10 research outputs found

    African rural-urban migration a decision making perspective

    No full text
    Rural-urban migration is fundamentally a demographic phenomenon. It should be also open to analysis at the level of individual decision making as well as the demographic level so common in the literature. The individual acts or operates within a social and physical environment. He perceives some of the information available to him concerning the various dimensions of his environment. He acts with reference to his perception and his manipulation of that information. An observer cannot directly perceive the process of a West African making decisions. However he could note relevant information which may be available to a migrant. The observer could then note the migrant's actions. From these two sets of data the observer might surmise about the intermediate decision making process. This might be called the Information-decision-action perspective. From this perspective of the individual level a set of axioms can be constructed to generate a number of hypotheses concerning migration. Available literature on rural-urban migration in Africa, plus some from other geographic areas for comparison, is examined with respect to the hypotheses generated. As most of the data refer to overall movements, a certain transformation of the data is required to make them useful to the individual level of analysis attempted in this thesis. Most of the source data support the four categories of hypotheses I have developed but a few notable exceptions provide a useful reexamination of the formal approach of this thesis. After outlining the perspective and applying it to migration literature I turned to study a localised setting in West Africa. The ethnographic environment of Kwawu migrants is described from census data and personal recollection. The social and physical environments of the Kwawu traditional area and of Accra, the capital city to which most Kwawu migrate are described as information available to a hypothetical individual. This is followed by an example of a particular individual in a transitory state. The aggregate data related to the differential migration of Kwawu are examined and a demonstration model is generated from the Information-decision-action perspective to indicate the extent to which this approach is predictive. The individual's decision making process, or Information-decision-action perspective is outlined in Chapter One and is related in Chapter Two to relevant literature. Chapters Three, Four, and Five parallel the Information-decision-action perspective; Chapter Three deals with Kwawu ethnographic information; Chapter Four is a description of one Kwawu individual's decisions; and Chapter Five relates the resulting actions of Kwawu migrants. The problems of relating aggregate data to individual experiences and the problems of integrating personal and library sources of information are briefly examined in a summary chapter.Arts, Faculty ofAnthropology, Department ofGraduat

    O "pessimismo sentimental" e a experiência etnográfica: por que a cultura não é um "objeto" em via de extinção (parte II)

    No full text

    Magical Flight and Monstrous Stress: Technologies of Absorption and Mental Wellness in Azeroth

    Get PDF
    An erratum to this article can be found at http://dx.doi.org/10.1007/s11013-011-9204-4Videogame players commonly report reaching deeply ‘immersive’ states of consciousness, in some cases growing to feel like they actually are their characters and really in the game, with such fantastic characters and places potentially only loosely connected to offline selves and realities. In the current investigation, we use interview and survey data to examine the effects of such ‘dissociative’ experiences on players of the popular online videogame, World of Warcraft (WoW). Of particular interest are ways in which WoW players’ emotional identification with in-game second selves can lead either to better mental well-being, through relaxation and satisfying positive stress, or, alternatively, to risky addiction-like experiences. Combining universalizing and context-dependent perspectives, we suggest that WoW and similar games can be thought of as new ‘technologies of absorption’—contemporary practices that can induce dissociative states in which players attribute dimensions of self and experience to in-game characters, with potential psychological benefit or harm. We present our research as an empirically grounded exploration of the mental health benefits and risks associated with dissociation in common everyday contexts. We believe studies such as ours may enrich existing theories of the health dynamics of dissociation, relying as they often do on data drawn either from Western clinical contexts involving pathological disintegrated personality disorders or non-Western ethnographic contexts involving spiritual trance

    Petroleum

    No full text

    Size exclusion chromatography

    No full text
    corecore