Possibility Spaces

2011 ◽  
Vol 1 (2) ◽  
pp. 34-51
Author(s):  
Elizabeth King

Interactive technologies provide today’s youth a low stakes sandbox to collect experiences (Gee, 2004) and try tasks and identities (Gee, 1991) that push the boundaries of “known” and open up the world of possibility. Pairing affordances of video games with the possible selves framework (Markus & Nurius, 1986), research involved using The Sims 2 life-simulation properties to encourage a friendship group of teenage males to create simulations of their hoped for and feared potential selves. While all participants reported increased crystallization (Super, 1981) of characteristics within their hoped for future self, at the conclusion of the intervention most participants still demonstrated an imbalance between feared and hoped potential selves. This suggests the need for additional work in the area of vocational and academic asset exploration, as well as the need to connect the consideration of possible self actualization to believable and realizable action plans.

Author(s):  
Elizabeth King

Interactive technologies provide today’s youth a low stakes sandbox to collect experiences (Gee, 2004) and try tasks and identities (Gee, 1991) that push the boundaries of “known” and open up the world of possibility. Pairing affordances of video games with the possible selves framework (Markus & Nurius, 1986), research involved using The Sims 2 life-simulation properties to encourage a friendship group of teenage males to create simulations of their hoped for and feared potential selves. While all participants reported increased crystallization (Super, 1981) of characteristics within their hoped for future self, at the conclusion of the intervention most participants still demonstrated an imbalance between feared and hoped potential selves. This suggests the need for additional work in the area of vocational and academic asset exploration, as well as the need to connect the consideration of possible self actualization to believable and realizable action plans.


2015 ◽  
Vol 5 (2) ◽  
pp. 128
Author(s):  
Mashur Malaka

Female gender has been identified as a domestic worker, of course, requires a great struggle to fit in the commercialization of the world of work. This paper attempts to provide an alternative as part of efforts to improve the professionalism and competitiveness of women Facing Era Asean Economic Community (AEC). Women's empowerment aims as human resources in development, is expected to have professionalism and competitiveness in komersialiasai world of work. Empowerment of women itself is instilling the values that aims to develop self-potential women's dignity and individual (human dignity), be able to help themselves. Empowerment is certainly still involve the public as users of services for women workers, as well as the target group of women empowerment, the expected lack of understanding of the role of women in the era of Asean Economy Community (AEC) which requires professionalism and competitiveness. Therefore, the empowerment that need to be built is public awareness of gender equality, the commercialization of the world of work for women, supporting gender Responship government policy, the optimization of formal and informal education of women, giving space / opportunity and confidence to women to be able to show self-actualization , gave a positive appreciation, and develop skills-based hobby to be able to have creative ideas.


2015 ◽  
Vol 10 (1) ◽  
pp. 73-88 ◽  
Author(s):  
Benjamin Beil ◽  
Hanns Christian Schmidt

Abstract As transmedia franchises increasingly populate our cultural environment, many questions arise about the effect of the different media involved in the depiction of storyworlds. Through the analysis of different examples, with special emphasis on the particular case of The Walking Dead, and drawing primarily from Henry Jenkins’s concept of “transmedia storytelling” and Jens Schroter’s concept of intermediality, this paper aims to show how different media aesthetics contribute to the process of storytelling and enrich the experience of the consumer. Usually overlooked in other analyses, we argue that these formal and aesthetical characteristics, such as the interactive nature of video games, call for a broader approach that transcends the accustomed search of common narrative aspects. This will be exemplified by a closer comparative look at the adventure game The Walking Dead: The Ganie (Telltale Games, 2012) and The Walking Dead: Survival Instiiict (Terminal Reality, 2013). The transformations that the different media demand contribute not only to the narrative, but also provide different tools for the construction of storyworlds and different ways to engage with it.


2018 ◽  
Vol 18 (1) ◽  
pp. 18
Author(s):  
Richárd Fromann ◽  
Andrei Damsa

A videojáték-kutatás egyik közkedvelt területe a különböző játékostipológiák feltérképezése. Az ehhez kapcsolódó kutatások célja rendszerint az, hogy bemutassák a játékok mögött meghúzódó motivációs erőket, valamint kategorizálva, jól értelmezhető modellekbe ágyazva prezentálják ezeket. Jelen tanulmány két, egymáshoz szorosan kapcsolódó elméleti konstruktumot ismertet. Az első a JátékosLét Kutatóközpont által végzett kutatás eredményeként megalkotott F-modell, mely a videojátékosok motivációs dimenziói mentén kialakított tipológiát mutatja be, a második pedig a Szervezeti Személyiség Profil, az F-modell munkahelyi környezetbe ágyazott verziója. --- From video games to the world of work – player typologies and workplace motivation Player’s typologies are one of the most popular fields of videogame research. The main goal of these studies is to describe the motivational dimensions related to videogames and based on these factors to create well-defined player categories. This paper aims to present two connected models – one from the field of game research, and one from the aspect of workplace motivation. The F-model (for videogame player typology) was constructed using the data from the “JátékosLét Kutatás”, a Hungarian nationwide research project with more than 50,000 completed surveys. Based on the F-model, an organisational-focused motivational model was also created (Organisational Personality Profile). Keywords: videogame research, gamification, F-Model, Organisational Personality Profile (OPP)


2021 ◽  
Vol 113 ◽  
pp. 00012
Author(s):  
L.I. Abbasova

The article describes specific features of the development of professional competence of future teachers. The development of the professional competence of future teachers on the basis of the personality-centered approach is aimed at changing personal readiness for the process of implementing their future professional and pedagogical activities. Different views of scientists on the definition of “professional competence” are considered. The model of developing personal and professional competence of future teachers is presented, which consists of four components: target; content-organizational; diagnostic and reflexive-prognostic component. The main forms of work with students within the framework of the presented model are interactive technologies for conducting classes, consisting of four components: target; content-organizational; by means of facilitating the processes of self-actualization and self-development, etc. An important role is given to individual work with students, pedagogical support in building individual routes for each future teacher. Independent activity presupposes work on one's own personality, with one’s own inner world for the purpose of self-improvement and use of the Self-Observation Diary. The knowledge and experience gained are further implemented as a result of practical training of students at the bases of specialized organizations. The results of experimental activities on the implementation of the model of development of professional competence of future teachers in practice are described.


2020 ◽  
pp. 23-39
Author(s):  
Gracia Liu-Farrer

This chapter assesses what attracts people to Japan. Using narratives, it explains how Japan is positioned in migrants' imagined cartography of global mobility. First of all, Japan is a land filled with opportunities. Japan provides economic incentives for some, and education opportunities and career alternatives for others. At times it is a way to escape oppressive circumstances in immigrants' home societies. Second, Japan has also been a place imbued with fantasy; Japan attracts those who have genuine cultural interests in the country. Rising from the ruins of war, Japan dazzled the world with its rapid advances in technology and economic power. The economic miracle drew people in to explore Japan's social and cultural practices. Since the 1990s, Japanese anime, manga, and video games have gained worldwide fandom. Thus, for people with cultural interests, Japan is not merely one destination out of many; it is exactly where they want to be.


Author(s):  
Şenol Öztürk

Youth employment has been a challenge with gradual acceleration from beginning of 1990s. It also has been exacerbated by latest global crises. Besides, as a fact mutually having a fostering relation with it, increasing rate of inactive population among the youth has caused to soar worry about the matter. Although youth unemployment is a common problem for developed and developing countries, it differs in these countries in terms of formation, intensity and solution way. In two decades countries around the world have implemented particular policies against the matter accordance to action plans prescribed by international organizations such as ILO, OECD and EU. Even though, there has been some partial improvements as a result of economic and labour market policies, there is a long way to solve the problem significantly and to decrease the anxiety down to reasonable level. Therefore, the countries must continuously monitor and analyze their conditions and create integrated policies suited to socio-economic conjuncture.


2011 ◽  
pp. 24-44
Author(s):  
Clark Aldrich ◽  
Joseph C. DiPietro

This appendix introduces and defines commonly used terms and phrases from the world of video gaming. It seeks to bridge the gaps between researchers, gamers, and educators so that a more thoughtful and productive conversation may be had. The authors hope that this appendix adds to the understanding of and appreciation for both consumer-based and educational video games, furthers academic research within this field, and serves as a valuable tool for anyone interested in learning more about video games and related terminology. Fifty-two entries are discussed within this appendix serving as a solid, yet not all-encompassing, foundation for future inquiry and discussion.


2022 ◽  
pp. 207-234
Author(s):  
Ifeoluwapo Fashoro ◽  
Sithembile Ncube

The psychological health outcomes of video games are drawing increasing interest around the world. There is growing interest in video games as an accessible health intervention for depression and anxiety, both of which are rising health concerns globally. New interaction techniques for video games are becoming increasingly popular, with natural user interfaces (NUIs) becoming more commonplace in game systems. This chapter explores the design of a meditative game, a subgenre of casual games that intends for players to become calm and relaxed, and the evaluation of the NUIs for the game. The purpose of the chapter is to ascertain which NUI is most suitable for meditative games. A meditative fishpond game was designed that accepts two NUIs: touch and eye-tracking. The game was evaluated using a Positive and Negative Affect Schedule. The study found the eye-tracking interface reported a higher positive affect score from users and is therefore most suitable for meditative games.


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