trivial pursuit
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Author(s):  
Jean-Marie Dederen ◽  
Jennifer Munyai

For more than three decades now, researchers supporting the mainstream theoretical orientation in the field of rock art studies, the shamanistic model, have largely ignored the possibility that the idiom of the hunt could contribute meaningfully to the task of deciphering the often complex and enigmatic masterpieces of the San hunter-gatherers. They may have been mistaken all along. This paper argues that a good deal of the art produced by the hunters related intimately to the hunt, even though this may seem, to some, too obvious or inconsequential an objective to pursue. Importantly, the alternative vantage point on the paintings of the San which is introduced here aligns itself with the spiritual thinking of the creators of the art. While it is not the intention of the authors of this paper to present a systematic critique of the leading paradigm, they feel strongly that the discussion will benefit from a dialectical engagement with the latter. A selection of five rock art panels is first examined conventionally, i.e. in terms of the shamanistic model. The very same art works are revisited subsequently in order to explore them from an alternative, animistic perspective. It is concluded, tentatively, that the artists’ visual language emphasized the significance of the narrative focus of their work, namely the various manifestations of hunter-prey sociability, the spiritual grounding of which characterized, if not defined life in traditional hunting communities across the globe.


2020 ◽  
pp. 174165902091863
Author(s):  
Justin R Ellis

Social media has transformed public discourse on policing and the contest of control over the police image. This article draws on original, empirical research to conceptualise the phenomenon of the ‘social media test’ – the evolution of social media into a legitimate measure of police performance. Through in-depth interviews with police and non-police respondents the article maps the genealogy of, and provides perspective on, one of the first viral cases of bystander video of police excessive force in Australia filmed and uploaded to YouTube. The study shows the video’s impact on hegemonic mainstream and police news media narratives, processes of criminalisation and police accountability and the merit of narrative criminology in unpacking these phenomena. Police alluding to the ‘social media test’ in in-depth interviews shows that digital media in general and social media in particular can no longer be dismissed as peripheral or subsidiary to public discourse on policing in a digital society.


2019 ◽  
Vol 1 (2) ◽  
pp. 107-115
Author(s):  
Riska Nasella

The mastery and use of English is very important for social community, especially for children. Children are potential assets in building the nation. Their abilities and intelligence should be optimized to create a developed and competitive nation. Seeing that there is still a lack of elementary shool students  in mastering English vocabulary, the researcher were willing to modify the Trivial Pursuit game as learning media to improve children English vocabulary mastery. The Trivial Pursuit game was chosen because this game is very fun when and can unwittingly internalize their knowledge and language. This research was carried out in the historical tourism area of the Banten Lama Kaibon Palace with 10 research subjects and representatives of community elements. This research is qualitative focus on action research where containing the process of planning, making provisions, acting, collecting data, analyzing data, evaluating data, and reflection. The result is proven that there is an improvement in mastery of English vocabulaty after learning by using Trivial Pursuit. The tourisme community also assumed that the action is really helpful to children around tourism site to learn English.


Author(s):  
David Columb ◽  
Mark D. Griffiths ◽  
Colin O’Gara

Gaming disorder is set to be included in the International Statistical Classification of Diseases and Related Health Problems alongside other behavioural addictions (gambling disorder) and substance-related addictions. Given the popularity of online gaming, this is set to become an increasingly common presentation to general mental health professionals, addiction specialists, and general practitioners. This article briefly examines online gaming and describes the characteristics of gaming disorder. Some features of online gaming that have addictive potential and similarities to other addictive behaviours such as gambling disorder are discussed. Finally, the article examines treatment options available for gaming disorder and treatment going forward from an Irish perspective.


Author(s):  
Inmaculada Mateos-Aparicio ◽  
María Luisa Pérez Rodríguez ◽  
Araceli Redondo Cuenca ◽  
María Dolores Tenorio ◽  
María José Villanueva Suárez ◽  
...  
Keyword(s):  

2017 ◽  
Vol 31 (4) ◽  
pp. 342-347 ◽  
Author(s):  
Angus Chin On Luk ◽  
Paul Cleaveland ◽  
Louise Olson ◽  
Donald Neilson ◽  
Shalom Justus Srirangam
Keyword(s):  

Author(s):  
Inmaculada Mateos-Aparicio Cediel ◽  
Araceli Redondo Cuenca ◽  
M. Dolores Tenorio Sanz ◽  
M. José Villanueva Suárez ◽  
M. Luisa Pérez Rodríguez ◽  
...  
Keyword(s):  

2015 ◽  
Vol 2 (1) ◽  
pp. 44-48
Author(s):  
Todd Lubart ◽  
Xavier Caroff

AbstractBased on Glăveanu’s target article, issues raised about the psychometric approach to creativity research are examined. Criticisms of divergent thinking tests, such as the unusual uses of an object test, are examined. Arguments supporting the theoretical and practical utility of divergent thinking tests are presented. It is furthermore suggested that tests are best conceived and used in contextualized ways. The example of measures of divergent thinking which were designed for managers is presented. Finally, the psychometric approach encompasses many aspects of creativity beyond divergent thinking, as illustrated by recent work on the evaluation of creative potential (the EPoC battery). In the EPoC assessment, both divergent-exploratory thinking and convergent-integrative thinking are measured in a range of contextual domains, such as the visual-graphic, verballiterary, social problem solving ones. This work contrasts with the simplistic, and restrictive view of the unusual uses of an object test as the epitome of the psychometric approach to creativity.


2014 ◽  
Vol 6 (3) ◽  
pp. xiii
Author(s):  
Ranjan K. Thakur ◽  
Andrea Natale
Keyword(s):  

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