76 research outputs found

    Playing with Policy: What Insights Arise from Transgender Adults After Participating in a Legislative Theatre Exercise

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    The transgender community is underrepresented in the current body of academic research, underserved in the current clinical model of healthcare services, and legislatively oppressed on a state and federal level in the United States. As of March 2023, more than 400 anti-LGBTQI laws have been introduced on a state level in 2023 alone (ACLU, 2023). In response to the hostile Western sociopolitical climate, this thesis will focus on what insights arise from transgender adults and cisgender allies (N = 12) after participating in a dramatherapeutic group therapy session that explored current anti-trans legislation and highlighted the legal needs of the community. Participants were in a partially hospitalized substance treatment center and mental health counseling agency for adults in the Eastern United States. They engaged in three different interventions which were rooted in Boal’s theatre of the oppressed (Boal, 1998; Boal 2002) and Moreno’s psychodramatic (Giacomucci, 2021) frameworks and were guided via critical queer theory (Wilchins, 2004) and gender-affirming therapeutic (APA, 2023) orientations. Results of this study firstly, highlighted the ways in which participants do not feel protected by the current legislation; secondly, provided a blueprint for what the legal needs of the transgender community are moving forward

    1943-07-13, George to Mrs. Calkins

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    This collection contains seven correspondence from 2ndLt. Norris K. Calkins, USAAF to his parents during the Second World War. Also included are ten correspondence to his parents in regards to his missing in action and subsequent killing in action status. Ephemera from his father Norris R. Calkins from the First World War is also included.https://digitalcommons.chapman.edu/nkcalkins_condolence_letters/1006/thumbnail.jp

    What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture

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    This is the author accepted manuscript. The final version is available from Springer Verlag via the DOI in this record.Women and men play video games in approximately equal numbers. Despite this similarity, video gaming is still strongly associated with men. A common justification for this stereotype is that, although women might play games, they should not be considered “true” or “hard-core” gamers because they play more casually and less skillfully compared to their male counterparts. In this contribution, we review the existing literature on gender and gaming to investigate the male gamer stereotype in terms of its accuracy, persistence, effects, and future perspective. We conclude that the stereotype varies in accuracy depending on the definition of “gamer.” We further argue that the persistence of this stereotype can be explained by the fact that almost all professional and highly visible figures in gaming culture are male. On the other hand, female players who achieve a moderate level of competence are rendered invisible or are actively marginalized. We argue that the effects of the male gamer stereotype can be harmful to women, precluding them from the positive outcomes of video game play such as enhanced access to fields of science, technology, and engineering

    An Analysis of Small Business Hiring of Seniors

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    This study investigated small business hiring of senior citizens. It found that older persons make up a moderate percentage of  the small business work force. The respondents reported dependability, possession of the work ethic, respect for authority, experience, and company loyalty as advantages of seniors. The major disadvantages were physical limitations, illness, slow work, and costs of medical benefits. Most respondents plan to hire larger numbers of seniors in future periods

    How Business Students Use Online Faculty Evaluations and Business Faculty’s Perception of Their Students’ Usage

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    Student evaluations are an important aspect of business pedagogy. Social media-based evaluations, such as RateMyProfessors.com, empower students to evaluate faculty anonymously. A perusal of the literature indicates little to no prior research conducted on faculty perceptions of student usage of online evaluations. We posit that business students embody unique characteristics that influence their usage. We examine whether business students use RateMyProfessors.com in an ethical manner (i.e., honestly and without grade-related bias) and moderately (i.e., not only to rant or rave), whether gender differences exist in evaluations, and how confident students are in their evaluative abilities. We also posit that business faculty will understand how their students use online faculty evaluations. We summarize and discuss the empirical analysis of the hypotheses

    The Effect of University Marketing Efforts on Students’ Academic Decision-Making: An Empirical Study

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    This study examines the influence that university marketing tools focusing on certain demographics (i.e., gender and age) have on students’ academic decision-making. The marketing students sampled rated their decision-making process in regards to college selection, selection of a Business Administration major, and selection of an option within that Business Administration major. The findings indicate that university marketing efforts are more influential for younger students already enrolled regarding their choice of a college or school. Refined university outreach programs are necessary to better inform and direct students’ post-enrollment decision-making

    Rubidium spacecraft atomic timing system Final report

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    Rubidium 87 atomic time and frequency reference system for manned space fligh

    What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture

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    PaaĂźen B, Morgenroth T, Stratemeyer M. What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture. Sex Roles. 2017;76(7-8):421-435.Women and men play video games in approximately equal numbers. Despite this, video gaming is still strongly associated with the male gender. A common justification for this stereotype is that, while women might play games, they should not be considered "true" or "hard-core" gamers because they play more casually and less skillfully compared to their male counterparts. In this contribution, we review the existing literature on gender and gaming to investigate the male gamer stereotype in terms of its accuracy, persistence, effects, and future perspective. We conclude that the stereotype varies in accuracy depending on the definition of "gamer". We further argue that the persistence of this stereotype can be explained by the fact that almost all professional and highly visible figures in gaming culture are male. On the other hand, female players who achieve a moderate level of competence are rendered invisible or are actively marginalized. We argue that the effects of the male gamer stereotype can be harmful to women, precluding them from the positive outcomes of video game play, such as limiting their access to fields of science, technology, and engineering

    The gendered nature and malleability of gamer stereotypes

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    This is the author accepted manuscript. The final version is available from Mary Ann Liebert via the DOI in this recordData availability: The data sets used in this paper are available at https://osf.io/jfh9b/?view_only=f7de84580b8242e5b965a3b32ecdb6b9. All materials can be found in the online supplement.Video gaming is seen as a male space. Female gamers are seen as atypical, have their competence challenged, and face more harassment than male gamers do. This precarious position is increasingly problematic as video gaming is now one of the most prevalent leisure activities, providing an opportunity to both forge and maintain friendships, and to achieve social status and career opportunities. We argue that the marginalization of female gamers is driven by masculine gamer stereotypes. We investigate the content and gendered nature of gamer stereotypes as well as their malleability in response to exposure to female gamers across two studies (NStudy 1=287; NStudy 2=176). We explore the content of gamer stereotypes and find that they contain both negative aspects, such as lacking social skills, and positive aspects, such as being competent and agentic. Both studies demonstrate that gamer stereotypes are more similar to stereotypes of men and boys than those of women and girls. In Study 2 we test whether exposure to a female gamer can change the negative association between female stereotypes and gamer stereotypes, finding support for this prediction. We conclude that gamer stereotypes are highly gendered but may be malleable: increasing the visibility of female gamers could potentially reduce the incompatibility between femininity and gaming

    Dave Porter\u27s war honors; or, At the front with the fighting engineers

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    https://digitalcommons.usf.edu/dave_porter/1000/thumbnail.jp
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