2,514 research outputs found

    Literariness Revisited: Deviation vs. Entrenched Ideas

    Get PDF
    ‘Literariness’ basically means foregrounding. In this study it means: presenting a view that deviates from entrenched opinions. A poem by Emily Dickinson was manipulated: apart from the original version we constructed two versions which changed to entrenched ideas. Readers rated their reactions on 6 aesthetic dimensions, each comprising 5 Likert scales. Finally, they compared the three versions

    Diversity and the Virtual Workplace: Performance Identity and Shifting Boundaries of Workplace Engagement

    Get PDF
    This article explores the meaning of workplace discrimination where reality meets the imaginary world in virtual work settings. Using a more recent development in the realm of virtual work--workplace avatars--the article considers the impact on law of virtual performance identity by workers where appearances can be altered in virtual reality. Current protected-class approaches to antidiscrimination law have not served as the antidote to workplace bias and exclusion. Thus, the article investigates whether avatar technology holds promise for facilitating greater inclusion of marginalized workers in the contemporary workplace. Does this mode of virtual work serve as a platform for diversity or simply create more confusion regarding our fundamental understandings of discrimination? The author\u27s premise is that the mechanics of online identity and the social and behavioral dynamics of virtual engagement produce a new locus for bias to flourish. While the virtual workplace holds some appeal for promoting broader acceptance within organizations, the article claims that avatar-based virtual work environments do not constitute unconditional and neutral spaces. Overall, the article takes an optimistic stance toward immersive environments in the employment context. However, it cautions that avatars create interpersonal dynamics that are just as dangerous to notions of belonging in the contemporary workplace as their physical counterparts. The author posits that the multidimensionality of identity in this context illuminates the limitations of the categorical approach to antidiscrimination law and concludes that the avatar makes the case for intersectionality theory in workplace law

    Diversity and the Virtual Workplace: Performance Identity and Shifting Boundaries of Workplace Engagement

    Get PDF
    This article explores the meaning of workplace discrimination where reality meets the imaginary world in virtual work settings. Using a more recent development in the realm of virtual work--workplace avatars--the article considers the impact on law of virtual performance identity by workers where appearances can be altered in virtual reality. Current protected-class approaches to antidiscrimination law have not served as the antidote to workplace bias and exclusion. Thus, the article investigates whether avatar technology holds promise for facilitating greater inclusion of marginalized workers in the contemporary workplace. Does this mode of virtual work serve as a platform for diversity or simply create more confusion regarding our fundamental understandings of discrimination? The author\u27s premise is that the mechanics of online identity and the social and behavioral dynamics of virtual engagement produce a new locus for bias to flourish. While the virtual workplace holds some appeal for promoting broader acceptance within organizations, the article claims that avatar-based virtual work environments do not constitute unconditional and neutral spaces. Overall, the article takes an optimistic stance toward immersive environments in the employment context. However, it cautions that avatars create interpersonal dynamics that are just as dangerous to notions of belonging in the contemporary workplace as their physical counterparts. The author posits that the multidimensionality of identity in this context illuminates the limitations of the categorical approach to antidiscrimination law and concludes that the avatar makes the case for intersectionality theory in workplace law

    Narrative Transportation and Virtual Reality: Exploring the Immersive Qualities of Social Justice in the Digital World

    Get PDF
    This dissertation explores the potential applications for virtual reality (VR) stories in support of social justice causes, examining whether digital games historically been successfully leveraged for social justice purposes, and determining which components of VR technology can most encourage narrative transportation of participants in VR stories. The first chapter examines theories of simulation, virtual reality, narrative, and interactivity, as well as concepts of immersion from various disciplines and settles on narrative transportation, a theory from cognitive psychology, as the most useful in measuring the effect of VR stories on participants. The second chapter examines ethnographic practices, activist games, and modes of reclaiming digital spaces as a way to encourage digital social justice and ensure traditionally marginalized communities have meaningful access to technology—or, the tools to use it, create with it, and critique it. The third chapter presents the result of a play study conducted to measure participants\u27 transportation in a recent VR narrative and finds VR interactive narratives to be more transportive and engaging than their two-dimensional counterparts. The fourth chapter interrogates some of the fears of VR technology, namely that it will be used to further current societal injustices and as a potentially powerful propaganda tool. The final chapter presents five recommendations for designers seeking to experiment in virtual reality narratives. The ultimate aim of this work is to encourage scholars, designers, and participants to make ethical decisions in the creation and use of virtual societies

    Narrative Transportation and Virtual Reality: Exploring the Immersive Qualities of Social Justice in the Digital World

    Get PDF
    This dissertation explores the potential applications for virtual reality (VR) stories in support of social justice causes, examining whether digital games historically been successfully leveraged for social justice purposes, and determining which components of VR technology can most encourage narrative transportation of participants in VR stories. The first chapter examines theories of simulation, virtual reality, narrative, and interactivity, as well as concepts of immersion from various disciplines and settles on narrative transportation, a theory from cognitive psychology, as the most useful in measuring the effect of VR stories on participants. The second chapter examines ethnographic practices, activist games, and modes of reclaiming digital spaces as a way to encourage digital social justice and ensure traditionally marginalized communities have meaningful access to technology—or, the tools to use it, create with it, and critique it. The third chapter presents the result of a play study conducted to measure participants\u27 transportation in a recent VR narrative and finds VR interactive narratives to be more transportive and engaging than their two-dimensional counterparts. The fourth chapter interrogates some of the fears of VR technology, namely that it will be used to further current societal injustices and as a potentially powerful propaganda tool. The final chapter presents five recommendations for designers seeking to experiment in virtual reality narratives. The ultimate aim of this work is to encourage scholars, designers, and participants to make ethical decisions in the creation and use of virtual societies

    EXPLORING THE USE OF IMMERSIVE NARRATIVES FOR SOCIAL AWARENESS: GENDER EQUALITY

    Get PDF
    O foco deste estudo é explorar o potencial das narrativas imersivas para debater a consciência social no contexto do teatro imersivo site-specific. A pesquisa implementa uma abordagem qualitativa combinando métodos de design baseados em artes e grupos focais com técnicas de Storytelling. O objetivo é examinar como os jovens adultos percebem a desigualdade de gênero por meio da narrativa imersiva e como isso pode influenciá-los a se comprometer com a justiça social.The focus of this study is to explore the potential of immersive narratives to debate social awareness in the context of site-specific immersive theatre. The research deploys a qualitative approach combining arts-based and focus group design methods with storytelling techniques. The aim is to examine how young adults perceive gender bias through immersive storytelling and how this can help their state and commit to social justice and equality

    Developing a Vocational Training Computer Game Workplace Simulator: The Vocational Game Project

    Get PDF
    Abstract This study presents the research and production processes for the development of a Vocational Training computer game workplace simulator that will be used to deliver competency-based The study focuses on the design and development of immersive educational environments and assesses the optimal level of interactivity and game play necessary to achieve identified learning outcomes. This application of games technologies and the development of immersive learning environments enables the targeted delivery of flexible, customised learning programs in the workplace ensuring participant engagement through active learning

    Interstice

    Get PDF
    When I was about three years old, I distinctly remember being too small to see what was on top of the table. A couple of years later, when I could see those objects, I thought the world around me had grown smaller. In a way, it did, as I experienced, lived, captured, remembered, and shared the space repeatedly. This sense of the world shrinking was exaggerated during the Covid-19 pandemic, allowing new behaviours and modes of interaction to emerge. Continually shaping our modern lives, virtual technologies redefine how we access and share information and stories or even explore new places. Thanks to the exponential increase in our computing powers, we live in hyper- connectivity, constantly in sync with our multiple screens, tabs, devices and profiles. Smartphones serve as two- way communication bringing the world in and letting the home out. As people increasingly rely on digital tools for work, communication, and leisure, the boundaries between physical and digital realms have become blurred. The overlap of our stories, information and spaces has subsequently led to challenges in managing the clutter and disorganization that can arise in physical and digital realms, affecting productivity, well-being, and overall user experience. In response, this thesis aims to create a hybrid space that carefully calibrates information and architecture to initiate interactivity within home settings. The thesis adopts a human-centred design approach, including user interviews and iterative prototyping, to understand how augmented reality (AR) augments reality. Research focuses on young adults, primarily students and working professionals who have access to smart devices where increasing demand for personalized experiences present an ideal environment for AR to grow and thrive. Overall, the research and prototypes are representative of AR as a tool for novelty in familiarity, offering new ways of enhancing interactions and immersive experiences within the home. I believe this synthesis of our physical and digital elements will lead to a de-cluttered and productive mode of engagement

    Designing leadership and soft skills in educational games: The e-leadership and soft skills educational games design model (ELESS)

    Get PDF
    While the field of leadership studies includes a large corpus of literature and studies, the literature and scientific research in the field of e-leadership and soft skills used in learning game environments are at present small in scale. Towards contributing to this newly emerging field of literature and study, this research paper presents a new model, the e-Leadership and Soft Skills Educational Design Model (ELESS) for assessing the use and constructing the effective design of soft skills and leadership skills in multiplayer learning game environments. The central research question considers: what is the role of e-leadership and how can it be designed and tested in the context of educational games? To address this question, the research paper includes a review of the current literature around distributed (shared) leadership models and presents some examples of studies assessing how leadership is designed, used and tested in available game environments. The paper then presents the ELESS model and validates it within the context of a case study of the Leadership Game. As a result, the ELESS model can be used to test the efficacy of existing games and to inform the effective design of new games that focus upon developing leadership and soft skills

    Toxicity Within the Women's Sport Social Media Discourse

    Get PDF
    By applying a multidimensional approach, the purpose of this integrated article thesis was to explore the prevalence of toxicity within the women’s sport social media (SM) discourse. Specifically, the study sought to uncover how toxicity manifested in online networks as well as the influence of this activity on the fan experience and their behaviours. Two theoretical frameworks were adopted to understand toxicity from multiple lenses, including network theory and (digital) imagined communities as they pertain to the women’s sport context on SM. Results from the research revealed several key aspects; first, in relation to the volume of posts collected from two SM platforms, toxicity rates were considerably high for the women’s sport leagues. Second, when discussing the fan experience within women’s sport online communities, the presence of toxic activity was noted by participants but, it did not negatively affect their continued use of or intentions to interact in these spaces. Rather, fans in the study increased engagement on SM to continue supporting women’s sport despite the potential for toxic reaction. The findings are promising for the future of women’s sport as some fans are becoming more deliberately involved in online spaces thus, offering insights for sport practitioners. Deeper theoretical and conceptual understanding of the dark elements of SM is provided and the study further highlighted the utility of adopting multiple frameworks in complement to explore a complex issue across various other online discourses
    corecore