Know thyself: mindfulness partially explains the relationship between personal wisdom and meaning making

Author(s):  
Noah Ringler
2016 ◽  
Vol 23 (4) ◽  
pp. 433-460 ◽  
Author(s):  
Jessica McKenzie ◽  
Lene Arnett Jensen

Drawing from qualitative analyses of interviews, ethnographic data, and a review of interdisciplinary literature, this manuscript puts forth a theory of moral life course narratives among U.S. evangelical and mainline Protestants. This theory delineates the relationship between religious worldviews and conceptions of moral behaviors, and the manner in which these worldviews and attendant moral conceptions change across the life course for community members. Grounded theory analyses of 32 participants’ divinity-based moral discourses were interpreted in conjunction with their worldviews, as well as church, home, and school contexts. Analyses indicated that evangelical children highlighted their moral transgressions because they regarded themselves as still quite close to a sinful birth. Evangelical adults, who had been saved and were moving toward God, temporally and spiritually distanced themselves from the morally wrong deeds of their youth. Meanwhile, mainline children and adolescents rarely reasoned about their moral experiences in terms of divinity. This finding is understood in light of their church’s emphasis on developing an individualized relationship with God over time. The study and resultant theory elaborate cultural constructions and transmissions of moral life course narratives that, in turn, provide a framework for understanding when, why, and how divinity enters into moral meaning making for cultural community members. We conclude by advocating for theoretical, methodological, and analytical approaches that expose the cultural nature of developmentally dynamic moral selves.


2021 ◽  
pp. 1354067X2110474
Author(s):  
Pedro F Bendassolli

Work is a semiotically oriented activity, that is, when working, individuals anticipate aspects of their activity using a network of signs and meanings and project themselves in time with the aim to achieve certain goals. This study proposes a discussion on the relationship between purpose and work and distinguishes purpose as objective, related to actions aimed at goals, and purpose as a glimpse or a hyper-generalized sign. Both of these purposes are related to other dimensions of an individual’s relationship, with their work that are not contained in their actions aimed at situated ends. From a methodological viewpoint, the arguments are developed based on the analysis of two fictional characters, inspired by the cultural psychology of semiotic orientation: Sisyphus, extracted from classical literature, and Bartleby, the scrivener of the novel of the same name written by Herman Melville. Based on this analysis, we propose considering the purpose–work relationship on two axes: (1) what articulates sense-meaning in the process of meaning-making, and (2) the axis of action potency and its relationship with the concepts of emptiness and contingency based on a human agent’s experiences in culture. The paper aims to contribute both to the cultural psychology of semiotic orientation and to the literature on the meaning of work.


Author(s):  
João Pedro Ribeiro ◽  
Miguel Carvalhais ◽  
Pedro Cardoso

Mise-en-jeu is the ontological equivalent of film’s mise-en-scène. As such, mise-en-jeu is a cinematographic language through which game designers communicate. It offers designers the ability to create and shape the aesthetics of videogames’ mediated space, the space of the cinematographic presentation.Our prior work on mise-en-jeu focused on the visual aspects of videogames. With that in mind, starting with an analysis of mise-en-scéne, this paper provides an understanding of how sound is relevant for meaning-making through mise-en-jeu. Since videogames make use of some of motion picture’s filming techniques, we first studied practitioners and academics in the history of film, approaching videogames afterwards.The results of this research show that sound in mise-en-jeu allows designers to provoke emotions in players and to assist those players in formulating meaning as intended by the designers. We also found that mise-en-jeu allows for the deconstruction and interpretation of the characteristics of various variables of videogames’ mediated space. Therefore it allows us to understand better the relationship between videogames as audiovisual artefacts and the potential meanings that emerge from playing them.


2019 ◽  
Vol 15 (1) ◽  
pp. 117-135
Author(s):  
Elizabeth Chiarello

Socio-legal scholars have long been interested in the relationship between law and morality. This article uses a multilevel approach to understanding this relationship by focusing on health care professionals, key actors in an institution that covers broad swaths of social life and that serves as a key site of moral meaning making and practice. I demonstrate how morality and law interface differently at three levels: through daily social interaction, during which providers assess patients’ deservingness while patients attempt to present themselves as morally worthy; through organizational structures and processes that establish legalistic rules and bring diverse workers into shared space; and through field-level legal and moral infrastructures that shape frontline decision making and that change due to social movement mobilization. The article concludes by describing the benefits of a multilevel approach to examining the interplay between law, morality, and health care work and suggesting strategies for theoretically investigating these relationships more completely.


2019 ◽  
Vol 78 (10) ◽  
pp. 13539-13564 ◽  
Author(s):  
Carlo Fabricatore ◽  
Dimitar Gyaurov ◽  
Ximena Lopez

2017 ◽  
Vol 73 (2) ◽  
pp. 224-243 ◽  
Author(s):  
Olof Sundin ◽  
Jutta Haider ◽  
Cecilia Andersson ◽  
Hanna Carlsson ◽  
Sara Kjellberg

Purpose The purpose of this paper is to understand how meaning is assigned to online searching by viewing it as a mundane, yet often invisible, activity of everyday life and an integrated part of various social practices. Design/methodology/approach Searching is investigated with a sociomaterial approach with a starting point in information searching as entangled across practices and material arrangements and as a mundane part of everyday life. In total, 21 focus groups with 127 participants have been carried out. The study focusses particularly on peoples’ experiences and meaning-making and on how these experiences and the making of meaning could be understood in the light of algorithmic shaping. Findings An often-invisible activity such as searching is made visible with the help of focus group discussions. An understanding of the relationship between searching and everyday life through two interrelated narratives is proposed: a search-ification of everyday life and a mundane-ification of search. Originality/value The study broadens the often narrow focus on searching in order to open up for a research-based discussion in information science on the role of online searching in society and everyday life.


2017 ◽  
Vol 22 (3) ◽  
pp. 418-427
Author(s):  
Anna Einarsson

How is performing with responsive technology in a mixed work experienced by performers, and how may the notion of embodied cognition further our understanding of this interaction? These questions are addressed here analysing accounts from singers performing the author’s mixed work Metamorphoses (2015). Combining semi-structured interviews and inspiration from Interpretative Phenomenological Analysis, questions concerning the ‘self’ when listening, singing, moving and relating to fellow musicians, as well as the relationship towards the computer, are explored. The results include a notion of the computer as neither separated nor detached but both, and highlight the importance of the situation, including not only the here and now but also social and cultural dimensions. The discussion emphasises the role of sensorimotor interaction and bodily experience in human meaning-making.


2021 ◽  
pp. 147035722110272
Author(s):  
Bruno De Paula

This article investigates the relationship between young people’s game-making practices and meaning-making in videogames. By exploring two different games produced in a game-making club in London through a multimodal sociosemiotic approach, the author discusses how semiotic resources and modes were recruited by participants to realize different discourses. By employing concepts such as modality truth claims and grammar, he examines how these games help us reflect on the links between intertextuality, hegemonic gaming forms and sign-making through digital games. He also outlines how a broader approach to what has been recently defined as the ‘procedural’ mode by Hawreliak in Multimodal Semiotics and Rhetoric in Videogames (2018) can be relevant for promoting different and more democratic forms of meaning-making through videogames.


2021 ◽  
Vol 1 (1) ◽  
pp. 63-80
Author(s):  
Begoña González-Cuesta

Digital media make it possible to move from a conventional storytelling medium to other avenues that allow open stories to be told, maintaining the traditional basis of narratives while also adding other elements that enrich and deepen storytelling innovation. Therefore, it is important to analyze how the characteristics of digital storytelling work together in order to create meaning through new narratives. Recent documentary projects show how new ways of telling stories involve new ways of relating meaning and form, multiple platforms, and strong interaction and engagement from the side of the viewer. Interactivity and participation change the way in which a story is told and received, thus changing its nature as a narrative. To delve deeper into this field, I will analyze Highrise. The Towers in the World. World in the Towers, (http://highrise.nfb.ca) by Katerina Cizek. This is a complex project produced by the National Film Board of Canada, a multiyear, many-media collaborative documentary experiment that has generated many projects, including mixed media, interactive documentaries, mobile productions, live presentations, installations and films. I will develop a textual analysis on part of the project, the interactive documentary Out My Window, by focusing on its ways of meaning-making and the specific narrative implications of the relationship between meaning and form. The project is ambitious: Cizek's vision is "to see how the documentary process can drive and participate in social innovation rather than just to document it, and to help reinvent what it means to be an urban species in the 21st".


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