Journal articles on the topic 'Management-employee participation Australia'

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1

Markey, Raymond, Ann Hodgkinson, and Jo Kowalczyk. "Gender, part‐time employment and employee participation in Australian workplaces." Employee Relations 24, no. 2 (April 1, 2002): 129–50. http://dx.doi.org/10.1108/01425450210420884.

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The international trend in the growth and incidence of “non‐standard employment”, and its highly gendered nature, is well documented. Similarly, interest in employee involvement or participation by academics and practitioners has seen the emergence of a rapidly growing body of literature. Despite the continued interest in each of these areas, the literature is relatively silent when it comes to where the two areas intersect, that is, what the implications are for employee participation in the growth of non‐standard employment. This paper seeks to redress this relative insularity in the literature by examining some broad trends in this area in Australia. The literature lacks one clear, accepted definition of “non‐standard” employment. For ease of definition, and because of the nature of the available data, we focus on part‐time employment in this paper. The paper analyses data from the Australian Workplace Industrial Relations Survey of 1995 (AWIRS 95). It tests the hypotheses that part‐time employees enjoy less access to participatory management practices in the workplace than their full‐time counterparts, and that this diminishes the access to participation in the workplace enjoyed by female workers in comparison with their male colleagues, since the part‐time workforce is predominantly feminised. These hypotheses were strongly confirmed. This has major implications for workplace equity, and for organisational efficiency.
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Corbould, H. M., and M. J. Nolan. "INJURY- FREE WORK ENVIRONMENT: MYTH OR REALITY?" APPEA Journal 29, no. 1 (1989): 80. http://dx.doi.org/10.1071/aj88012.

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Sound management practices, and employee awareness and commitment, are the keys to eliminating workplace injury. In Esso Australia's production operations, the goal is NO INJURIES for both company and contractor employees. Achieving this goal entails significant commitment to putting safety first, and elimination of conflicting messages about the production versus safety priorities.Throughout the last decade, Esso Australia has increasingly sought to heighten the safety awareness of all people working within and supporting its production operations. The emphasis has gradually moved from hardware safety to focusing on attitudes within the workforce — at the same time, however, ensuring that facilities meet industry standards.Results in 1988 show a marked drop in injury days lost for the total company and contractor employee group in production operations.A safe work environment is good business. Putting safety first need not cost money; indeed a safer workplace can be more efficient. Achieving a safe environment involves clear communication of goals and values, employee participation, delegation of authority, increasing accountability, effective incident investigation and follow- up, appropriate discipline, and recognition of positive contributions. Of paramount importance is a clear direction from top management that safety is the top priority.
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3

Bonias, Dimitra, Sandra G. Leggat, and Timothy Bartram. "Encouraging participation in health system reform: is clinical engagement a useful concept for policy and management?" Australian Health Review 36, no. 4 (2012): 378. http://dx.doi.org/10.1071/ah11095.

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Objective. Recent health system enquiries and commissions, including the National Health and Hospital Reform Commission, have promoted clinical engagement as necessary for improving the Australian healthcare system. In fact, the Rudd Government identified clinician engagement as important for the success of the planned health system reform. Yet there is uncertainty about how clinical engagement is understood in health policy and management. This paper aims to clarify how clinical engagement is defined, measured and how it might be achieved in policy and management in Australia. Methods. We review the literature and consider clinical engagement in relation to employee engagement, a defined construct within the management literature. We consider the structure and employment relationships of the public health sector in assessing the relevance of this literature. Conclusions. Based on the evidence, we argue that clinical engagement is similar to employee engagement, but that engagement of clinicians who are employees requires a different construct to engagement of clinicians who are independent practitioners. The development of this second construct is illustrated using the case of Visiting Medical Officers in Victoria. Implications. Antecedent organisational and system conditions to clinical engagement appear to be lacking in the Australian public health system, suggesting meaningful engagement will be difficult to achieve in the short-term. This has the potential to threaten proposed reforms of the Australian healthcare system. What is known about the topic? Engagement of clinicians has been identified as essential for improving quality and safety, as well as successful health system reform, but there is little understanding of how to define and measure this engagement. What does this paper add? Clinical engagement is defined as the cognitive, emotional and physical contribution of health professionals to their jobs, and to improving their organisation and their health system within their working roles in their employing health service. While this construct applies to employees, engagement of independent practitioners is a different construct that needs to recognise out-of-role requirements for clinicians to become engaged in organisational and system reform. What are the implications for practitioners? This paper advances our understanding of clinical engagement, and suggests that based on research on high performance work systems, the Australian health system has a way to go before the antecedents of engagement are in place.
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Shokri-Ghasabeh, Morteza, and Nicholas Chileshe. "Knowledge management." Construction Innovation 14, no. 1 (January 6, 2014): 108–34. http://dx.doi.org/10.1108/ci-06-2013-0026.

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Purpose – A research study has been undertaken at the University of South Australia to introduce application of lessons learned process in construction contractors ' bidding process in the context of knowledge management. The study aims to identify barriers to effectively capture lessons learned in Australian construction industry and how knowledge management can benefit from lessons learned application. Design/methodology/approach – The research study has been undertaken through conducting a “methodological triangulation” and “interdisciplinary triangulation”. This involved an extensive literature review of knowledge management, organisation learning, lessons learned and associated processes and administration of a questionnaire to a sample of construction contractors operating in Australia to elicit opinions on the main barriers to capturing lessons learned, practices such as existence and retention of documentation procedures. A total of 81 useable responses were received from 450 organisations. Response data were subjected to descriptive and inferential statistics with correlation analysis to examine the strength of relationship among the barriers. Findings – The top-3 barriers to the effective capturing of lessons learned were “lack of employee time”, “lack of resources” and “lack of clear guidelines”, whereas, “lack of management support” was the least ranked barrier. The study established that despite the majority of the ACCs having formal procedures for recording the tenders submitted and their outcomes, only a minority actually retained the lessons learned documentation for each project. The larger contractors were found to be more aware of the importance of lessons learned documentation. A comparative analysis with previous studies also found a disparity in the ranking of the barriers. Research limitations/implications – The majority of the participants were small construction contractors in Australia. The reason is that the researchers were not aware of the contractors ' size prior to inviting them for participation in the research study. Second the findings may not generalize to other industries or to organisations operating in other countries. Originality/value – The findings of this survey help ACCs to understand the importance of lessons learned documentation as part of lessons learned implementation and identify the barriers to effectively document their lessons learned. The study provides insights on the barriers and proposes advocated solutions in form of drivers and enablers (critical success factors) of organisational learning capturing among the Australian construction contractors. By reviewing the current literature, “post-project reviews” and “lessons learned” as important elements of organisation learning knowledge transfer, are addressed. Finally, contribution of this study to knowledge and practice has been discussed in this paper.
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Binti, Nor Hidayah. "Psychosocial Safety Climate in Organization: An Overview of Theoretical and Empirical Development." Journal of Social and Development Sciences 4, no. 9 (September 20, 2013): 407–11. http://dx.doi.org/10.22610/jsds.v4i9.779.

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Psychosocial safety climate (PSC) is a new aspect to be considered in organization in order to overcome work stress issues among employees. The critical study of PSC which build from the foundation of work of psychological safety and safety climate pioneered in 2010 by Maureen F. Dollard and Arnold B Bakker in Australia. The features of climate specifically expected to affect psychological health. New construct of PSC was defined as shared perception of organizational policies, practices and procedures to protect employees’ psychological safety and health. Previous studies stated that there are four main elements in PSC which are management commitment, management priority, management and employee participation involvement in stress prevention and organizational communication. It is believed that PSC could be a potential contributor in achieving organization’s aim for more positive psychological health environment among employees. Therefore, this paper aims to explicate the theoretical development of PSC and identify the impact on work stress among employees.
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6

Marinakou, Evangelia, and Charalampos Giousmpasoglou. "Talent management and retention strategies in luxury hotels: evidence from four countries." International Journal of Contemporary Hospitality Management 31, no. 10 (October 14, 2019): 3855–78. http://dx.doi.org/10.1108/ijchm-10-2018-0862.

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Purpose The purpose of this paper is to provide a definition of talent and talent management in the luxury hotel sector with a focus on talent retention strategies. Design/methodology/approach A qualitative approach was used and 27 face-to-face semi-structured interviews were conducted with managers in luxury hotels in four countries (the USA, the UK, Australia and Greece). Findings Talent refers to those who “go above and beyond”. Talent retention strategies in luxury hotels include a friendly, family-oriented and open access culture, teamwork, compensation, succession planning and training and development. A hybrid exclusive and inclusive approach to talent management (TM) is proposed with the implicit engagement of the individuals. Practical implications Luxury hotels should choose TM practices that fit the organizational culture with a focus on retention strategies that are tailor-made to the individual or groups of individuals. Opportunities to progress, succession planning and employee participation to TM are valued in the industry. Originality/value This study provides findings from empirical comparative research conducted in four different countries, whereas most published work on TM focuses on bibliographic reviews. It provides a conceptualization of talent and TM. This study frames the nature of TM in hotels and advances the knowledge of talent retention strategies found to be effective in hospitality.
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Markey, Raymond. "Non-Union Employee Representation in Australia." Journal of Industrial Relations 49, no. 2 (April 2007): 187–209. http://dx.doi.org/10.1177/0022185607074918.

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Non-union representative employee participation recently has attracted increasing international attention in employment relations due to the growing representation gap in many countries as union membership declines, and mounting evidence of the benefits of representative employee participation for enterprise flexibility and efficiency. However, relatively little is known about Australian experiments in employee participation, although it is essential to learn from Australian experience in order to develop effective public policy. This case study represents a contribution to this larger project. SMEC is a non-union employee representative body that has adopted a European works council organizational model. The case study evaluates SMEC's effectiveness as a non-union form of representative employee participation. It concludes that the opportunities for the formation of genuinely independent works council style organs of employee participation remain severely constrained by the current Australian regulatory environment, which tends to encourage a union substitution role.
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Nikola Balnave and Raymond Markey. "Employee Participation and Industrial Welfarism in Australia, 1890–1965." Labour History, no. 112 (2017): 137. http://dx.doi.org/10.5263/labourhistory.112.0137.

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9

Harley, B., H. Ramsay, and D. Scholarios. "Employee Direct Participation in Britain and Australia: Evidence from AWIRS95 and WERS98." Asia Pacific Journal of Human Resources 38, no. 2 (January 1, 2000): 42–53. http://dx.doi.org/10.1177/103841110003800204.

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10

Lansbury, Russell D. "Changing Nordic Approaches to Bargaining and Participation: Some Implications for Australia." Economic and Labour Relations Review 5, no. 2 (December 1994): 3–13. http://dx.doi.org/10.1177/103530469400500202.

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This paper presents an overview of industrial relations in Nordic countries. Key features are a high degree of centralisation, high levels of unionisation, a tripartite approach to government decision making and a keen interest in employee participation. The last decade has seen the onset of more turbulent economic forces, moves to decentralisation and a shift in wage determination towards a greater role for enterprise bargaining. Several parallels with Australian experience are explored. A critical difference is that Nordic unions have escaped the significant falls in membership suffered by Australian unions.
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11

Pyman, Amanda, Julian Teicher, Brian Cooper, and Peter Holland. "Unmet Demand for Union Membership in Australia." Journal of Industrial Relations 51, no. 1 (February 2009): 5–24. http://dx.doi.org/10.1177/0022185608099662.

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Unmet demand for union membership is defined as employees in non-union workplaces who would join a union if given the opportunity. Unmet demand is a significant issue for Australian unions as union density continues to decline and the current legislative environment remains hostile. This article gauges the contours of unmet demand for union membership in Australia, drawing on responses to the Australian Worker Representation and Participation Survey (AWRPS 2004). It finds a significant level of unmet demand for union membership in Australia. Unmet demand varies according to workplace and employee characteristics and is highest among low income earners, younger workers, workers with shorter organizational tenure and workers in routinized occupations. The practical implications of our findings are discussed in relation to union renewal and the legislative environment prevailing in 2008.
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Wiesner, Retha, Jim McDonald, and Heather C. Banham. "Australian small and medium sized enterprises (SMEs): A study of high performance management practices." Journal of Management & Organization 13, no. 3 (September 2007): 227–48. http://dx.doi.org/10.1017/s1833367200003710.

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AbstractWhile there is extensive management and academic literature on the topic area of high performance management internationally, research on high performance management practices in the Australian context is limited. Furthermore, research on high performance management practices has focused predominantly on large organisations and is largely a new direction for research in SMEs. This study attempts to fill some of the gaps in existing studies by considering a wide range of high performance management practices in Australian SMEs. Owing to the dearth of national data on high performance management in Australian SMEs, the results of this study are used to determine whether there is any evidence of a ‘high performing’ scenario in relation to management practices in Australian SMEs. The results, reporting a national study (N = 1435) on employee management in Australian SMEs, reveal a moderate take-up of high performance management practices. The findings by themselves do not support a ‘high’ performing scenario in relation to management practices in SMEs; however the low application of participative practices in the context of low unionization, and a low incidence of collective relations, indicates that many SMEs need a makeover if they are to meet the demands of competition. It is evident from the findings in this study that high performance practices in SMEs stand to benefit from modernisation and improvement.
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13

Wiesner, Retha, Jim McDonald, and Heather C. Banham. "Australian small and medium sized enterprises (SMEs): A study of high performance management practices." Journal of Management & Organization 13, no. 3 (September 2007): 227–48. http://dx.doi.org/10.5172/jmo.2007.13.3.227.

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AbstractWhile there is extensive management and academic literature on the topic area of high performance management internationally, research on high performance management practices in the Australian context is limited. Furthermore, research on high performance management practices has focused predominantly on large organisations and is largely a new direction for research in SMEs. This study attempts to fill some of the gaps in existing studies by considering a wide range of high performance management practices in Australian SMEs. Owing to the dearth of national data on high performance management in Australian SMEs, the results of this study are used to determine whether there is any evidence of a ‘high performing’ scenario in relation to management practices in Australian SMEs. The results, reporting a national study (N = 1435) on employee management in Australian SMEs, reveal a moderate take-up of high performance management practices. The findings by themselves do not support a ‘high’ performing scenario in relation to management practices in SMEs; however the low application of participative practices in the context of low unionization, and a low incidence of collective relations, indicates that many SMEs need a makeover if they are to meet the demands of competition. It is evident from the findings in this study that high performance practices in SMEs stand to benefit from modernisation and improvement.
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14

Iverson, Roderick D., and Parimal Roy. "A Causal Model of Behavioral Commitment: Evidence From a Study of Australian Blue-collar Employees." Journal of Management 20, no. 1 (April 1994): 15–41. http://dx.doi.org/10.1177/014920639402000102.

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This study examines the behavioral commitment ( intent to stay) of a sample of blue-collar employees from a manufacturing firm in Australia. The purpose was to test an integrated causal model of behavioral commitment based on four general classes of variables: structural, pre-entry, environmental, and employee orientations. The LISREL results indicate that variables rank ordered in terms of importance for their total causal effects on the decision process of employees to stay or leave an organization is as follows: job search, job satisfaction, job security, attitudinal commitment, union participation, environmental opportunity, physical conditions, job hazards, met expectations, equity, family responsibility, centraliza tion, supervisory support, and work group cohesion.
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Markey, Raymond, and Ann Hodgkinson. "The Impact of the Workplace Relations Act on Regional Patterns of Industrial Relations: The Illawarra Region of Australia, 1996— 2004." Journal of Industrial Relations 50, no. 5 (November 2008): 752–78. http://dx.doi.org/10.1177/0022185608094116.

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Work Choices fundamentally restructured the Australian industrial relations system in 2005, by marginalizing the role of awards and the Australian Industrial Relations Commission, privileging individual contracts and restricting industrial action by trade unions. The Workplace Relations Act 1996 (WRA) represented a significant first step in this direction prior to the Liberal National coalition gaining control of the Senate in 2005. However, there has been no extensive workplace data of the kind produced by the Australian Workplace Relations Survey to take stock of the impact of the WRA. This study undertakes a stocktake of the impact of the WRA for the Illawarra region. It compares data for trade unions, employer associations, forms of employee participation, workplace reductions, industrial disputes and payment systems from the Illawarra Regional Workplace Industrial Relations Survey 1996 with a further survey in 2004. It concludes that while the WRA did impact on the region, the Illawarra nevertheless maintained a distinctive pattern of industrial relations in which the New South Wales State system was more influential. If this provides any indication of the wider impact of the WRA, it offers strong reasons as to why the government proceeded with Work Choices.
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Jordan, Glenn. "SAFETY IN THE OFFSHORE PETROLEUM INDUSTRY: THE NEW REGIME." APPEA Journal 34, no. 2 (1994): 72. http://dx.doi.org/10.1071/aj93085.

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Following the recommendations of the UK Cullen and COSOP reports, a new regulatory and operational safety regime is being introduced across Australian territorial waters for the offshore petroleum industry. This paper details the concepts behind the new regime including the development and implementation strategies employed to introduce it and the implications to industry and government instrumentalities. The recognition that safety in the work place is an outcome of managerial commitment and a function of work system control is resulting in legislative reforms that will reduce the focus on physical compliance, in favour of a goal-setting legislative approach that places emphasis on systems of managing safety at the work place. By focussing upon ends rather than means, objective based regulation requires organisations to manage the design, construction and operation of facilities to reduce risk to a 'reasonably practicable level*. The details of the management arrangements and risk assessment studies once submitted in a 'safety case' and acknowledged by the regulator, form a co-regulatory guidance document that sets both the standards to be achieved and the mechanism for achieving them. Auditing of the operator against an accepted safety case will occur on a regular basis. Driven by measurement of an operator's safety performance, selected systems will be targeted and audited against the safety case by a team of auditors composed of both government inspectors and operator personnel. Performance measures will be both proactive and reactive in nature and include among other measures, results obtained through the newly created national data base for incidents and accidents. Preparation and assessment of safety cases provides regulators and operators alike with difficulties. Consistency of assessment and objective determination that acceptable minimum standards have been met provide a challenge to government agencies and to the petroleum industry. Recognition of the nature of this challenge has led to the adoption of Quality Management principles among government utilities. A key feature of the Quality Management System will be the introduction of systems that drive change through cyclic updates of the safety case assessment procedures.The safety case concept institutionalises a dialogue between regulator and operator that will facilitate the preparation, submission and assessment of the safety case. This initiative provides for a staged submission process to correspond to the development phase of the facility. It is considered that this methodology will ensure minimal delays in assessment and provide certainty in the business planning process. The new safety case regime provides for a greater level of employee participation both in the preparation of safety cases and the maintenance of safety at the work place. Transparency of approach by both operators and regulators will be needed if public and workforce confidence are to be maintained. Co-operation and continual improvement will hopefully be the hall mark of the Australian safety case regime.
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Massingham, Peter Rex. "Measuring the impact of knowledge loss: a longitudinal study." Journal of Knowledge Management 22, no. 4 (May 14, 2018): 721–58. http://dx.doi.org/10.1108/jkm-08-2016-0338.

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Purpose Knowledge loss caused by employee exit has become a significant corporate risk. This paper aims to explore how to measure the impact of knowledge loss. The paper is based on empirical evidence from a five-year longitudinal study. Design/methodology/approach This paper is based on a longitudinal change project for a large Australian Research Council Linkage Project grant in the period 2008-2013. The method was a single case study using a critical realism paradigm. The project was a transformational change programme which aimed to help make the partner organization a learning organization to minimize the impact of knowledge loss. The partner organization was a large Australian Government Department, which faced the threat of knowledge loss caused by its ageing workforce. The sample was 118 respondents, mainly engineering and technical workers. A total of 150 respondents were invited to participate in the study which involved an annual survey and attendance at regular training workshops and related activities, with a participation rate of 79 per cent. Findings The results found that knowledge loss has most negative impact in terms of organizational problems including low productivity (morale), strategic misalignment of the workforce (capability gaps), resource cuts (stakeholders unhappy with performance), decreased work quantity and quality (inexperienced employees), work outputs not being used (customers mistrust), longer time to competence (learning cost) and slow task completion (increased search cycle time). The second most significant impact was increased sense of risk associated with work activities and declining capacity to manage the risk. The third main impact was decreased organizational knowledge base: knowledge loss creates knowledge deficit which is unlikely to be filled over time, as shown by the knowledge accounts of surviving employees which remained stable overall. The two remaining measurement constructs – psychological contract and learning organizational capacity – improved, which suggests that the negative impact of knowledge loss may be addressed with appropriate knowledge management. Research limitations/implications The research is based on a single case study in a public sector organization. While the longitudinal nature of the study and the rich data collected offsets this issue, it also presents good opportunities for researchers and practitioners to test the ideas presented in this paper in other industry contexts. The complexity and range of the constructs, concepts and scale items is acknowledged. Tables have been used wherever possible to help the reader access the findings. Practical implications Knowledge loss is perhaps the greatest corporate risk facing organizations today. This paper provides a method to measure the impact of knowledge loss. Managers may use this to assess the significance of the risk and use this as a business case to take action to minimize the impact of knowledge loss. Originality/value Prior research has found knowledge loss has caused decreased psychological contract, lost organizational memory, inefficiency and ineffectiveness and declining capability; however, these concepts are discussed in broad terms only. This paper addresses the need for measurement concepts which helps us understand the nature of the impact of knowledge loss. Five knowledge loss concepts are developed: knowledge resources, psychological contract, learning organization capacity, risk management and organizational problems. The results are based on a large-scale longitudinal study providing empirical evidence of change over a three-year period, situated within the context of a research intervention, i.e. knowledge management programme.
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Thompson, Alexis A., Franco Locatelli, Evangelia Yannaki, Mark C. Walters, John B. Porter, Suradej Hongeng, Andreas E. Kulozik, et al. "Restoring Iron Homeostasis in Pts Who Achieved Transfusion Independence after Treatment with Betibeglogene Autotemcel Gene Therapy: Results from up to 7 Years of Follow-up." Blood 138, Supplement 1 (November 5, 2021): 573. http://dx.doi.org/10.1182/blood-2021-148177.

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Abstract Introduction: Transfusion-dependent β-thalassemia (TDT) is a severe genetic disease requiring lifelong, regular packed red blood cell (pRBC) transfusions and iron chelation treatment. Betibeglogene autotemcel (beti-cel) is a one-time ex vivo gene therapy that addresses the underlying cause of TDT to potentially enable lifelong, stable production of modified adult hemoglobin (Hb) sufficient to achieve transfusion independence (TI). Patients (pts) with TDT (N=63) were treated with beti-cel in 2 completed phase 1/2 studies (HGB-204, HGB-205) and 2 ongoing phase 3 studies (HGB-207, HGB-212). After 2 y of follow-up, pts could enroll in a long-term follow-up study (LTF-303 [NCT02633943]) for up to an additional 13 y. We report results from LTF-303 in pts with up to 7 y of follow-up. Methods: Pts underwent single-agent, pharmacokinetic-adjusted busulfan myeloablation and were infused with autologous CD34+ cells transduced with BB305 lentiviral vector. The phase 3 studies used a refined transduction process compared with the phase 1/2 studies. LTF-303 assessments included transfusion status, Hb, iron overload, and safety. Around the time of beti-cel infusion, pts stopped iron chelation; however, chelation could be resumed post-infusion at the physician's discretion. A subanalysis was conducted to assess iron status in pts who restarted then stopped chelation. Pts who achieved TI and had a minimum of 9 mo of follow-up after discontinuation of chelation were included in the subanalysis to assess iron parameters while off chelation. Data are reported as median (min-max) unless otherwise stated. Results: As of March 9, 2021, LTF-303 enrolled 51 pts (phase 1/2: 22 pts; phase 3: 29 pts), of which 55% were female; the median age was 19 (7-35) y. Post-infusion follow-up was 44.2 (22.9-86.5 mo; 1 pt had their Month 24 visit at 22.9 mo). TI (weighted average Hb ≥9 g/dL without pRBC transfusions for ≥12 mo) was achieved in 15/22 (68%) pts treated in the phase 1/2 studies and in 25/29 (86%) pts treated in the phase 3 studies (all during parent study); at last follow-up, all pts had remained TI for 32.2 (13.1-84.1) mo. Median (Q1, Q3) gene therapy-derived Hb (HbA T87Q) in pts treated in the phase 1/2 studies who achieved TI was stable over time: 7.3 (5.4-8.4) g/dL at Month 24 (n=15) and 7.6 (6.6-9.3) g/dL at Month 72 (n=7). Median (Q1, Q3) HbA T87Q in pts treated in the phase 3 studies was also stable: 9.1 (8.5-10.3) g/dL at Month 24 (n=24) and 9.9 (9.8-10.0) g/dL at Month 42 (n=2). HbA T87Q helped to sustain total Hb. Total Hb was a median (Q1, Q3) of 10.0 (9.7-11.8) g/dL at Month 24 and 10.5 (10.3-12.1) g/dL at Month 72 in phase 1/2 studies and 12.1 (10.8-13.1) g/dL at Month 24 and 12.2 (11.7-12.8) g/dL at Month 42 in phase 3 studies. Pts who achieved TI (n=40) experienced reductions in iron burden over time; all pts had normal cardiac T2* levels at last follow-up and liver iron concentration (LIC) and serum ferritin were positively and strongly correlated at Months 24, 36, and 48 (Table). The subanalysis showed iron reduction in response to chelation and stabilization of iron markers after chelation was discontinued (Figure). Of the 15 pts who achieved TI in phase 1/2 studies, 10 (67%) restarted and then stopped iron chelation 25 (12-56) mo after beti-cel infusion; the 5 remaining pts continued on chelation. Of the 25 pts who achieved TI in phase 3 studies, 18 (72%) stopped iron chelation 29 (6-47) mo after beti-cel infusion; 11 (44%) pts never restarted and 7 (28%) restarted and then stopped again. Two pts in the subanalysis treated in a phase 1/2 study also received phlebotomy for approximately 20 and 56 mo post-infusion. Serious AEs occurring after 2 y in LTF-303 were reported in 8 pts (diabetic ketoacidosis, gonadotropic insufficiency, ectopic pregnancy, fetal death, cholelithiasis, gallbladder wall thickening/polyp, bacteremia with neutropenia, pulmonary embolism, and major depression; each n=1). No beti-cel-related AEs were observed beyond 2 y post-infusion. No deaths, replication-competent lentivirus, insertional oncogenesis, or malignancies were reported. Insertion site analysis indicated sustained polyclonal hematopoiesis. Conclusions: Beti-cel is a potentially curative gene therapy for pts with TDT through the ability to achieve TI with near-normal Hb levels. Sustained levels of HbA T87Q and effective restoration of iron homeostasis over time reduced iron management burden in pts treated with beti-cel. Figure 1 Figure 1. Disclosures Thompson: Baxalta: Research Funding; Biomarin: Research Funding; bluebird bio, Inc.: Consultancy, Research Funding; Celgene/BMS: Consultancy, Research Funding; CRISPR Therapeutics: Research Funding; Vertex: Research Funding; Editas: Research Funding; Graphite Bio: Research Funding; Novartis: Research Funding; Agios: Consultancy; Beam: Consultancy; Global Blood Therapeutics: Current equity holder in publicly-traded company. Locatelli: Amgen: Membership on an entity's Board of Directors or advisory committees, Speakers Bureau; Novartis: Membership on an entity's Board of Directors or advisory committees, Speakers Bureau; Miltenyi: Speakers Bureau; Medac: Speakers Bureau; Jazz Pharamceutical: Speakers Bureau; Takeda: Speakers Bureau. Yannaki: Novartis: Speakers Bureau; bluebird bio, Inc.: Membership on an entity's Board of Directors or advisory committees, Research Funding; SANDOZ: Speakers Bureau; Gilead: Speakers Bureau. Walters: Vertex pharmaceuticals: Consultancy; Ensoma, Inc.: Consultancy; BioLabs, Inc: Consultancy; AllCells, Inc: Consultancy. Porter: Agios: Consultancy, Honoraria; Protagonism: Honoraria; La Jolla Pharmaceuticals: Honoraria; Celgene (BMS): Consultancy, Honoraria, Membership on an entity's Board of Directors or advisory committees; bluebird bio, Inc.: Consultancy, Honoraria, Membership on an entity's Board of Directors or advisory committees; Silence Therapeutics: Honoraria, Membership on an entity's Board of Directors or advisory committees; Vifor: Honoraria, Membership on an entity's Board of Directors or advisory committees. Kulozik: Sanofi: Consultancy, Honoraria; Novartis: Consultancy, Honoraria, Membership on an entity's Board of Directors or advisory committees, Speakers Bureau; BioMedX: Consultancy, Honoraria; Celgene: Consultancy, Honoraria, Membership on an entity's Board of Directors or advisory committees, Speakers Bureau; bluebird bio, Inc.: Consultancy, Honoraria, Membership on an entity's Board of Directors or advisory committees, Speakers Bureau. Thrasher: Orchard Therapeutics: Consultancy, Current equity holder in publicly-traded company, Membership on an entity's Board of Directors or advisory committees; Generation bio: Consultancy, Current equity holder in publicly-traded company, Membership on an entity's Board of Directors or advisory committees; Rocket Pharmaceuticals: Consultancy, Membership on an entity's Board of Directors or advisory committees; 4Bio Capital: Consultancy, Membership on an entity's Board of Directors or advisory committees. Thuret: Novartis: Other: investigators for clinical trials, participation on scientific/medical advisory board; Apopharma: Consultancy, Membership on an entity's Board of Directors or advisory committees; bluebird bio, Inc.: Other: investigators for clinical trials, participation on scientific/medical advisory board; Celgene: Other: investigators for clinical trials, participation on scientific/medical advisory board. Lal: Protagonist Therapeutics: Membership on an entity's Board of Directors or advisory committees, Research Funding; Insight Magnetics: Research Funding; Chiesi: Consultancy; Celgene: Membership on an entity's Board of Directors or advisory committees, Research Funding; bluebird bio, Inc.: Research Funding; Agios Pharmaceuticals: Consultancy; Terumo Corporations: Research Funding; Novartis: Research Funding; La Jolla Pharmaceutical Company: Research Funding. Cavazzana: Smart Immune: Other: co-founder. Rasko: Australian Government: Membership on an entity's Board of Directors or advisory committees; Cynata: Honoraria, Speakers Bureau; Genea: Current equity holder in publicly-traded company; Cure the Future Foundation: Membership on an entity's Board of Directors or advisory committees; Imago: Consultancy; Gene Technology Technical Advisory Board: Membership on an entity's Board of Directors or advisory committees; Celgene: Honoraria, Speakers Bureau; NHMRC Mitochondrial Donation Expert Working Committee: Membership on an entity's Board of Directors or advisory committees; Australian Cancer Research: Membership on an entity's Board of Directors or advisory committees; FSHD Global Research Foundation: Membership on an entity's Board of Directors or advisory committees; Gilead: Honoraria, Speakers Bureau; Novartis: Honoraria, Speakers Bureau; Pfizer Inc: Honoraria, Speakers Bureau; Glaxo-Smith-Kline: Honoraria, Speakers Bureau; Spark: Honoraria, Speakers Bureau; Takeda: Honoraria, Speakers Bureau; bluebird bio: Honoraria, Speakers Bureau. Du: bluebird bio, Inc.: Current Employment, Other: bluebird bio, Inc.: Employee, Ownership Interest and Salary. Colvin: bluebird bio, Inc.: Current Employment, Other: Employee, Ownership Interest and Salary. Kwiatkowski: Agios: Consultancy; Bioverativ: Research Funding; Imara: Consultancy, Research Funding; bluebird bio,Inc.: Consultancy, Research Funding; Sangamo: Research Funding; Silence Therapeutics: Consultancy; Bristol Myers Squibb: Consultancy; Apopharma: Research Funding; Celgene: Consultancy.
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19

Leith, David. "Who Owns Your Sickness in the New Corporate Wellness?" M/C Journal 4, no. 3 (June 1, 2001). http://dx.doi.org/10.5204/mcj.1917.

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Workplace wellness programs raise the question: Who owns the health and sickness of the employee? Once, they belonged to the person and his/her doctor, in a kind of binary health relationship. Now companies have made it a triangular relationship. But actually, it's rectangular - the government is also shaping this relationship by occupying a fourth corner. As Nikolas Rose (1989) points out in his exploration of the place of individual in the corporate state, history suggests that it might be the government whose corner is dominant. Rose notes that "Taylorism", the scientific pursuit of maximum efficiency of human labour which was fashionable early last century, is now seen not just as the creation of industrialists like Henry Ford. Much more broadly, it reflected a philosophy current in the western industrialised nations like the US, UK and Germany. Achieving optimum output from men and machines was "part of a wide family of political programmes that sought to use scientific knowledge to advance national efficiency through making the most productive use of material and human resources." Reflecting prevailing political climates, national governments had already begun to introduce legislation which regulated the relationship between capital and labour. Ostensibly, these laws were intended to protect the rights of workers, but Rose suggests that their ultimate motivation was to ensure the nation received social dividends from the labour market. That was then. Now, social dividends from employment may be different but governments are still pursuing them. It was a labour government in Australia in the 1980s which first required employees to fund their own aged pensions (by trading off pay increases for superannuation). In another manifestation of their worry about the costs of an ageing population, governments are now prodding workers to become their own health managers, through the agency of wellness programs at work. Wellness programs really began to flourish in the last 20 years, most visibly in the Unites States where pressure from the employee health insurance system and high participation targets set by the Federal Government have made them the rule. "As a result, work-site health promotion programs are becoming increasingly prevalent. In 1985, 65 percent of work sites with 50 or more employees offered at least one health promotion activity. The [Government's] Healthy People 2000 goals aim to increase this proportion to 85 percent and to increase employee participation in these programs." (Meurer et al. 1997, p. 384) In other countries, pressure from insurance/litigation may be weaker, but employers have increasingly seen workplaces as suitable locations for health campaigns targeted at their employees, and governments have become supportive of such programs because of the public health benefits and convenience. They might be viewed as privatised community health promotion. In Australasia: "The idea of using workplaces as sites to promote health is attractive from a public health point of view. It provides an opportunity for adults to gain access to health promotion initiatives and enables them to participate in programs planned according to their needs in a familiar physical and social setting. It also provides an opportunity for health promotion efforts to extend to the worker's home and involve his/her family." (Williams 1991, p. 490) From an employer's perspective, workers' sickness has always been a matter of interest because of the duty of care. In the distinctive social environment of work, their health has belonged at least partly to the company, but the wellness programs may be further stripping away the autonomy of health. Moral philosopher R S Downie and his co-writers (1990) believe that health promotion is not value-free. "It endeavours to persuade people to adopt certain lifestyles.") It attempts to transfer to the employees values held by the organisation, promoting a particular lifestyle - in this case, a healthy one. Participation in wellness programs provides benefits which flow in two directions. The company donates the resources which allow the employees to avoid sickness and to live healthier lives. The employees donate a longer and more productive working life to the company and society. In this way, these programs conform with the dominant current management philosophy describing the relationship between employee and employer. Just as Hirschhorn (1988) describes how workers won social freedoms in exchange for psychological "unfreedoms" (the work ethic) in the industrial revolution , so Rose describes how modern, caring management practice is all about "aligning the wishes, needs and aspirations of each individual who works for the organisation with the successful pursuit of its objectives". A win-win situation? In some organisations, some employees may not see it that way. The fact that wellness programs are declared "voluntary" may not necessarily rectify a perception of compulsion. Employees may believe that nothing is truly voluntary at work. With these concerns in mind, Stokols et al. (1995) advocate ethical guidelines to prevent job discrimination based on health status and related potential conflicts of interest. They say that the bottom-line benefits to management of health-promotion campaigns cannot legitimately include discriminating against employees who refuse to make healthy lifestyle choices. Discrimination might exist on another level. What is the company to make of workers who choose to continue an unhealthy lifestyle which may put them at greater risk of a succumbing to a health hazard at work? The most well-known of such consequences is the predisposition to bronchial illness caused by smoking. Of course, there are two sources of sickness at work; self-induced and work-induced. Smoking cigarettes may cause self-induced sickness. Mining asbestos may cause work-induced sickness. If it was once clear who was responsible for which sickness, the advent of workplace wellness programs has reduced the clarity. Such health promotion can make it seem that the employer has taken responsibility for both self-induced and work-induced sickness, or perhaps the worker has. Wellness programs are culturally ambiguous. Their very introduction signifies the employer's care for employees' health, but the function of the program is to teach the employees how to take responsibility for it. So Blewett and Shaw (1995) wonder whether health promotion programs change the balance of responsibility between employer and employee. The origin of this issue, they suggest, is in the World Health Organisation's 1986 Ottawa Charter for Health Promotion, which describes health promotion as "the process of enabling individuals and communities to increase control over the determinants of health and thereby improve their health." (cited in Blewett & Shaw 1995, p. 462) The writers argue that the health promotion rhetoric is increasingly focused on promoting 'self-responsibility' for health in the workplace, and the skills of health self-care. If governments value wellness programs, and business likes them, is the workplace a conducive cultural setting for wellness to be marketed? Do workplace health promotion programs obviate the well-documented communication barriers from which community programs suffer? It seems they might. "Worksites afford a high degree of leverage for influencing the health of the population," according to Stokols et al. (1995, p. 1136) "Leverage" is a reference to the big percentage of the population (the employed) they reach, as well as the power of persuasion in a workplace. The persuasion can derive from the corporate culture which employers strive to create in their organisations - a mono-culture whose values are aligned with those of all members. It can also derive from company rules - all members of the organisation, whether value-sharers or value-rejectors, are captured by the requirement to conform with wellness objectives. Thus, in western industrial democracies, where smoking is banned it is usually because they are places of work. It is necessary to ask the question: Do employees exposed to health promotion at work make good use of self-care skills. Williams (1991) notes that the uptake of health promotion campaigns, not at work but in the broad community, is greatest among those who least need the benefits - that is, it correlates with socio-economic status. Wellness programs in industrial settings provide opportunities for health promotion to reach lower-paid trades and "blue-collar" employees not well served by these community campaigns. However, poor health behaviours are based on life-long habits, usually reinforced by people's lifestyles, reference groups and family structure. These habits take time and persistence to counteract. It is only in the long term that participation gives employees positive benefits, and therefore positive reinforcement for their healthy efforts. Noblet and Murphy (1995, p. 18) report that "early workplace programs relied heavily on behaviour change techniques as their health promotion strategy." Therefore, many failed to produce lasting change because they did not take advantage of the complex social and cultural structure that exists within each workplace. The writers suggest that recently "activities have expanded beyond risk reduction strategies to a settings approach that addresses the social, organisational, environmental and cultural factors." (Noblet and Murphy 1995, p. 18) In conclusion, it is likely that the motivation for companies to run health promotion campaigns will increase, but wellness may be a concept which fits somewhat awkwardly in the employer-employee relationship. Perhaps care for employees is the factor which will bring outcomes beneficial to all. Farnell (1987) expresses such care this way: An organisation's health comprises three components, its financial health, its organisational health (openness, trust, morale, etc) and the personal health of its members. No employer should consider the organisation in good shape without addressing each component. References Blewett, V. and Shaw, A. "Health promotion, handle with care." Journal of Occupational Health and Safety Australia and New Zealand 11 (1995): 461-5. Downie, R., Fyfe, C. and Tannahill, A. Health Promotion - Models and Values, Oxford UP: Oxford,1990. Farnell, L."Corporate culture change - the healthy way." Journal of Occupational Health and Safety Australia and New Zealand 3 (1987): 46-52. Hirschhorn, L. The workplace within: psychodynamics of organizational life. Cambridge, Mass: M.I.T. Press,1988. Leigh, J. and Harrison, J. "Reduction of Ischaemic heart disease risk factors following direct probabilistic risk communication in the workplace.", Journal of Occupational Health and Safety Australia and New Zealand 7 (1991): 467-72. Meurer, L., Meurer, J. and Holloway, R. "New models of health care in the home and in the work site.", American Family Physician 56 (1997): 384-7. Noblet, A.J. and Murphy, C. "Adapting the Ottowa Charter for Health Promotion to the Workplace Setting." Health Promotion Journal of Australia 5 (1995): 18-22. Rose, N. Governing the soul: the shaping of the private self. London: Routledge, 1989. Stokols, D., Pelletier, K. and Fielding, J. "Integration of medical care and worksite health promotion.", Journal of the American Medical Association 273 (1995): 1136-42. Williams, P. 1991, "Planning factors contributing to on-going health promotion programs." Journal of Occupational Health and Safety Australia and New Zealand 7 (1991): 489-94.
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Casey, Catherine, and Helen Delaney. "Keeping It Quiet? The Micro-Politics of Employee Voice in Company Strategic Decision-Making." Work, Employment and Society, June 9, 2021, 095001702110113. http://dx.doi.org/10.1177/09500170211011340.

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Employee voice in company strategic and governance decision-making in Anglophone countries commonly has few formal channels. This article’s investigation of labour’s (collective employees) interest expression in Australia and New Zealand finds that labour actors engage with company actors to craft a range of channels of expression and participation. In addition to actors’ utilisation of formal institutional provisions for adversarial collective bargaining and cooperative participation, actors utilise other ‘at the table’ arrangements that are typically of low salience. These include non-formal, inter-actor arrangements that facilitate contribution to decisions that can include matters of strategic importance. Labour actors engage with company actors in intricate micro-political relations to contribute influence in framing understandings and horizons of decisions and norm-building. Their quiet activities contribute regulatory effect in company decision-making.
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21

Malmi, Teemu, David S. Bedford, Rolf Brühl, Johan Dergård, Sophie Hoozée, Otto Janschek, and Jeanette Willert. "The use of management controls in different cultural regions: an empirical study of Anglo-Saxon, Germanic and Nordic practices." Journal of Management Control, July 3, 2022. http://dx.doi.org/10.1007/s00187-022-00342-x.

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AbstractMost cross-cultural studies on management control have compared Anglo-Saxon firms to Asian firms, leaving us with limited understanding of potential variations between developed Western societies. This study addresses differences and similarities in a wide variety of management control practices in Anglo-Saxon (Australia, English Canada), Germanic (Austria, non-Walloon Belgium, Germany) and Nordic firms (Denmark, Finland, Norway, Sweden). Unique data is collected through structured interviews from 584 strategic business units (SBUs). We find that management control structures in Anglo-Saxon SBUs, relative to those from Germanic and Nordic regions, are more decentralized and participative and place greater emphasis on performance-based pay. Comparing Germanic SBUs to Nordic ones, we find Germanic SBUs to rely more on individual behaviour in performance evaluation, whereas Nordic SBUs rely more on quantitative measures and value alignment in employee selection. We also observe numerous similarities in MC practices between the three cultural regions. The implications of these findings for theory development are outlined.
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22

Soriano, Alex, Laura A. Puzniak, David Paterson, Florian Thalhammer, Stefan Kluge, Pierluigi Viale, Alexandre H. Watanabe, Engels N. Obi, and Sunny Kaul. "673. Study of Prescribing patterns and Effectiveness of Ceftolozane/Tazobactam Real-world Analysis (SPECTRA): Results from a multi-national, multicenter observational study." Open Forum Infectious Diseases 9, Supplement_2 (December 1, 2022). http://dx.doi.org/10.1093/ofid/ofac492.725.

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Abstract Background Ceftolozane/tazobactam (C/T) has demonstrated efficacy to treat complicated intra-abdominal infections (cIAI), complicated urinary tract infections (cUTI) and hospital acquired bacterial and ventilator-associated bacterial pneumonia. However, physicians, providers, and other stakeholders including payers want broader real-world evidence to inform clinical decisions and optimize healthcare resource use. Methods SPECTRA is a multi-national, multicenter, retrospective, inpatient, observational study of patients treated with C/T in Australia, Austria, Germany, Italy, Mexico, Spain and The United Kingdom. Adult inpatients treated with ≥48 hours of C/T were included. Demographics, clinical characteristics, treatment management patterns, and outcomes were analyzed. Results There were 687 patients from 38 participating hospitals in 7 countries. The average age was 57.6 years (±17.3 [SD]) and most were male 456 (66.4%). The majority had at least one comorbidity 563 (82.0%), with the most common being heart disease 208 (30.3%), immunocompromised state 207 (30.1%) and chronic pulmonary disease 195 (28.4%). The most common indications were pneumonia 204 (29.7%), sepsis 147 (21.4%), and cIAI 106 (15.4%); 162 (23.6%) had multiple sites of infection and 245 (35.7%) were polymicrobial infections. Median C/T treatment was 12.0 days (11.0 [IQR]). Half of the patients were admitted to the ICU 343 (49.9%), 43.4% of which was related to the infection. Clinical success was 66.1%. All-cause in-hospital mortality was 22.0% with 8.7% being infection related. 30-day all-cause readmission was 9.8% and 4.7% were infection related. Conclusion C/T was used to treat infections among critically ill patients and for multi-source, polymicrobial infections. Despite the complexity of the patients in this real-world analysis, most C/T patients had beneficial outcomes that are similar to results of controlled clinical trials. Disclosures Alex Soriano, MD, MSD, Pfizer, Shionogi, Angelini, Menarini, Gilead: Honoraria Laura A. Puzniak, MPH, PhD, Merck & Co., Inc.: former employee and stockholder David Paterson, MBBS, Accelerate: Honoraria|bioMerieux: Honoraria|Entasis: Advisor/Consultant|Janssen-Cilag: Grant/Research Support|MSD: Advisor/Consultant|MSD: Grant/Research Support|MSD: Honoraria|Pfizer: Grant/Research Support|Pfizer: Honoraria|PPD: Grant/Research Support|Shionogi: Grant/Research Support|VenatoRx: Advisor/Consultant Stefan Kluge, MD, Astrazeneca: Lecture fees|Biotest: Lecture fees|Cytosorbents: Grant/Research Support|Cytosorbents: Lecture fees|Daiichi Sankyo: Grant/Research Support|Daiichi Sankyo: Lecture fees|Fresenius Medical Care: Advisor/Consultant|Fresenius Medical Care: Lecture fees|Gilead: Advisor/Consultant|Gilead: Lecture fees|Mitsubishi Tanabe Pharma: Lecture fees|MSD: Advisor/Consultant|MSD: Lecture fees|Pfizer: Advisor/Consultant|Pfizer: Lecture fees|Phillips: Lecture fees|Zoll: Lecture fees Alexandre H. Watanabe, PharmD, Merck & Co., Inc.: Employee Engels N. Obi, PhD, Merck & Co., Inc.: Employee|Merck & Co., Inc.: Stocks/Bonds Sunny Kaul, BSc, MBChB, PHD, FRCP, FFICM, Chiesi: Speaker fees|Gilead: Speaker fees|GlaxoSmithKline: Speaker fees|MSD: Grant/Research Support|MSD: Speaker fees|Shionogi: Speaker fees|Vifor Pharma: Grant/Research Support.
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Hutchinson, Jonathon. "The Cultural Impact of Institutional Remix: The Formalisation of Textual Reappropriation within the ABC." M/C Journal 16, no. 4 (August 12, 2013). http://dx.doi.org/10.5204/mcj.682.

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Introduction The construction of meaning is specifically denoted by texts that are created and published by the mass media. To highlight how that meaning is constructed, we might take a communication research approach which then enables us to understand how mass media texts impact society. To undertake such an approach it is useful to reflect on two methods outlined by Adoni and Mane who suggest there are two communication research methodologies. “The first focuses on the social construction of reality as an important aspect of the relationship between culture and society. The second approach concentrates on the social construction of reality as one type of media effect.” (Adoni and Mane 323). Relying on Adoni and Mane’s second communication research approach and combining this with the practice of remix, we can begin to understand how practitioners construct a reality from the mass audience perspective and not the mass media’s construction. This aligns with the approach taken by the ABC Pool remix practitioners in that they are informed by the mass media’s construction of meaning, yet oppose their understanding of the text as the basis for their altered construction of meaning. The oppositional reading of the media text also aligns with Hall’s encoding/decoding theory, specifically the oppositional reading where audiences resist the dominant or preferred reading of the text (Long & Wall). If we align Deuze’s (Media Work) thinking to mass media that suggests we live in media as opposed to with media, the effects of the construction of reality have a major impact on how we construct our own lives. Until recently, that media and consequent meaning has been constructed by the mass media and broadcast into our living rooms, headphones, billboards and other public spaces where media resides. The emergence of Web 2.0 technologies and the affordances these information and communication technologies provide for the audience to talk back in new and innovative ways has challenged that traditional model of meaning construction. Now, instead of the mass media designing and disseminating meaning through our media consumption channels, the audience also has an opportunity to participate in this consumption and production process (Bruns; Jenkins; Shirky). “Remix means to take cultural artifacts and combine and manipulate them into new kinds of creative blends,” according to (Knobel & Lankshear 22) where Lessig argues that digital remix is writing on a mass cultural practice scale (Remix). Remix within this paper is considered a practice that takes the affordances of the technology and couples that with the creative ability of the artists to create socially constructed meanings through new and inventive methods. In considering socially constructed meaning, it is useful to reflect on media dependency theory, which suggests the amount of subjective reality depends on direct experience with various phenomena and the exposure to the media in relation to those phenomena (Ball-Rokeach and DeFleur). “According to the media dependency hypothesis, the degree of media contribution to the individual's construction of subjective reality is a function of one's direct experience with various phenomena and consequent dependence on the media for information about these phenomena” (Adoni and Mane 324). Remix requires a parent piece of media (the original meaning) to create a remixed child (the re-constructed meaning). There is a clear dependency relationship between the parent and child pieces of media in this arrangement, which realistically shapes how the child will be created. If this material is published in a non-institutional environment, the artist is more or less free to demonstrate what ever meaning they wish to express. However when this practice emerges from within an institutional environment, this raises concerns of the media production, namely is the media institution challenging the original meaning they placed on certain texts and are they endorsing the new socially constructed meaning provided by remix artists? Constructing new forms of meaning and challenging the preferred meaning of institutionally generated texts intrinsically connects remix to the act of online activism. Activism can be defined as “people and organisations that work to promote social or political changes” for the benefit of society (Jones 1). Scholars have noted the significance of online technologies to aid in the mobilisation of mass groups of individuals in protest. In light of the recent Arab Spring uprisings, González-Bailón et al. note “the number of events connecting social media with social unrest has multiplied, not only in the context of authoritarian regimes exemplified by the recent wave of upsurges across the Arab world but also in western liberal democracies, particularly in the aftermath of the financial crisis and changes to welfare policies” (para 1). Although the majority of work that is remixed on ABC Pool is not related to an authoritarian regime, it is representative of the frustrations many citizens have towards the inequality of distribution of wealth and power to a few privileged individuals. Remix as an online activism activity also explicitly demonstrates Hall’s oppositional reading of encoded texts. This paper will use media dependency theory as a lens to investigate how remix occurs outside of the institution to challenge the meanings created by authorities within the institutional setting, while challenging the mass media approach towards social discourse construction. To do this, the paper will focus on the case study of one remix artist, Main$treaM, who was an active participant within the institutional online community, ABC Pool. ABC Pool was a user created content space that ceased to operate during May 2013 from within the Australian Broadcasting Corporation (ABC). The Pool project enabled users to publish their audio, video, photography and writing on a platform that was developed and resourced by the ABC. ABC Pool was open to everyone and was governed by the same editorial policies that regulated all media and activities across the ABC in relation to the ABC Charter (ABC Act 1983). ABC Pool also operated under a Creative Commons licensing regime which enabled media to flow across platforms, for example the Internet, radio and television, while providing attribution to the original author (generally under a Creative Commons Attribution Non-Commercial license). Main$treaM was one active user that engaged in remix to pursue his creative direction but to also challenge the meanings of texts that had been created by the mass media. Max Prophet$ equals Ca$h for Comments Main$treaM had been active in Pool for several months when he began publishing his remixed works. His approach towards media and its production is especially important as his technique involved challenging the societal discourse that is accepted from traditional forms of media production and reappropriating them to reflect how an audience would reconstruct them, from their Deuzian lived in experience. Main$treaM can also be classified as an oppositional reader of text in regards to how he decodes the meaning within the message (Hall). His online activist approach is obvious in his self-described profile. Main$treaM’s profile on ABC Pool says: Making animations, music & loads of max prophet$ However, his profile on Discogs (Discogs is one of the largest online music databases, where users can contribute music information and data while locating collectables within the global marketplace) reveals the artist’s creative and political perspectives: Main$treaM started off wanting to piss people off. He loathed the studio recording industry professionals & Sound Production Mass Media Culture in general. How could it be that a TV Camera can record what you say in the street, then edit it into something YOU DID NOT SAY but take a little news sample off the TV & bam: "WE WILL SUE YOU" These days it makes me sick that hard breaks & media cut ups are trendy. Not sick enough to actually stop. Main$treaM’s approach is one that challenges the stereotypical rhetoric tropes of the mass media and is concerned with choosing a remix style that aligns with the media dependency theory. That is, he draws on the one perspective which is garnered by the traditional media figureheads and applies his lived in experience with those same societal discourses to provide a significantly different meaning (Ball-Rokeach & DeFleur). The tool he uses to operationalise this is the art of remix by taking multiple cultural artefacts to create new creative blends (Knobel & Lankshear). John Laws is a radio celebrity who has dominated the Australian media landscape for decades with his at times controversial ‘shock jock’ talk back radio program. He is right wing in his political alignment and has at times been the centre of controversial programming efforts that has riled Australian audiences, which also involved input from Australian media authorities. His political alignment coupled with his disregard for audience sensitivities makes Laws an ideal character for an activist remix artist such as Main$treaM to target. Main$treaM had taken comments that Laws had made, placed them out of context and remixed them to deliberately misrepresent Laws’s opinion. One track in particular, Max Prophet$, is a reaction to the controversial Cash for Comments scandal (Johnson). In this case, John Laws was accused of receiving remuneration from Toyota to endorse their products on his radio program without acknowledging this activity as advertising. Main$treaM, through one of his ABC Pool contributions Max Prophet$, selected various comments that Laws had made during his radio broadcasts, and remixed them in a format that had John Laws say he was indeed receiving large amounts of money from Toyota. His remix, in the tradition of Pauline Pantsdown, took Laws’s comments and connected them to say “That really is a terrific vehicle that Hilux Workmate, great name too isn’t it”, highlighting a clear endorsement of the Toyota product by the radio presenter. However, Main$treaM did not stop at proving his point with this one remix contribution. He also provided in addition to the Max Prophet$ contribution, many other controversial social commentary works, including Cock Cheek parts One and Two, Prickseye Picture of You and I, and Ca$h for Comment$. Each contribution focussed on a particular character trait that Laws had become known for, such as inviting input from his listeners and then hanging up on them when they provided commentary that was contrary to his opinion. “Did I call you or did you call me” was Main$treaM’s method of whimsically suggesting that Laws is a rude, right wing conservative. The public opinion within Australia of John Laws is split between support from the conservatives and disdain from the liberals. Main$treaM was attempting to provide a voice from within the liberal perspective that illuminates the public opinion of Laws. The public opinion of Laws is one cultural discourse that is difficult to define, and almost impossible to publish to the broader public. Remix, as Lessig suggests, provides the most suitable genre of mass cultural practice to interrogate both perspectives of someone as controversial as Laws, where ABC Pool provides the most suitable platform to publish remixed societal perspectives on contemporary controversial issues. However, as outlined earlier, ABC Pool is contained within the same regulatory framework as any other publication space of the ABC. Essentially by publishing this controversial work on an ABC platform is blurring the boundaries between the ABC providing a place to publish the material and the ABC endorsing the material. ABC Pool operated under a reactive mode of moderation which suggests that content can be published without any form of moderation but if it were flagged as inappropriate by another user or audience member it had to be investigated by the ABC Pool team. Main$treaM’s contemporary material contained confronting concepts, language and techniques and was flagged as inappropriate by an anonymous Pool user during 2011. In this instance, it becomes clear that remix within an institutional setting is a complicated activity to facilitate. By providing a Creative Commons licensing regime, the ABC Pool project is endorsing remix as an institutional activity, and given the ethos of ABC Pool to experiment with new and innovative ways of engaging the audience, remix is crucial to its operation. However given the complaints of the other users that Main$treaM’s material was inappropriate, the problem arose of how to manage contentious remix activity. Aligning with Jenkins’s convergent cultures and Bruns’s produsage theories which incorporates the audience into the production process, the ABC Pool project was required to promote remix as a suitable activity for its users. Remix as an online activist activity in turn attracted the societal dissent approach from remix artists, providing a problem of adhering to the rules and regulations of the ABC more broadly. In the immediacy of the complaint, a large proportion of Main$treaM’s material was temporarily unpublished from ABC Pool until the team could provide a suitable solution on how to solve the tensions. The Legal Consultation Process In an instance such as this, an ABC employee is required to consult the editorial policy people to seek their advice on the most appropriate approach on the problematic material. The ABC Editorial Policies representatives referenced the material in the then Section 9 of the Editorial Policies, which relates to user-generated content. After the consultation process, they could see no breach of the guidelines; however, given the obscene constitution of the material, they suggested the Pool team refer the material to ABC Legal, a process in the ABC known as ‘referring up’. ABC Legal had a team of media lawyers interrogate the material from a criminal law perspective. It is worth noting, in both departments, Legal and Editorial Policies, there was support for Main$treaM’s creative expression (Fieldnotes, 2011). However, both parties were approaching the material and acting in a risk management capacity to protect the integrity of the ABC brand. After receiving the approval of the editorial policy people, the ABC Pool team had to seek the advice from ABC Legal. After two weeks of investigation, ABC Legal returned the following recommendations for the Pool team: Ultimately, risk management is the deciding factor to determine if the material should be published or not, supported by a solid defense should the case go to court.There are three areas to be considered with Main$treaM’s content:CopyrightDefamatoryObscenityIn regards to copyright, it is OK to publish in this case because the works are covered by parody or satire as the pieces have a focussed angle, or subject (John Laws).Defamation is more complicated. Firstly, we have to establish if the usual person could identify the defamed person. If yes, we need to establish what imputations there are, i.e. homophobic tendencies, pedophilia, etc. For each imputation, we need to establish if there is a defense. Typical defenses are honest opinion, expressed as one’s view, or truth. Honest Opinion needs to have a base to relate it to and not just a rant – i.e. John Laws was caught in the Cash for Comments scandal but there is no evidence to suggest he is a pedophile (unless the artists knows a truth – which becomes complicated again).Obscenity comes under classification, and since Pool does not have a rating system in place, we cannot offer this as a way to avoid publishing. A standard example of this relates to a younger audience member having the same access to an obscene piece of content (as guided by Pool’s Guidelines Section 4.1 a and b).These rules are premised by how do I read it/hear it. This is how a jury of citizens will approach the same piece of content. Risk management is also present when we ask how will John Laws hear about it, and what will the community think about it.(Fieldnotes, 2011) The suggestions the legal team returned are significant in highlighting the position of a media institution that facilitates remix. What is relevant here is a public service media organisation is a specific type of media organisation that is responsible for facilitating increased citizenry through its activities (Cunningham). Martin builds on the work of Jacka and Hartley to highlight how the ABC should be encouraging ‘DIY citizenry’. She says the combination of the core Reithian values of educate, inform and entertain can be combined with new media technologies that enable a “semiotic self determination model” to construct a “national semiosis model” (Hartley 161). However, there is a clear misalignment between the values of the PSM and the remix artist. What was required was the presence of a cultural intermediary to assist in calibrating those values and engaging in a negotiation phase between the two stakeholders. A cultural intermediary is a human or non-human actor that is located between the production and consumption of cultural artifacts and aids in facilitating the negotiation space between different expertise disciplines. In this case, it was the role of the community manager to attempt to connect the two approaches and enable remix practice to continue under the auspices of the ABC. The ABC had shifted its approach towards some of the Main$treaM material, but given its regulatory framework was unable to facilitate all of his contributions. Unfortunately in this case, Main$treaM did not align with the requirements of the ABC, left the Pool community and did not continue his practice of remix within the ABC any further. Conclusion Remixed texts that are published on PSM platforms demonstrate high levels of dependency on existing mass media texts, aligning them with the approach of the media dependency theory (Ball-Rokeach & DeFleur). Remixed texts are also cultural products of artists that live in media and not with media, as noted by Deuze (Media Industries, Work and Life) and are the result of mass cultural practice that manipulates the meaning of multiple cultural artefacts (Lessig). Remix as a form of online activism is also representative of Hall’s oppositional reading of texts which enable the practitioner to deepen their involvement within the social construction of reality (Adoni & Mane). Convergence cultures represent the audience’s ever-increasing desire to participate in the production of media and not merely consume it (Jenkins). The theoretical alignment of remix with these theories suggests remixed texts have a deeper and richer cultural representation than that of its institutionally produced parent text. However, collaboratively produced cultural artefacts via remix are problematised by the digital divide debate, specifically through the access of tools and knowledge for this practice. Lin terms this problem as ‘techno-elite’ where only certain individuals have access and knowledge and tools to engage in these types of cultural activities facilitated by PSM. Further, Carpentier challenges this type of participation by asking if we have access and can interact, are we really participating in a democratising activity, given the promises of online activism? Given that PSM is pursuing the concept of the audience as user, which positions the audience as a producer of content across online environments, facilitating the practice of remix should align with its core values to inform, educate and entertain (Martin). However as we have seen with the Main$treaM case, this is problematic when attempting to align the focus of a remix artist with that of PSM. In these instances the work of the cultural intermediary as the disciplinary expertise negotiator becomes critical to increase the societal representation within the production and consumption of cultural artefacts produced through the activity of remix. A public service broadcaster that is supportive of both institutionally produced texts, along with socially informed text production through remix, will be a rigorous media organisation that supports a better informed citizenry, or as Hartley suggests a self determined national semiosis model. References Adoni, Hanna, and Sherrill Mane. "Media and the Social Construction of Reality: Toward and Integration of Theory and Research." Communication Research 11.3 (1984): 323-40. Ball-Rokeach, Sandra, and DeFluer, Melvin. "A Dependency Model of Mass Media Effects." Communication Research 3 (1976): 3-21. Bruns, Axel. Blogs, Wikipedia, Second Life and Beyond: From Production to Produsage. New York: Peter Lang, 2008. Carpentier, Nico. "The Concept of Participation. If They Have Access and Interact, Do They Really Participate?" Communication Management Quarterly 21 (2011): 13-36. Cunningham, Stuart. Hidden Innovation: Policy, Industry and the Creative Sector. Creative Economy and Innovation Culture. Brisbane: University of Queensland Press, 2013. Deuze, Mark. Media Work. London: Polity Press, 2007. Deuze, Mark. "Media Industries, Work and Life." European Journal of Communication 24 (2009): 467. Enli, Gunn Sara. "Redefining Public Service Broadcasting." Convergence: The International Journal of Research into New Media Technologies 14.1 (2008): 105 - 20. González-Bailón, Sandra, et al. "The Dynamics of Protest Recruitment through an Online Network." Scientific Reports 1.197 (2011). Hall, Stuart. Encoding and Decoding in the Television Discourse. Council of Europe Colloquy on "Training In The Critical Reading of Television Language". 1973. Hartley, John. "Communicative Democracy in a Redactional Society: The Future of Journalism Studies." Journalism: Theory, Practice and Criticism 1.1 (2001): 39-48. Jacka, Liz. "'Good Democracy': The Role of Public Service Broadcasting." The Centre for Culture and History (2001). 2 Feb. 2013 < http://www.cmchnyu.org/pdfs/jacka.pdf >. Jenkins, Henry. Convergence Culture - Where Old and New Media Collide. New York: New York University Press, 2006. Johnson, Rob. Cash for Comment: The Seduction of Journo Culture. Media.Culture Series. Sydney: Pluto Press, 2000. Jones, Christopher. "Activism or Slacktivism? The Role of Social Media in Effecting Social Change." Research Paper. School of Engineering and Applied Science: University of Virginia, 2013. Knobel, Michele, and Colin Lankshear. "Remix: The Art and Craft of Endless Hybridization." Journal of Adolescent & Adult Literacy 52.1 (2008): 22-33. Lessig, Lawrence. Remix: Making Art and Commerce Thrive in the Hybrid Economy. New York: Penguin, 2008. Lin, Yu-Wei. "The Emergence of the Techno-Elite Audience and Free/Open Source Content: A Case Study on Bbc Backstage." Participations: Journal of Audience & Reception Studies 9.2 (2012): 597-613. Long, Paul, and Tim Wall. "Investigating Audiences: What Do People Do with Media?" Media Studies: Texts, Production and Context. Eds. P. Long et al. Harlow, England: Pearson Education Limited, 2009. 240-72. Martin, Fiona. "Beyond Public Service Broadcasting? ABC Online and the User/Citizen." Southern Review: Communication, Politics and Culture 35.1 (2002): 42-62. Rosen, Jay. "The People Formerly Known as the Audience." Pressthink: Ghost of Democracy in the Media Machine (2006). 2 Feb. 2013 < http://www.guardian.co.uk/media/2006/apr/25/bbc.broadcasting >. Shirky, Clay. Here Comes Everybody: The Power of Organising without Organisations. New York: Allen Lane, 2008.
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24

Ashton, Daniel. "Digital Gaming Upgrade and Recovery: Enrolling Memories and Technologies as a Strategy for the Future." M/C Journal 11, no. 6 (November 30, 2008). http://dx.doi.org/10.5204/mcj.86.

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Abstract:
IntroductionThe tagline for the 2008 Game On exhibition at the Australian Centre for the Moving Image in Melbourne invites visitors to “play your way through the history of videogames.” The Melbourne hosting follows on from exhibitions that have included the Barbican (London), the Royal Museum (Edinburgh) and the Science Museum (London). The Game On exhibition presents an exemplary instance of how digital games and digital games culture are recovered, organised and presented. The Science Museum exhibition offered visitors a walkthrough from the earliest to the latest consoles and games (Pong to Wii Sports) with opportunities for game play framed by curatorial plaques. This article will explore some of the themes and narratives embodied within the exhibition that see digital games technologies enrolled within a media teleology that emphasises technological advancement and upgrade. Narratives of Technological Upgrade The Game On exhibition employed a “social contextualisation” approach, connecting digital gaming developments with historical events and phenomena such as the 1969 moon landing and the Spice Girls. Whilst including thematic strands such as games and violence and games in education, the exhibition’s chronological ordering highlighted technological advancement. In doing so, the exhibition captured a broader tension around celebrating past technological advancement in gaming, whilst at the same time emphasising the quaint shortfalls and looking to future possibilities. That technological advancements stand out, particularly as a means of organising a narrative of digital gaming, resonates with Stephen Kline, Nick Dyer-Withford and Greig de Peuter’s analysis of digital gaming as a “perpetual innovation economy.” For Kline et al., corporations “devote a growing share of their resources to the continual alteration and upgrading of their products” (66). Technological upgrade and advancement were described by the Game On curator as an engaging aspect of the exhibition: When we had a BBC news presenter come in, she was talking about ‘here we have the PDP 1 and here I have the Nintendo DS’. She was just sort of comparing and contrasting. I know certainly that journalists were very keen on: ‘yeah, but how much processing power does the PDP 1 have?’, ‘what does it compare to today?’ – and it is very hard to compare. How do you compare Space War on the PDP 1 with something that runs on your mobile phone? They are very different systems. (Lee)This account of journalistic interest in technological progression and the curator’s subsequent interpretation raise a significant tension around understanding digital gaming. The concern with situating past gaming technologies and comparing capacities and capabilities, emphasises both the fascination with advancement and technological progress in the field and how the impressiveness of this advancement depends on remembering what has come before. Questions of remembering, recovering and forgetting are clear in the histories that console manufacturers offer when they describe past innovation and pioneering developments. For example, the company history provided by Nintendo on its website is exclusively a history of games technologies with no reference to the proceeding business of playing-card games from the late nineteenth century. Its website-published history only starts with the 1985 release of the NES (Nintendo Entertainment System), “an instant hit [that] over the course of the next two years, it almost single-handedly revitalized the video game industry” (Nintendo, ‘History’), and thereby overlooks the earlier 1983 less successful Famicom system. Past technologies are selectively remembered and recovered as part of the foundations for future success. This is a tension, that can be unpacked in a number of ways, across current industry transformations and strategies that potentially erase the past whilst simultaneously seeking to recover it as part of an evidence-base for future development. The following discussion develops an analysis of how digital gaming history is recovered and constructed.Industry Wind Change and Granny on the WiiThere is “unease, almost embarrassment”, James Newman suggests, “about the videogames industry within certain quarters of the industry itself” (6). Newman goes on to suggest:Various euphemisms have passed into common parlance, all seemingly motivated by a desire to avoid the use of the word ‘game’ and perhaps even ‘computer’, thereby adding a veneer of respectability, distancing the products and experiences from the childish pursuits of game, play and toys, and downplaying the technology connection with its unwanted resonances of nerds in bedrooms hunched over ZX Spectrums and Commodore 64s and the amateurism of hobbyist production. (6-7) The attempted move away from the resonances of “nerds in bedrooms” has been a strategic decision for Nintendo especially. This is illustrated by the naming of consoles: ‘family’ in Famicom, ‘entertainment’ in NES and, more recently, the renaming of the Wii from ‘Revolution’. The seventh generation Nintendo Wii console, released in November and December 2006, may be been seen as industry leading in efforts to broaden gaming demographics. In describing the console for instance, Satoru Iwata, the President of Nintendo, stated, “we want to appeal to mothers who don't want consoles in their living rooms, and to the elderly and to young women. It’s a challenge, like trying to sell cosmetics to men” (Edge Online). This position illustrates a digital games industry strategy to expand marketing to demographic groups previously marginalised.A few examples from the marketing and advertising campaigns for the Nintendo Wii help to illustrate this strategy. The marketing associated with the Wii can be seen as part of a longer lineage of Nintendo marketing with Kline et al. suggesting, “it was under Nintendo’s hegemony that the video game industry began to see the systematic development of a high-intensity marketing apparatus, involving massive media budgets, ingenious event marketing, ground breaking advertising and spin off merchandising” (118). The “First Experiences” show on the Wii website mocks-up domestic settings as the backdrop to the Wii playing experience to present an ideal, potential Wii-play scenario. These advertisements can be seen to position the player within an imagined home and game-play environment and speak for the Wii. As Keith Grint and Steve Woolgar suggest, “technology does not speak for itself but has to be spoken for” (32). As part of their concern with addressing, “the particular regime of truth which surrounds, upholds, impales and represents technology” (32), Grint and Woolgar “analyse the way certain technologies gain specific attributes” (33). Across advertisements for the Wii there are a range of domestic environments and groups playing. Of these, the power to bring the family together and facilitate ease of game-play for the novice is most noticeable. David Morley’s comment that, “‘hi-tech’ discourse is often carefully framed and domesticated by a rather nostalgic vision of ‘family values’” (438) is borne out here.A television advertisement aired on Nickelodeon illustrates the extent to which the Wii was at the forefront in motioning forward a strategy of industry and gaming inclusiveness around the family: “the 60-second spot shows a dad mistaking the Wii Remote for his television remote control. Dad becomes immersed in the game and soon the whole family joins in” (Nintendo World Report). From confused fathers to family bonding, the Wii is presented as the easy-to-use and accessible device that brings the family together. The father confusing the Wii remote with a television remote control is an important gesture to foreground the accessibility of the Wii remotes compared to previous “joypads”, and emphasize the Wii as an accessible device with no bedroom, technical wizardry required. Within the emerging industry inclusivity agenda, the ‘over technological’ past of digital gaming is something to move away from. The forms of ‘geek’ or ‘hardcore’ that epitomise previous dominant representations of gaming have seemingly stood in the way of the industry reaching its full market potential. This industry wind change is captured in the comments of a number of current industry professionals.For Matthew Jeffrey, head of European Recruitment for Electronic Arts (EA), speaking at the London Games Week Career Fair, the shift in the accessibility and inclusivity of digital gaming is closely bound up with Nintendo’s efforts and these have impacted upon EA’s strategy: There is going to be a huge swathe of new things and the great thing in the industry, as you are all easy to identify, is that Nindento DS and the Wii have revolutionised the way we look at the way things are going on.Jeffrey goes on to add, “hopefully some of you have seen that your eighty year old grandparent is quite happy to play a game”, pointing to the figure of the grandparent as a game-player to emphasise the inclusivity shift within gaming.Similarly, at Edinburgh Interactive Festival 2007, the CEO of Ubisoft Yves Guillemot in his “The New Generation of Gaming: Facing the Challenges of a Changing Market” speech outlined the development of a family friendly portfolio to please a new, non-gamer population that would include the recruitment of subject experts for “non-game” titles. This instance of the accessibility and inclusivity strategy being advocated is notable for it being part of a keynote speech at the Edinburgh Interactive Festival, an event associated with the Edinburgh festival that is both an important industry gathering and receives mainstream press coverage. The approaches taken by the other leading console manufacturers Sony and Microsoft, illustrate that whilst this is by no means a total shift, there is nevertheless an industry-wide engagement. The ‘World of Playstation: family and friends’ for example suggests that, “with PlayStation, games have never been more family-friendly” and that “you can even team up as a family to challenge your overseas relatives to a round of online quizzing over the PLAYSTATION Network” (Playstation).What follows from these accounts and transformations is a consideration of where the “geeky” past resides in the future of gaming as inclusive and accessible. Where do these developments leave digital gaming’s “subcultural past” (“subcultural” as it now becomes even within the games industry), as the industry forges on into mainstream culture? Past digital games technologies are clearly important in indicating technological progression and advancement, but what of the bedroom culture of gaming? How does “geek game culture” fit within a maturing future for the industry?Bedroom Programmers and Subcultural Memories There is a tension between business strategy directed towards making gaming accessible and thereby fostering new markets, and the games those in industry would design for people like themselves. This is not to deny the willingness or commitment of games developers to work on a variety of games, but instead to highlight transformation and tension. In their research into games development, Dovey and Kennedy suggest that, the “generation, now nearing middle-age and finding themselves in the driving seat of cultures of new media, have to reconcile a subcultural history and a dominant present” (145). Pierre Bourdieu’s account of symbolic capital is influential in tracing this shift, and Dovey and Kennedy note Bourdieu’s comment around, “the subjective image of the occupational project and the objective function of the occupation” (145). This shift is highly significant for ways of understanding maturation and inclusivity strategies within digital gaming.Bourdieu’s account of the “conservative functions attached” to an occupation for Dovey and Kennedy: Precisely describes the tensions between designers’ sense of themselves as ‘outsiders’ and rebels (‘the subjective image of the occupational project’) on the one hand and their position within a very tight production machine (‘the objective function of the occupation’) on the other. (145) I would suggest the “production machine”, that is to say the broader corporate management structures by which games development companies are increasingly operated, has a growing role in understandings of the industry. This approach was implicit in Iwata’s comments on selling cosmetics to men and broadening demographics, and Jeffrey’s comments pointing to how EA’s outlook would be influenced by the accessibility and inclusivity strategy championed by Nintendo. It may be suggested that as the occupational project of gaming is negotiated and shifts towards an emphasis on accessibility and inclusivity, the subjective image must be similarly reoriented. That previous industry models are being replaced, is highlighted in this excerpt from a Managing Director of a ‘leisure software’ company in the Staying ahead report on the creative industries by the Work Foundation:The first game that came from us was literally two schoolchildren making a game in their bedroom … the game hadn’t been funded, but made for fun … As those days are gone, the biggest challenges nowadays for game developers are finding funding that doesn’t impinge on creativity, and holding onto IP [intellectual property], which is so important if you want a business that is going to have any value. (27)This account suggests a hugely important transition from bedroom production, the days that ‘are gone’, towards Intellectual Property-aware production. The creative industries context for these comments should not be overlooked and is insightful for further recognising the shifts and negotiations taking place in digital gaming, notably, around the maturation of the games industry. The creative industries context is made explicit in creative industries reports such as Staying ahead and in the comments of Shaun Woodward (former Parliamentary Under-Secretary of State at the Department for Culture, Media and Sport) in a keynote speech at the 2006 British Video Games Academy Awards, in which he referred to the games industry as “one of our most important creative industries”. The forms of collaboration between, for instance, The Independent Games Developers Association (TIGA) and the Department of Culture, Media and Sport (see Gamasutra), further indicate the creative industries context to the maturation of the UK games industry.The creative industries context also presents the anchor through which tensions between a subcultural history and professional future and the complex forms of recovery can be more fully engaged with. The Game On curator’s indication that making comparisons between different games technologies systems was a delicate balance insightfully provides cautions to any attempt to mark out a strict departure from the ‘subcultural’ to the ‘professional’. Clearly put, the accessibility and inclusivity strategy that shifts away from geek culture and technical wizardry remains in conversation with geek elements as the foundation for the future. As technologies are recovered within a lineage of technological development and upgrade, the geek bedroom culture of gaming is almost mythologized to offer the industry history creative credentials and future potential. Recovering and Combining: Technologies and Memories for a Professional Future Emphasised thus far has been a shift from the days gone by of bedroom programming towards an inclusive and accessible professional and mature future. This is a teleological shift in the sense that the latest technological developments can be located within a past replete with innovation and pioneering spirit. In relation to the Wii for example, a Nintendo employee states:Nintendo is a company where you are praised for doing something different from everyone else. In this company, when an individual wants to do something different, everyone else lends their support to help them overcome any hurdles. I think this is how we made the challenge of Wii a possibility. (Nintendo)Nintendo’s history, alluded to here and implicit throughout the interviews with Nintendo staff from which this comment is taken, and previous and existing ‘culture’ of experimentation is offered here as the catalyst and enabler of the Wii. A further example may be offered in relation to Nintendo’s competitor Sony.A hugely significant transformation in digital gaming, further to the accessibility and inclusivity agenda, is the ability of players to develop their own games using games engines. For Phil Harrison (Sony), gaming technology is creating a, “‘virtual community’ of collaborative digital production, marking a return to the ‘golden age of video game development, which was at home, on your own with a couple of friends, designing a game yourself’” (Kline et al., 204). Bedroom gaming that in the earlier comments was regarded as days gone by for professionals, takes on a new significance as a form of user-engagement. The previous model of bedroom production, now outmoded compared to industry production, is relocated as available for users and recovered as the ‘golden age of gaming’. It is recovered as a model for users to aspire to. The significance of this for business strategy is made clear by Kline et al. who suggest that, “thousands of bright bulbs have essentially become Sony’s junior development community” (204). An obsolete model of past production is recovered and deployed within a future vision of the games industry that sees users participating and extending forms of games engagement and consumption. Similarly, the potential of ‘bedroom’ production and its recovery in relation to growth areas such as games for mobile phones, is carefully framed by Intellectual Property Rights (Edwards and Coulton). In this respect, forms of bedroom production are carefully situated in terms of industry strategies.The “Scarce Talent Seminars” as part of the London Games Week 2008 “Skills Week” further illustrate this continual recovery of ‘past’, or more accurately alternative, forms of production in line with narratives of professionalisation and industry innovation. The seminars were stated as offering advice on bridging the gap between the “bedroom programmer” and the “professional developer”. The discourse of ‘talent’ framed this seminar, and the bedroom programmer is held up as being (not having) raw talent with creative energies and love and commitment for gaming that can be shaped for the future of the industry. This discourse of bedroom programmers as talent emphasises the industry as an enabler of individual talent through access to professional development and technological resources. This then sits alongside the recovery of historical narratives in which bedroom gaming culture is celebrated for its pioneering spirit, but is ultimately recovered in terms of current achievements and future possibilities. “Skills Week” and guidance for those wanting to work in the industry connects with the recovery of past technologies and ways of making games visible amongst the potential industry workers of the future – students. The professional future of the industry is intertwined with graduates with professional qualifications. Those qualifications need not be, and sometimes preferably should not be, in ‘gaming’ courses. What is important is the love of games and this may be seen through the appreciation of gaming’s history. During research conducted with games design students in higher education courses in the UK, many students professed a love of games dating back to the Spectrum console in the 1980s. There was legitimacy and evidence of professing long-seated interests in consoles. At the same time as acknowledging the significant, embryonic power these consoles had in stimulating their interests, many students engaged in learning games design skills with the latest software packages. Similarly, they engaged in bedroom design activities themselves, as in the days gone by, but mainly as training and to develop skills useful to securing employment within a professional development studio. Broadly, students could be said to be recovering both technologies and ways of working that are then enrolled within their development as professional workers of the future. The professional future of the gaming industry is presented as part of a teleological trajectory that mirrors the technological progression of the industry’s upgrade culture. The days of bedroom programming are cast as periods of incubation and experimentation, and part of the journey that has brought gaming to where it is now. Bedroom programming is incorporated into the evidence-base of creative industries policy reports. Other accounts of bedroom programming, independent production and attempts to explore alternative publishing avenues do not feature as readily.In the 2000 Scratchware Manifesto for example, the authors declare, “the machinery of gaming has run amok”, and say, “Basta! Enough!” (Scratchware). The Scratchware Manifesto puts forward Scratchware as a response: “a computer game, created by a microteam, with pro-quality art, game design, programming and sound to be sold at paperback prices” (Scratchware). The manifesto goes on to say, “we need Scratchware because there is more than one way to develop good computer games” (Scratchware, 2000). Using a term readily associated with the Zapatista Army of National Liberation, the Scratchware Manifesto called for a revolution in gaming and stated, “we will strive for […] originality over the tried and tested” (Scratchware). These are the experiences and accounts of the games industry that seem to fall well outside of the technological and upgrade focused agenda of professional games development.The recovery and framing of past technologies and industry practices, in ways supportive to current models of technological upgrade and advancement, legitimises these models and marginalizes others. A eulogized and potentially mythical past is recovered to point to cultures of innovation and creative vibrancy and to emphasize current and future technological prowess. We must therefore be cautious of the instrumental dangers of recovery in which ‘bright bulbs’ are enrolled and alternative forms of production marginalised.As digital gaming establishes a secure footing with increased markets, the growing pains of the industry can be celebrated and recovered as part of the ongoing narratives of the industry. Recovery is vital to make sense of both the past and future. Within digital gaming, the PDP-1 and the bedroom geek both exist in the past, present and future as part of an industry strategy and trajectory that seeks to move away from them but also relies on them. They are the legitimacy, the evidence and the potential for affirming industry models. The extent to which other narratives can be told and technologies and memories recovered as alternative forms of evidence and potential is a question I, and hopefully others, will leave open.ReferencesDovey, John, and Helen W. Kennedy. Game Cultures. Maidenhead: Open University Press, 2006.Edge-Online. "Iwata: Wii Is 'Like Selling Make-Up to Men.'" Edge-Online 19 Sep. 2006. 29 Sep. 2006 ‹http://www.edge-online.com/news/iwata-wii-like-selling-make-up-men›.Edwards, Reuben, and Paul Coulton. "Providing the Skills Required for Innovative Mobile Game Development Using Industry/Academic Partnerships." Italics e journal 5.3 (2006). ‹http://www.ics.heacademy.ac.uk/italics/vol5iss3/edwardscoulton.pdf›.Gamasutra. "TIGA Pushing for Continued UK Industry Government Support." Gamasutra Industry News 3 July 2007. 8 July 2007 ‹http://www.gamasutra.com/php-bin/news_index.php?story=14504›Grint, Keith, and Steve Woolgar. The Machine at Work. London: Blackwell, 1997.Jeffrey, Matthew. Transcribed Speech. 24 October 2007.Kline, Stephen, Nick Dyer-Witheford, and Greig De Peuter. Digital Play. London: McGill-Queen’s University Press, 2003.Lee, Gaetan. Personal Interview. 27 July 2007.Morley, David. "What’s ‘Home’ Got to Do with It? Contradictory Dynamics in the Domestication of Technology and the Dislocation of Domesticity." European Journal of Cultural Studies 6.4 (2003): 435-458.Newman, James. Videogames. London: Routledge, 2004.Nintendo. "Company History." Nintendo. 2007. 3 Nov. 2008 ‹http://www.nintendo.com/corp/history.jsp›.Nintendo. "Wii Remote." Nintendo. 2006. 29 Sep. 2008 ‹http://wiiportal.nintendo-europe.com/97.html›.Nintendo World Report. "Nintendo’s Marketing Blitz: Wii Play for All!" Nintendo World Report 13 Nov. 2006. 29 Sep. 2008 ‹http://www.nintendoworldreport.com/newsArt.cfm?artid=12383›.Playstation. "World of Playstation: Family and Friends." Sony Playstation. 3 Nov. 2008 ‹http://uk.playstation.com/home/news/articles/detail/item103208/World-of-PlayStation:-Family-&-Friends/›.Scratchware. "The Scratchware Manifesto." 2000. 14 June 2006 ‹http://www.the-underdogs.info/scratch.php›.Work Foundation. Staying Ahead: The Economic Performance of the UK’s Creative Industries. London: Department of Culture, Media and Sport, 2007.
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