Seeing the World Through the Other's Eye: An Online Intervention Reducing Ethnic Prejudice

2017 ◽  
Vol 112 (1) ◽  
pp. 186-193 ◽  
Author(s):  
GÁBOR SIMONOVITS ◽  
GÁBOR KÉZDI ◽  
PÉTER KARDOS

We report the results of an intervention that targeted anti-Roma sentiment in Hungary using an online perspective-taking game. We evaluated the impact of this intervention using a randomized experiment in which a sample of young adults played this perspective-taking game, or an unrelated online game. Participation in the perspective-taking game markedly reduced prejudice, with an effect-size equivalent to half the difference between voters of the far-right and the center-right party. The effects persisted for at least a month, and, as a byproduct, the intervention also reduced antipathy toward refugees, another stigmatized group in Hungary, and decreased vote intentions for Hungary's overtly racist, far-right party by 10%. Our study offers a proof-of-concept for a general class of interventions that could be adapted to different settings and implemented at low costs.

2018 ◽  
Vol 119 (1/2) ◽  
pp. 87-93 ◽  
Author(s):  
Claire Creaser

Purpose Library impact and how to evaluate it has been debated for a number of years. While the activity – the busy-ness – of the library is now routinely measured and described, the difference the library makes is less tangible and harder to measure. Libraries in all sectors and worldwide are grappling with this issue, and the purpose of this paper is to summarise international standards available to support them. Design/methodology/approach The first international standard concerning library impact, ISO 16439 Information and documentation – methods and procedures for assessing the impact of libraries, was published in 2014 after several years in development. Findings The standard describes a range of methods for assessing library impact which have been used across the world in a variety of libraries in all sectors. Originality/value This paper summarises the key methods described in the standard, and gives references for further reading.


2020 ◽  
Vol 54 (4) ◽  
pp. 1364-1390
Author(s):  
Zoran Nedeljković

The author has given a socio-cultural interpretation of the phenomenon of laughter in the film "The Joker" (Todd, Phillips, 2019) as an individual as well as a social phenomenon of Western civilization. He considers the difference between the concepts of utopia, dystopia and utopistics as a possible solution to the problem that would avoid an optimistic and pessimistic view of the future of humanity. The author seeks a civilization parallel between the fictional world of film and the cultural elements of today. The necrophilic atmosphere of Gotham City is strikingly reminiscent of the spiritual lethargy that characterizes the postmodern metropolises of the 21st century. The fate of the film's protagonist could afflict any individual on our planet if they came to the realization that they are a personality, that they have created themselves, and that on their own spiritual skin they have felt the misunderstanding of others who do not wish to stand out from the crowd. The author notes that many protesters against the governing structures of the oligarchy of states around the world have identified themselves in their protest with the Joker, an anti-hero who in a century of tolerance defends with laughter when he feels that his existence is threatened. In this film, the Joker is the personification of a diseased society. Todd Philips' work is an attempt to draw attention to the fact that the stratification of the human community can lead to the breakdown of social relations, however much the governing establishment's media seek to entertain and laugh at masses of proletarians and homeless people without a cultural identity through entertainment shows. The impact of the film, as a work of art, was visible immediately after its broadcast in public. The failed clown Joker could not cure himself with laughter because his laughing was "crying upside down" out of despair that was contrary to the hope of a man who could seek the meaning of his life in two Christian virtues: faith and love. However, the author of this text offers a solution by reminding of the way of life of a specific person, which would save the world from moral panic. He introduces us to a man with an accomplished existence of being a clown and a university professor at the same time - E. Kiphard (1923-2010), who lived to help fellow men with a mission to treat people with laughter rather than to defend them with the Joker's unnatural and contagious laughter of an anti-utopian resident.


Author(s):  
Fahima Khanam ◽  
Itisha Nowrin ◽  
M. Rubaiyat Hossain Mondal

Since December 2019 the world is experiencing a deadly disease caused by a novel coronavirus termed as severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2). The disease associated with this virus is known as COVID-19. This paper focuses on COVID-19 based on freely available datasets including the ones in Kaggle repository. Data analytics is provided on a number of aspects of COVID-19 including the symptoms of this disease, the difference of COVID-19 with other diseases caused by severe acute respiratory syndrome (SARS), Middle East respiratory syndrome (MERS), and swine flu. The impact of temperature on the spread of COVID-19 is also discussed based on the datasets. Moreover, data visualization is provided on the comparison of infections in males/females which shows that males are more prone to this disease and the older people are more at risk. Based on the data, the pattern in the increase of confirmed cases is found to be an exponential curve in nature. Finally, the relative number of confirmed, recovered and death cases in different countries are shown with data visualization.


2007 ◽  
Vol 35 (10) ◽  
pp. 1399-1404 ◽  
Author(s):  
HILL HUNG-JEN TU ◽  
LILY SHUI-LIEN CHEN ◽  
MICHAEL CHIH-HUNG WANG ◽  
JULIA YING-CHAO LIN

This study was designed to uncover the impact of neuroticism on leisure satisfaction based on online games in Taiwan, the country that has the second largest online game-playing market in the world. A systematic sampling produced 500 usable questionnaires for the final data analysis. The findings indicate a negative relationship between neuroticism and leisure satisfaction. This research therefore provides evidence that overall leisure satisfaction decreases in persons with a greater neuroticism tendency.


2014 ◽  
Vol 5 (1) ◽  
pp. 35-50
Author(s):  
Yudai Arai ◽  
Tomoko Kajiyama ◽  
Noritomo Ouchi

In light of the rapid growth of social networks around the world, this study analyses the impact of social networks on the diffusion of products and demonstrates the effective way to diffuse products in the society where social networks play an important role. We construct a consumer behaviour model by multi-agent simulation taking the movie market as an example. After validating it by using data from 13 US movies, we conduct simulations. Our simulation results show that the impact of social networks on the diffusion differs according to the customers’ expectations and evaluation for a movie. We also demonstrate the effective weekly advertising budget allocations corresponding to the types of movies. We find that the difference of weekly advertising budget allocations gives greater impact on the diffusion with the growth of social networks. This paper provides firm’s managers with important suggestions for diffusion strategy considering the impact of social networks.


2021 ◽  
Vol 8 (2) ◽  
pp. 107-130
Author(s):  
Mohamed Hany B. Moussa ◽  
Sameh Gamal Saad ◽  
Catherine Goerge Messeha

Airbnb became the largest share economy platform in the world with an expected 500 million guests deriving 3 billion dollars profits in 2020. In many destinations, the Airbnb platform provides the umbrella for private dwellings owners to participate in the global tourism movement. Aswan and Wahat are two Egyptian destinations where private dwellings are in use in isolation from this platform as well as any governmental cover despite their existence. Neither the Ministry of Tourism "MoT" nor the Egyptian Tourism Federation "E.T.F" provide any umbrella for this activity despite its existence and popularity. PESTEL is a model that is geared toward exploring the adequacy of destinations for projects. This paper uses this model to find out the impact of social and demographic elements of the model to differentiate between destinations about their adequacy to adopt the Airbnb platform. Findings indicate that local, social and demographic disputes may make the difference in adequacy, albeit all other PESTEL factors conformity. Keywords: private dwellings, Airbnb platform, social and demographic characteristics, PESTEL


2017 ◽  
Vol 32 (2) ◽  
pp. 87 ◽  
Author(s):  
Heru Iswahyudi

The purpose of this paper is to examine the impact of Indonesia’s tax reforms of 2000 and 2008/2009 on taxpayers’ noncompliance. Noncompliance is defined as the difference between the Value Added Tax (VAT) liability and the actual revenue. Data are mainly collected from the World Input-Output Database and Indonesia’s Central Board of Statistics. The methodology uses one of the ‘top-down’ approaches, in which national accounts figures are employed to arrive at an estimation of the VAT liability. It is found that compliance deteriorated when reform efforts were incomplete – that is when the reforms suffered from decelerations, setbacks or reversals. This paper contributes to the literature by providing a framework for analyzing the impact of tax reform on taxpayer’s compliance behavior.


Author(s):  
Hina Rodge ◽  
Mayur Wanjari ◽  
Khushbu Meshram

COVID 19 (Coronavirus 2019) is an infectious disease caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2) was first discovered in December 2019 in Wuhan, Hubei, China and resulted in an ongoing pandemic. It has put the world on a crisis footing and children could be the hidden victim of the pandemic. Due to this pandemic, the impact on children is severe. Children may be more vulnerable due to school closures, lockdowns and other stressors. Access to a computer and the internet at home could determine whether education comes to a halt or if children can continue to learn outside of the classroom. And also raising the cases of malnutrition, hunger and may suffer from extended ill-consequences of this pandemic, such as child labor, child trafficking, child marriage, sexual exploitation and death etc. soap and running water may make the difference between whether children get sick or not. School closure, lack of outdoor activity, aberrant dietary and sleeping habits are likely to disrupt children's usual lifestyle and can potentially promote monotony, distress, impatience, annoyance and varied neuropsychiatric manifestations. Incidences of domestic violence, child abuse, adulterated online contents are on the rise. The COVID-19 pandemic is potentially catastrophic for many children around the world. For children caught at the apex of this crisis, there is a genuine prospect that its effects will permanently alter their lives.


2015 ◽  
Vol 28 (1) ◽  
Author(s):  
Ajay Phatak

This essay is focused on an important subject discussed all over the country and the world, especially in political circles and among policymakers. There is a need established that to be able to pull individuals and communities out of poverty, we need that, meaningful employment is generated for a very large number of people. World over, certain approaches have been used by the policy makers which seem to increase the divide between the haves and have-nots. The policy of industrialization is leading nations into widening the gap between rich and the poor. It is also creating undesirable side effects by way of ‘pollution’ and depletion of resources at an ever increasing pace. This situation leads to the author’s belief that something is not right. Such policies will not lead to sustainable livelihoods for masses. Hence this attempt to explore alternative policies, which could provide a viable approach to alleviating poverty. Poverty alleviation is indeed a noble goal. All of us must also be seriously concerned about the difference in the standard of living between the rich and the poor. Moreover, our objective must be to see how the masses can live well and peacefully. Around the world and within our country, being unemployed is not the best state to be in. Employment in this context is gainful occupation. The impact of such unemployment has been disastrous. This has led to militancy on one hand and ongoing unrest in many a city on the other. The way forward, as proposed since many decades and being followed incessantly, is “consumerism” to help us get out of this mess. Industrial mode of employment generation has been linked to production and productivity. But all aspects of Industrial production are linked to use of natural resources to produce intermediate goods. This means any additional employment generated would dip further into the natural resource reserves. Can one think of a very different model of generating employment? Employment which does not dip into the reserves? Employment that can restore biological resources? There seems to be an opportunity for more thinking at the policy level to understand the root causes of unemployment and how we can tackle these for creating employment that can sustain, resulting in sustainable elimination of poverty.


2021 ◽  
Vol 9 (F) ◽  
pp. 260-274
Author(s):  
Eni Purwaningsih ◽  
Ira Nurmala

Abstract: Introduction: The World Health Organization (WHO) in 2019 determined that Internet Gaming Disorders (IGD) were included as mental health disorders. Among adolescents, excessive online gaming has become a lifestyle and is associated with psychological symptoms (psychopathological symptoms and life satisfaction), social health (social interactions) and physical health (general health and body mass index). The IGD has now become a problem all over the world.   AIM: This study aims to analyze the impact of online game addiction on adolescents using the Preferred Reporting Items for Systematic Reviews (PRISMA) approach.   MATERIALS AND METHODS: Subjects were searched extensively from the Pubmed, Sage, Science Direct, and Scopus databases. The search used the keywords "online game addiction", "mental health", and "youth". The inclusive criteria for the included  literature in this study  were as follow; the literature had to be sourced from journal article, written in English, available in full text, the published between  2011-2021, and the age of the adolescent subject should be 13-18 years. We identified 81 articles of which 20 were deemed relevant for this systematic review.   RESULTS: This review study shows that problematic online gaming behavior has a strong negative correlation with various subjective health outcomes.   CONCLUSION: Early relevant prevention for  adolescents from the IGD is the appropriate use of  internet/ gadgets as the only option to avoid or to reduce the symptoms of internet addiction and online games.   Keywords : Online game addiction; Mental health; Adolescents; Good Health and Wellbeing


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