Lifestyles and Life Choices

Author(s):  
Veronique Van Acker
Keyword(s):  
BDJ ◽  
2021 ◽  
Vol 231 (3) ◽  
pp. 201-201
Keyword(s):  

2020 ◽  
pp. 1-45
Author(s):  
Sayantan Ghosal ◽  
Smarajit Jana ◽  
Anandi Mani ◽  
Sandip Mitra ◽  
Sanchari Roy

This paper studies the link between self-image and behavior among those who face stigma due to poverty and social exclusion. Using a randomized field experiment with sex workers in Kolkata (India), we examine whether a psychological intervention to mitigate adverse effects of internalized stigma can induce behavior change. We find significant improvements in participants’ self-image, their savings choices and health clinic visits. Administrative data confirm that these changes in savings and preventive health behavior persist fifteen and 21 months later respectively. Our findings highlight the potential of purely psychological interventions to improve life choices and outcomes of marginalized groups.


Author(s):  
Michele Y. Wiese ◽  
Irene Tuffrey-Wijne
Keyword(s):  

Author(s):  
Elza-Bair M. Guchinova ◽  

Introduction. The proposed publication consists of an introduction, texts of two biographical interviews and comments thereon. Both the conversations took place in Elista (2004, 2017) as part of the research project ‘Everyone Has One’s Own Siberia’ dedicated to the important period in the history of Kalmykia though not yet sufficiently explored by anthropologists and sociologists — the deportation of Kalmyks to Siberia (1943–1956) and related memories. Goals. The project seeks to show the daily survival practices of Kalmyks in Siberia. In the spontaneous biographical interviews focusing on the years of Kalmyk deportation, not only the facts cited are important — of which we would otherwise stay unaware but from the oral narratives — but also the introduced stories of inner life: feelings and thoughts of growing girls. Methods. The paper involves the use of textual analysis and the method of text deconstruction. Results. The transcribed texts show survival and adaptation strategies employed by the young generation of ‘special settlers’ in places of forced residence. For many Kalmyks of that generation, high school was a ‘glass ceiling’, a limitation in life choices. In the narrative of R. Ts. Azydova, we face a today unthinkable social package for KUTV students with children — this illustrates how the korenization policy for indigenous populations in the USSR worked, and provides insight into daily practices of pre-war Elista. The story of T. S. Kachanova especially clearly manifests the ‘language of trauma’, first of all, through the memory of the body, vocabulary of death and displays of laughter. The texts of the interviews shall be interesting to all researchers of Kalmyk deportation and the memory of that period.


2021 ◽  
Author(s):  
Alexandra Xiaoyi Kjorven

Traditional tabletop board games have soared in popularity in recent years, and used often as tools for education and entertainment. Board games are an especially engaging format for studying themes of collective-action problem solving. This study looks at one of the most complex collective-action problems of this generation, climate change, and evaluates how individual attitudes and preferences may be altered by playing a board game specifically designed to influence how people relate to an issue. The board game Wheels was introduced and taught to 18 participants, who engaged in five separate playtesting sessions where observation, survey and interview data were collected. The study evaluates participants' attitudes and preferences toward certain transportation and climate change topics before and after playing the game. The game showed promise in changing players' preferences toward certain modes of transportation - increasing preferences toward electric vehicles and cycling, and decreasing preference towards gas powered cars. These findings indicate that the effective combination of select climate change game mechanics in a highly personalized theme may produce an engaging and entertaining experience that has the potential to transcend the game board and impact players' outlook upon real life choices.


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