policy vacuums
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2022 ◽  
pp. 089124322110679
Author(s):  
Jennifer Randles

Drawing on feminist theories of parenting and the welfare state, I analyze experiences of diaper need as a case of how gender, class, and race inequalities shape the social organization of caregiving and limited policy responses. Data from in-depth interviews with 70 mothers who experienced diaper need and 40 diaper bank staff revealed obstacles low-income mothers face in managing lack of access to children’s basic needs and how gendered assumptions of parental responsibility thwart public diaper support efforts. I use this case to theorize gender policy vacuums: These occur when gender disparities and ideologies prevent systematic responses to structural problems. Empirically this study contributes to understandings of diaper need as a problem of the gender structure that cannot be solved with alternative diapering methods that assume middle-class, white, androcentric privileges. Theoretically it illuminates key mechanisms by which feminized care labor is devalued and rendered invisible and how this erasure rationalizes lack of redress for gendered inequalities and creates policy gaps around caregiving.


2019 ◽  
Vol 25 (6) ◽  
pp. 1007-1021
Author(s):  
Leonard Seabrooke ◽  
Eleni Tsingou ◽  
Johann Ole Willers

2019 ◽  
Vol 71 ◽  
pp. 142-149 ◽  
Author(s):  
Elaine Hyshka ◽  
Jalene Anderson-Baron ◽  
Arlanna Pugh ◽  
Lynne Belle-Isle ◽  
Andrew Hathaway ◽  
...  

2016 ◽  
Vol 2016 (1) ◽  
pp. 14866
Author(s):  
M. Saidur Rahman ◽  
Stefano Pogutz ◽  
Monika Winn

2005 ◽  
Vol 4 ◽  
pp. 19-23
Author(s):  
Gordana Dodig-Crnkovic ◽  
Thomas Larsson

Play and games are among the basic means of expression in intelligent communication, influenced by the relevant cultural environment. Games have found a natural expression in the contemporary computer era in which communications are increasingly mediated by computing technology. The widespread use of e-games results in conceptual and policy vacuums that must be examined and understood. Humans involved in designing, administering, selling, playing etc. computer games encounter new situations in which good and bad, right and wrong, are not defined by the experience of previous generations. This article gives an account of the historical necessity of games, the development of e-games, their pros- and cons, threats and promises, focusing on the ethical awareness and attitudes of game developers.


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