scholarly journals Why Women Want to Play Sports: Identity, Culture, and Motivation

Author(s):  
Linda Johnston ◽  
Karen Weatherington

This paper is part of a series of research dedicated to specific issues uncovered in sports-for-peace programs. Other research has focused on cross-cultural issues, for example. In this research project, the authors were interested in how to encourage the inclusion and promotion of women in all sports around the world. The authors sought to discover who encouraged the women to play competitive sports, how long they had been playing sports, the barriers they encountered when playing competitive sports, and how they felt about identifying as sportswomen at the higher levels of competition. The authors used an on-line anonymous survey instrument and asked Division I college volleyball coaches to forward the link to their teams for voluntary participation in the study. While the authors review the literature as well as the recent history of many competitive sports for women, volleyball was chosen as the focus for the on-line survey because it is one of the most common sports women can play in college at the very competitive Division 1 level in the U.S. The survey questions were both demographic and open-ended in nature. The authors surveyed 149 women who played college-level sports. Narrative analysis was used to understand the themes presented in the open-ended question data. The authors propose that family dynamics, availability of sports programs, and gendered discourses have a combined effect on women’s orientation to particular sports, the women’s long term dedication to the sport, and at the competitive level at which they play. These findings should be considered before inviting women into sports-for-peace programs. The findings have global implications for inclusion and promotion of women in sporting activities. This research will be of interest to coaches, sportswomen, peace educators, gender educators, as well as practitioners who run international sports-for-peace programs.

Author(s):  
Mubarak Altwaiji ◽  
Majed Alenezi ◽  
Sajeena Gayathrri ◽  
Ebrahim Mohammed Alwuraafi ◽  
Maryam Naif Alanazi

Forming national identity is placed on top of the seven aspects of High-Impact Educational Practices (HIEPs) in Northern Border University. Similarly, the concept of academic awareness to national literature has been one of the main challenges to national literature in the Middle East. Just as the strong presence of national identity in Saudi’s 2030 vision has initiated re-evaluations of how national identity is shaped, Saudi novel has similar concerns that inform social constructs of national identity through overarching themes and comprehensive representations of cultural issues. This study investigates the ways in which two Saudi novelists interrogate the intertwined issues shared by 2030 vision and national novel which address the archetypal Saudi identity: first, that the construction of modern identity requires much cultural openness with the world; second, that construction of Saudi identity needs exclusion of otherness; and third, that national identity depends on the rich history of two historical regions – Najd and Hijaz - that binds identity to a unified territory. The study focuses on how these novels give visibility to issues that are at the core of 2030 vision’s social and cultural aspect such as life style, appearance behaviours, attitudes, accepting differences and willingness to work and volunteer. Drawing on this narrative analysis, the study advocates for the utility of introducing national novel for undergraduate students to help them perceive identity as a position and support their identity enactment.


Author(s):  
Roberto Dillon ◽  
Anita Lundberg

This paper discusses traditional vampire tropes as a tool for innovation and novel experiences in the history of video games. A selection of games and vampires will be analysed in terms of  gameplay and storytelling elements to show how the rich  mythology and folklore that characterises these liminal beings can be successfully employed in a variety of settings and contexts. We draw on examples from the early days of video games with titles like “Dracula” (Imagic for Intellivision, 1982) set in a virtual London and evoking European folklore, to the rich possibilities offered by “Vampire the Masquerade: Bloodlines” (Activision for PC, 2004) which conjures up the sub-tropical New Orleans vampire tradition, and then turn to the latest experimental games using the example  of “Tainted” (ITE/NUS for PC, 2016), which taps into the rich Pontianak vampire-ghost myths of the Malay Archipelago. Different experiences will be discussed via explanatory lenses – such as  Labov’s (1972, 1997) narrative analysis and the AGE/6-11 framework (Dillon, 2010, 2016) – to gain insights into how to build compelling myth-based narrative in games in original and surprising ways. The paper also analyses how specific vampire myths reflect socio-cultural issues of particular times and places. Thus, every  telling of such myths – whether though oral tales, novels, cinema,  or video games – brings the myth alive to engage with liminal or repressed aspects of a society.


2017 ◽  
Vol 11 (1) ◽  
pp. 39-54 ◽  
Author(s):  
Jeremy M. Mikecz

Ethnohistorians and other scholars have long noted how European colonial texts often concealed the presence and participation of indigenous peoples in New World conquests. This scholarship has examined how European sources (both texts and maps) have denied indigenous history, omitted indigenous presence, elided indigenous agency, and ignored indigenous spaces all while exaggerating their own power and importance. These works provide examples of colonial authors performing these erasures, often as a means to dispossess. What they lack, however, is a systematic means of identifying, locating, and measuring these silences in space and time. This article proposes a spatial history methodology which can make visible, as well as measurable and quantifiable the ways in which indigenous people and spaces have been erased by colonial narratives. It presents two methods for doing this. First, narrative analysis and geovisualization are used to deconstruct the imperial histories found in colonial European sources. Second it combines text with maps to tell a new (spatial) narrative of conquest. This new narrative reconstructs indigenous activity through a variety of digital maps, including ‘mood maps’, indigenous activity maps, and maps of indigenous aid. The resulting spatial narrative shows the Spanish conquest of Peru was never inevitable and was dependent on the constant aid of immense numbers of indigenous people.


Author(s):  
Ann Werner

This chapter explores identity issues in commercial streaming services, which have grown steadily in the 2010s to become the dominant form of music consumption in the Nordic countries, with about 60% of all Internet users in 2015. The chapter offers an alternative to the dominant trend in music industry studies by focusing not on the industry’s interests but instead on broader cultural issues. The chapter presents case studies of two female Sámi artists and their representations on Spotify, YouTube, MySpace, and artists’ websites, taking various aspects of the services into account, including the interface and the algorithm-based recommendations. Informed by feminist cultural studies, the argument is that the industry continues a history of reinforcing stereotypes of ethnicity, indigeneity, and femininity. Thus, commercial streaming is not only making music available to global audiences, it is also selling images of Otherness within an unequal capitalist global media system.


1983 ◽  
Vol 27 (13) ◽  
pp. 1027-1030
Author(s):  
Joseph J. Limanowski

The present paper provides a brief history of Electronic Data Processing Systems and their supporting user documentation. The problems inherent to paper documentation are highlighted. Techniques employed to improve on-line reject messages in addition to the development of an online user documentation system are discussed. Future challenges facing the human factors specialist involved in development of on-line documentation are outlined.


2007 ◽  
Vol 77 (5) ◽  
pp. 837-844 ◽  
Author(s):  
Joel Huth ◽  
Robert Newton Staley ◽  
Richard Jacobs ◽  
Harold Bigelow ◽  
Jane Jakobsen

Abstract Objective: To compare (1) arch widths in adults with Class II division 2 (II-2), Class II division 1 (II-1), and Class I normal occlusions, (2) genders, (3) gender dimorphism, (4) differences between maxillary and mandibular arch widths, and to (5) develop adult norms for arch widths. Materials and Methods: Subjects were white Americans with no history of orthodontic treatment. Arch width dimensions measured were: intercanine, intermolar, and molar alveolar in both arches. Analysis of variance (ANOVA) and Duncan's test were used to compare groups. Results: Comparison of pooled genders showed the II-2 group had maxillary arch widths significantly smaller than the normal occlusions and significantly larger than the II-1 group. All groups had similar mandibular intercanine and alveolar widths. The II-2 and II-1 groups had similar mandibular intermolar widths, both significantly smaller than normal occlusions. The II-2 group had a maxillary/mandibular intermolar difference significantly smaller than the normal occlusions, and significantly less negative than the II-1 group. Gender comparisons in two of six widths showed normal and II-2 male subjects were similar, and in six of six widths normal and II-2 female subjects were similar; in five of six widths II-2 and II-1 male and female subjects were similar. Gender dimorphism occurred in five of six widths in normal occlusions, four of six widths in II-2, and one of six widths in II-1. Conclusions: Arch width dimensions of II-2 subjects were intermediate between normal and II-1 occlusions. In both Class II malocclusions, the process that narrows arch widths was more pronounced in male than in female subjects.


2007 ◽  
Vol 534-536 ◽  
pp. 573-576
Author(s):  
Eugene Olevsky

The directions of further developments in the modeling of sintering are pointed out, including multi-scale modeling of sintering, on-line sintering damage criteria, particle agglomeration, sintering with phase transformations. A true multi-scale approach is applied for the development of a new meso-macro methodology for modeling of sintering. The developed macroscopic level computational framework envelopes the mesoscopic simulators. No closed forms of constitutive relationships are assumed for the parameters of the material. When a time-step of the calculations is finished for one macroscopic element, the mesostructures of the next element are restored from the initial state according to the history of loading. The model framework is able to predict the final dimensions of the sintered specimen on a global scale and identify the granular structure in any localized area for prediction of the material properties.


2019 ◽  
Vol 5 (02) ◽  
pp. 159
Author(s):  
Jokhanan Kristiyono ◽  
Hernani Sirikit

<p>ABSTRACT</p><p>This study aims to find out how factual and digital reality are depicted in film.Castells’ theory on new media is taken for the base theory, subjectivity-identity and power and knowledge by Foucault. Narrative analysis by Lacey is applied to seek answer for the research problem. The advancement of Communication Technology has enabled human beings to have freedom in imagination and make it real. Digital technology and virtual realm are enriched with emerging faked realities and identities. Film, becomes a platform for practising this kind of freedom, making fantasy feels like reality. Film Ready Player One? directed by Steven Spielberg depicts real and virtual world. This study aims to elaborate how real life and digital life are narrated and described in this film. A new identity created in The OASIS,the digital world that a place where mankind escape from reality. Units to be analysed in eight structures of analysis are story, plot, and character. Concludesis factual reality and digital reality are described well in this film, it even tends to hyper-reality. Moreover, conflict in digital world and in the future (2045) are still the same with problems in the history of mankind.</p><p>Keywords; Film; Digital reality; Identities; Narrative.</p><p>ABSTRAK</p><p>Penelitian ini bertujuan mengetahui bagaimana realitas faktual dan realitas digital digambarkan dalam film. Menggunakan teori new media Castells, subjektivitas dan identitas serta power dan knowledge Foucault. Penelitian film ini menggunakan pendekatan deskriptif kualitatif, dengan metode Analisa Naratif Film (Lacey, 2017). Kemajuan teknologi informasi dan komunikasi membuat manusia memiliki keleluasaan dalam berimajinasi dan merealisasikannya. Teknologi digital dan alam virtual semakin diperkaya dengan munculnya realitas dan identitas semu. Film, sebagai salah satu medium komunikasi massa, merupakan wadah kebebasan berimajinasi. Film Ready Player One?.Film besutan sutradara Steven Spielberg menggambarkan pergesekan antara dunia nyata dan dunia digital. Film ini menunjukkan kehidupan masyarakat moderen pada tahun 2045, dengan adanya perkembangan teknologi yang luar biasa. Suatu piranti yang mengubah manusia menjadi sangat tergantung dengan teknologi. Teknologi informasi dan komunikasi yang menciptakan dunia baru yaitu dunia digital. OASIS, dunia tempat pelarian manusia modern dan menciptakan identitas baru yaitu identitas virtual. Masyarakat informasi yang menciptakan realitas digital. Unit analisis story, plot, dan karakter dianalisis secara naratif dengan delapan struktur. Hasil analisis memberikan jawaban bahwa realitas nyata dan realitas digital digambarkan secara baik dalam film ini, bahkan cenderung berlebihan (hyper-reality). Selain itu, konflik di dunia digital di tahun 2045 tetap sama dengan konflik dalam sejarah manusia.</p><p>Kata Kunci; Film; Digital Reality; Identitas; Naratif.</p>


Author(s):  
Christopher Goldspink

This chapter documents the findings of research into the governance mechanisms within the distributed on-line community known as Wikipedia. It focuses in particular on the role of normative mechanisms in achieving social self-regulation. A brief history of the Wikipedia is provided. This concentrates on the debate about governance and also considers characteristics of the wiki technology which can be expected to influence governance processes. The empirical findings are then presented. These focus on how Wikipedians use linguistic cues to influence one another on a sample of discussion pages drawn from both controversial and featured articles. Through this analysis a tentative account is provided of the agent-level cognitive mechanisms which appear necessary to explain the apparent behavioural coordination. The findings were to be used as a foundation for the simulation of ‘normative’ behaviour. The account identifies some of the challenges that need to be addressed in such an attempt including a mismatch between the case findings and assumptions used in past attempts to simulate normative behaviour.


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