimizing dependencies to IT experts. The concept is evaluated successfully via the implementation of a prototype and application in two real-world gamification projects. The results show that the presented gamification analytics concept is technically feasible, applicable to actual projects, and also valuable for the systematic monitoring of gamification success

    Social Isolation Meets Technological Innovation: Towards Developing A Model Of Communication Among Parents Who Homeschool

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    The purpose of this study was to understand how a sample of homeschoolers were using blogs. In this study of homeschoolers and their blog use, a content analysis of 25 blogs with entries from September 2006, February 2007, and June 2007 were studied. The subjects were homeschoolers who blogged; 19 were females, three were males, and six did not clearly identify themselves as male or female. Seven themes emerged through a content analysis: resources, succeeding at homeschooling, homeschooling and fun, advice, questioning homeschoolers, current events, and socialization. These themes were verified through a word count listing from the software used to collect the data from the sample of blogs. The findings indicate that homeschoolers are not using blogs in the traditional sense, as an online journal. The findings also support that homeschoolers are posting openly about their teaching. The homeschoolers in this sample are sharing resources with each other

    Medarbejderes kommunikative handlekraft

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    Organizational identity has traditionally been understood as a fixed product that can be identified and communicated to employees. Organizational identity formation should, however, be understood as a reflexive process. There is not just one organizational identity but several, and the construction of these identities takes place in a continuing process among several participants. Yet, in many organizations management aims at a conventional identity formation in the official internal identity communication, when communicating identity to employees with the ambition of creating a monolithic organization of devoted employees. This kind of conventional identity formation has several implications. Firstly, it creates a gap between the official and the unofficial identity formation. Secondly, it runs the risk of making the organization appear untrustworthy. Thirdly, it may lead to a homogenous work force, which seems contradictory to the strive for innovation and creativeness that also characterizes contemporary organizations. Finally, its inherent aim of social control seems morally questionable. Thus, organizations could beneficially strive for a higher degree of reflexiveness by letting more voices be part of the official identity formation. The empirically-based research on how to facilitate such reflexivity is, however, sparse. In order to address this gap in the literature, this PhD dissertation explores how to affect rhetorical agency at work by implementing internal employee blogs in organizations...

    Unge og online sociale netværk:En neksusanalytisk undersøgelse af medierede handlinger og offentlige diskurser

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    Indfoldede og Udfoldede Kroppe:En Undersøgelse af Kropslig Performance på Modebloggen

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