247 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
I’d 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 women’s 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
Poverty is not a game: behavioral changes and long term effects after playing PING
This paper argues that serious games offer opportunities for civic engagement. This engagement is necessary for a good functioning democracy and as such context in which civic engagement flourishes must be nurtured. Games arguably offer such a context by facilitating a playful way of engaging with complex issues, such as poverty. Furthermore, games can provide a context that allows different angles for different players in terms of the same issue. This affects the changing academic notion of what it means to be a good citizen and, in particular, what this entails in terms of a more dynamic conceptualization of citizenship. While there is an increasing academic interest in serious games used as educational tools, a firm body of research within this tradition that considers long-term effects and behavioral changes in this respect is missing. The current study aims to contribute to this by investigating if there are long term behavioral changes in civic engagement and political participation after playing a serious game and how this is related to change in political interes
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