418 research outputs found
Kennis- en innovatieagenda : creatieve industrie 2018-2021
De creatieve industrie versterkt het innovatievermogen van Nederland.
Met haar innovatie- en verbeeldingskracht kan zij mensen verbinden,
in beweging krijgen en vertrouwen geven in de wereld van morgen.
De sector is een onmisbare schakel in het geven van antwoorden op grote
maatschappelijke vraagstukken en het bieden van een zinvolle betekenis aan
nieuwe technologische mogelijkheden. Om deze impact te realiseren, maakt
de creatieve professional gebruik van een kennisbasis van Key Enabling
Methodologies; strategieën, methoden en modellen die structuur geven aan het
creatieve proces en deze valideren. In deze methodologieën stelt de professional
de mens centraal en is hij in staat om nieuwe werelden en visies te verbeelden
en technologieën en actoren uit verschillende hoeken bij elkaar te brengen.
De samenleving is het speelveld van de creatieve professional. In deze tijd,
waarin transities in de maatschappij gaande zijn, verandert de manier waarop
de professional werkt en samenwerkt. De rol van de creatieve professional is
meer fluĂŻde dan voorheen. Tegelijkertijd wordt er meer verwacht van de
onderbouwing van ontwikkelde interventies en neemt de complexiteit van
vraagstukken en oplossingen toe. Om de creatieve professional hierin te
ondersteunen, is samenwerking tussen creatieve industrie en
kennisinstellingen cruciaal
Iâd like to have a house like that
This qualitative interview study explores the practices of adult female gamers who play the videogame The Sims, focusing on the motivations they have for playing and how playing a video game might influence their digital competence. We address the wider context of leisure and the household, investigating to what extent playing videogames has become domesticated in the daily life of the family. It is found that female gamers play The Sims because they enjoy the particular way it allows them to take control, fantasize, and be challenged. For some, it is clear that playing this video game has increased their digital skills.
We notice that there is an interesting similarity between the pleasures of playing this videogame and more traditional ways of female media engagement such as reading womenâs magazines or romance novels and watching soap operas. Our gamers similarly enjoy The Sims as leisurely moments for themselves, clearly and intentionally separated from domestic and family duties. We conclude that playing a videogame can be seen as a highly modern and liberating practice, as both playing in general and using ICT have tra
Urban Influencers: An Analysis of Urban Identity in YouTube Content of Local Social Media Influencers in a Super-Diverse City
Influencers belong to the daily media diet of many adolescents. As role models, they
have the potential to play a crucial role in the identity construction of their viewers. In
the age of social media, such role models may now be found more locally â in the same
city â and perhaps with more diverse backgrounds. This may be particularly valuable to
adolescents growing up in super-diverse cities, as they are surrounded by a multitude of
groups and identities during a life phase in which they have to make sense of who they
are and where they belong. Despite the heterogeneity of these identities, there is one
thing all have in common: the city they live in. With the city as a common framework,
local influencers may be important role models for these adolescents, particularly in
negotiating their urban identity. This paper aims toward mapping the ways in which
social media can play a role in the negotiation of urban identity among youngsters by
investigating how YouTube influencers from a super-diverse city are related to each
other online, and how their content relates to the (super-diverse) city of Rotterdam.
Findings show that in their videos and on their channel pages, influencers mainly affiliate
themselves with the city through having the city as the background and context of the
videos, through their involvement with cultural trends (e.g., soccer, hip-hop) that link to
the city, and through their affiliation with other local influencers. We argue that influencers
may therefore provide their viewers with
Replaying Todayâs Wars? A Study of the Conceptualization of Post-1989 Conflict in Digital âWarâ Games
Commercial âwarâ games in a post-1989 setting are popular among a large audience. They offer players an enjoyable gameplay experience, while also referring to contemporary âwarâ scenarios. As such, they have been studied in several ways, e.g., concerning the ârealisticâ nature of how they depict warfare. However, little is still known about the way in which the notion of âwarâ is conceptualized in these games. To fill this gap, this article offers a systematic analysis of the narrative content of 15 popular âwarâ games set after 1989, as well as their promotional descriptions, as these provide insight into how publishers respond to the interests of players. This is done based on the conceptual framework of conflict/war offered by the Uppsala Conflict Data Program (UCDP)
Playing in school or at home?
The goal of this study is to gain insight into the effects of context on educational game experience. Using a quasi-experimental setup, it compares the playing and learning experiences of adolescent players of the awareness-raising game PING in a domestic (N=135) and a school (N=121) context. Results indicate that both gaming (identification, enjoyment) and learning experiences are more intense in a home compared to a school context. However, all of the variance in gaming and part of that in learning experience are caused by longer playing times and better computer equipment. Moreover, the overall impact of context on perceived learning is significantly smaller than that of other experiential factors such as identification and enjoyment. Thus context should be considered as a significant yet relatively small determinant of learning experience
Persuasive Gaming in Context
The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors.This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies
Free your âmost openâ Android: a comparative discourse analysis on Android
Through this paper, we convey a comparative analysis of how Google Inc. and the Free Software Foundation Europe (FSFE) discursively construct and contest Android, a dominant mobile operating system. Methodologically, we use political discourse theory to engage in the textual analysis; identify and compare key signifiers and nodal points across the exemplary texts from the two actors, and interpret their meaning vis Ă vis contextual insights about the political economy of Androidâs production. Albeit being marketed as âthe first truly open platformâ for mobiles, through our analysis we find Googleâs definition of open source practices strictly conditional. We argue that Googleâs usage of compatibility rhetorically as well as techno-legally justifies the conglomerateâs control over the platform. By contrast, the discursive moment by free software activists, through a campaign âFree Your Androidâ deconstructs the discourse on open source and attempts to politicize the access to code in the mobile domain. This is done by extending from the well-known developerâs four freedoms onto usersâ privacy, due to personal character of mobile devices. Such articulation of free software in relation to privacy of user data is a new development and arguably has a potential to contribute to widening support to the movement
Investigating the Effects of a Persuasive Digital Game on Immersion, Identification, and Willingness to Help
Recent years have seen a tremendous rise in the development and distribution of persuasive games: digital games that are used to influence playersâ attitudes and/or behavior. Three studies (NStudy 1â=â134; NStudy 2â=â94; NStudy 3â=â161) tested the effects of a persuasive game on immersion, identification, and willingness to help. The results showed that playing the persuasive game did not result in substantially stronger willingness to help, relative to the control conditions. Video and printed text resulted in more immersion than the digital game, but playing the game resulted in substantially higher perceptions of embodied presence
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