Dissertations / Theses on the topic 'Societal gaze'

To see the other types of publications on this topic, follow the link: Societal gaze.

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 dissertations / theses for your research on the topic 'Societal gaze.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

Cruea, Mark Douglas. "The Virtual Hand: Exploring the Societal Effects of Video Game Industry Business Models." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1320430304.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Gamieldien, Maheerah. "Lowering the gaze: Representations of Muslim women in South African society in the 1990's." University of the Western Cape, 2004. http://hdl.handle.net/11394/6502.

Full text
Abstract:
Magister Artium - MA
Muslim women’s lack of access to mosque space has left them with few opportunities to direct or influence the interpretation of the theological texts. The mosque is an almost strictly gendered space that is seen as a key platform from which Muslims are exhorted to fulfill existing obligations and where new practices emerge as part of the creation of tradition in the Muslim community. I would further like to argue that it is the acts and interventions of the women who have claimed Islam and its belief system in its entirety as their own and then shaped this to fit their lives that will enable Muslims to rethink existing attitudes to women in Muslim communities.
APA, Harvard, Vancouver, ISO, and other styles
3

Kenneally, Rhona Richman. "The tempered gaze : medieval church architecture, scripted tourism, and ecclesiology in early Victorian Britain." Thesis, McGill University, 2003. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=19609.

Full text
Abstract:
This dissertation explores how architecture is valorized by the cultural artifacts, both visual and text-based, which present and describe it. It examines aspects of the Gothic Revival in early Victorian Britain, to consider the assimilation of models of evolving architectural discourse by one organization with specialized interest in its promotion, and adaptations of that discourse in the realm of popular culture. The dissertation focuses on the ideology of the Cambridge Camden Society, from its inception in 1839 through to 1850. The Society advocated an appreciation of Gothic churches both for aesthetic, and for religious and moral reasons. A key dimension of its mandate, captured in the rhetoric of ecclesiology, was to prioritize an empirical investigation of extant medieval churches. Findings were to be recorded on specially-devised questionnaires, called "church schemes," using a text-based, specially-encoded taxonomy. Given the availability both of extensive documentation by the Society concerning these schemes, and of almost seven hundred completed forms, areas of conformity and divergence between the prescriptive, instructional material, and the descriptive material which indicates the actual reception of the architecture, may be discerned. "Church visiting" hence became the primary means of personal engagement with the architecture, enacted through the elaborate ritual of scripted tourism spelled out by the church schemes and attendant pedagogical documents. The importance, and the implications, of tourism to members of the Cambridge Camden Society are addressed through an evaluation of travel theories and methodologies, developed, especially, since the 1990s. An understanding of ecclesiology in terms of travel theory enables it to be evaluated in a wider context, namely as part of an emerging tourist ethos based on expanding opportunities and incentives to travel through Britain. From this perspective, the Cambridge Camden Society is to be perceived as part of a larger consortium of advocates of tourism to sights of medieval architecture, who employed similar inducements and terminology, and who created such markers of architectural authenticity as travel guides to mediate the traveller's reception of a given sight. As a result, the possibilities of the widespread dissemination of at least the architectural components of ecclesiological ideals, as part of the groundswell of promotional material devoted to all things Gothic, were enhanced.
APA, Harvard, Vancouver, ISO, and other styles
4

Lo, Dominic. "Football, The World's Game: A Study on Football's Relationship with Society." Scholarship @ Claremont, 2011. http://scholarship.claremont.edu/cmc_theses/94.

Full text
Abstract:
This paper looks at the way football affects society. Analysis includes a look into football in Victorian England, the notorious Glaswegian Rangers-Celtic rivalry as well as the role of football in the United States during the late 20th century.
APA, Harvard, Vancouver, ISO, and other styles
5

Manzione, Carlo. "Il Rhetor di Coricio di Gaza (op. XLII Foerster/Richtsteig) : società e scuola a Gaza nel tardo-antico." Thesis, Nantes, 2016. http://www.theses.fr/2016NANT2003.

Full text
Abstract:
Dans le Rhetor (op. XLII F./R.) Chorikios de Gaza imagine que un rhéteur d'une ville en état de siège, grâce à ses capacités oratoires, convainc les ennemis de lever le siège de manière à éviter à ses concitoyens une guerre longue et violente. En échange, il demande à la ville le prix qu’on doit accorder à "celui qui a conclu avec succès une guerre". Un soldat s’oppose "parce que la loi accorde des prix aux gagnants avec des armes, et non pas à ceux qui convainquent avec des mots". La déclamation est un hommage à la puissance évocatrice et persuasive du logos et marque le triomphe de la puissance de la raison sur la raison de la force. La thèse propose : une introduction à Chorikios, à son oeuvre, aux thèmes récurrents de ses déclamations (en référence aussi au thème du gheras dans la tradition rhétorique et déclamatoire), et à son contexte de référence ; la traduction de la déclamation ; le commentaire linguistique et stylistique et, au même temps, historique et littéraire. La thèse contextualise l’oeuvre de Chorikios dans la Gaza du VIe siècle après Jésus Christ et le rôle, entre le Ve et le VIe siècle apr. J-.C., de l’école de Gaza, dans la transition de la tradition classique au Christianisme et dans la rencontre de la culture païenne avec la culture chrétienne. L’analyse et le commentaire du Rhetor se focalisent notamment sur : 1) l’analyse des loci communes ; 2) la structure de la déclamation; 3) les dialexeis; 4) la dialexis 24 et sa position “problématique” dans le corpus de Chorikios
In the Rhetor (op. XLII F./R.) Choricius of Gaza imagines that a rhetor of a city under siege, with his oratorical skills, is able to convince the enemy to raise the siege, avoiding in this way a long and violent war to his fellow citizens. He demands from the city the prize which it is up to “the one who successfully put through a war”. A soldier opposes “because the law dispenses prizes to the winner with weapons, not to those who convinces with words”. The declamation is a tribute to the evocative and persuasive power of the logos. It marks the triumph of the power of reason upon the reason of force. The thesis proposes: an introduction about Choricius, his work and the recurrent themes of his declamations (also in order to the theme of gheras in the rhetorical tradition and declamatory) and its frame of reference; the translation of declamation; the linguistic and stylistic commentary and, at the same time, historical and literary commentary. This commentary is to clarify the author's text and the influence on Choricius of tradition and his originality in relation to this tradition. The thesis contextualizes the Choricius' work in the Gaza on the fifth and sixth century A.D. and the role of the Gaza School in the transition from the classical tradition to Christianity. The analysis and commentary of Rhetor focuses mainly on analysis of “loci communes”; structure of declamation; dialexeis; dialexis 24 and its location "problematic" in Choriciu’s corpus
APA, Harvard, Vancouver, ISO, and other styles
6

Holmgren, Hailey Elizabeth. "For the Love of a Game: The Effects of Pathological Video Game Use on Romantic Relationship Satisfaction." BYU ScholarsArchive, 2017. https://scholarsarchive.byu.edu/etd/6900.

Full text
Abstract:
Media use may have the potential to influence romantic relationships, depending on the context of media use. For example, pathological media use, which includes symptoms of addiction such as relapse, withdrawal, and conflict with family and friends over media use, may be particularly damaging to romantic relationships. Additionally, research shows that pathological video game use can negatively influence factors of mental health, including depression. The current study includes 183 heterosexual couples from the Eastern United States. Both members of each couple completed online surveys answering questions regarding pathological media use, depression, and relationship satisfaction. Results showed that male pathological video game use was not associated with female romantic relationship satisfaction. Additionally, male pathological video game use was associated with increased levels of male depression, and male depression was associated with increased levels of female relationship satisfaction. However, male depression did not mediate the relation between male pathological video game use and female relationship satisfaction. Discussion focuses on the implications of pathological video game use on mental health, as well as problems within the sample, measurement, and short-term longitudinal study design.
APA, Harvard, Vancouver, ISO, and other styles
7

King, Taryn. "Through the Camera Obscura : exploring the voyeuristic gaze through Grahamstown's architecture." Thesis, Rhodes University, 2015. http://hdl.handle.net/10962/d1018937.

Full text
Abstract:
My study explores the politics of viewing and the gaze. I argue that the gaze both arrests and objectifies the body, which in turn transforms subjects into objects therefore regulating social behaviour. The basic notion of the gaze will be explored throughout this thesis and thereby contextualizes my sculptures, which are casts of my naked body. My particular concern lies in how the ideas of surveillance have had an influence on architecture and buildings in Grahamstown. Throughout this mini thesis, I will explore a number of architectural spaces of Grahamstown such as the Provost prison, Fort Selwyn and the Camera Obscura which I argue were all designed based on the ideas of surveillance. The entanglement of Grahamstown architecture and the female form as a subject of voyeurism forms an important part of this thesis, as the context of Grahamstown architecture is centered on visibility, which in turn subjects people to a form of discipline. The Provost Prison, the Camera Obscura and the forts of Grahamstown are all good examples of this. Outside of this, the female body is also subjected to the gaze, which in turn suggests that the female body is also under surveillance and as a result also becomes disciplined. My installation is a response to Antony Gormley’s Event Horizon, in which he placed 33 steel and fibreglass casts of his own naked body at an elevated level on buildings around Manhattan and Brazil. In this discussion I have contextualized my work with reference to the ideas of different theorists. The three main theorists I have cited are Michel Foucault, Jonathan Crary and Laura Mulvey. Foucault is specifically cited due to his discussion on Panoptic power, surveillance and docile bodies. Crary makes a number of important points with regards to the ideological operations of the Camera Obscura as well as its history while Laura Mulvey’s writings form the basis of the voyeuristic gaze from the perspective of a feminist.
APA, Harvard, Vancouver, ISO, and other styles
8

Gjörloff, Per M., and Robert Gustafsson. "The Hidden Game : A comparative study on rugby and soccer in modern South African society." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-29236.

Full text
Abstract:
The popular discourse has it that sports take a big part in the everyday life of South Africa. Given its segregated past, we ask the question on how the media discourse were on race, politics and gender during the formative period of circa 1990-1995. Utilizing discourse analysis on newspaper clippings from 1990 to 1995 and 2004 and interviews with players, coaches, administrators and sports activists, we have found that there was indeed a specific white discourse that subjugated the black perspective into the subaltern and formed partnership with the hegemonic traditions of the white apartheid regime.
APA, Harvard, Vancouver, ISO, and other styles
9

MAIA, LUCIANO SILVA. "CONSUMER SOCIETY ANM CONTEMPORARY NARCISISM: A GAME OF MIRRORS IN A WORLD OF FEW IDEALS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2007. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=10162@1.

Full text
Abstract:
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
Partindo de uma análise introdutória da lógica do consumo fundada nas contribuições das Ciências Sociais, este trabalho desenvolveu a seguir o argumento segundo o qual a sociedade de consumo se beneficia, em grande medida, da permanência no psiquismo de um ideal de onipotência narcísica que aponta para um estado originário de ausência de necessidade, sintetizado na primeira experiência de satisfação. A intenção central deste trabalho foi, portanto, detectar quais os elementos psíquicos responsáveis pela sustentação do arranjo social representado pela sociedade de consumo, a partir de uma discussão das conseqüências subjetivas da constituição do sujeito numa cultura do consumo que, por outro lado, representam apoios psíquicos consistentes com sua manutenção.
Starting from an introductory analysis os consumer logic, based on the contributions derived from Social Sciences, this study develops the argument that consumer society benefits largely from the persistence in the psyche of an omnipotent narcissist ideal which points to an original state of completeness, synthesized by the first experience of satisfaction. The core purpose of this work was, therefore, to detect which psychic elements are responsible for sustaining the social arrangement represented by consumer society, emphasizing the subjective consequences that result from the process of the constitution of a subject within a consumer cultura whilst, on the other hand, provide psychic support consistent with its maintenance.
APA, Harvard, Vancouver, ISO, and other styles
10

Schultz, Riley. "Civil Society Under Israeli Occupation : A Case Study of Palestinian NGO's in the Gaza Strip." Thesis, Malmö universitet, Institutionen för globala politiska studier (GPS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43838.

Full text
Abstract:
This study is an attempt to understand how PNGO’s are impacted as a result of the Israel- Palestine conflict today, while touching upon issues such as the Gaza blockade, relief aid, political participation, Hamas and the PA, and the occupation. I have had the opportunity of coming into contact with four different PNGO workers based in the Gaza Strip, and conducted qualitative structured interviews with each of them. They possess key insights as they exist at the center of the research problem. Through the theoretical lens of Paul Lederach (1997) and the utilization of the Directed Content Analysis (DCA) method, the structured interviews were analyzed in order to explore both the factors that Gazan PNGO workers identified as having an effect on their organization, as well as how it affects their organizational capacity and peace work.
APA, Harvard, Vancouver, ISO, and other styles
11

Huggins, Michael John. "'Monstrous game of speculation' : flat racing and British society c1790-1914; a social and economic history." Thesis, Lancaster University, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.246128.

Full text
APA, Harvard, Vancouver, ISO, and other styles
12

Chao, Yu-ling. "Dance, culture and nationalism : the socio-cultural significance of Cloud Gate Dance Theatre in Taiwanese society." Thesis, City University London, 2000. http://openaccess.city.ac.uk/11875/.

Full text
Abstract:
The socio-cultural significance of Cloud Gate Dance Theatre (est. 1973) in Taiwan is manifested in the interconnection of political nationalism and the representation of a diasporic postcolonialist cultural nationalism in its dance creations. The hybrid nature of Taiwanese society and its struggle between Chinese and Taiwanese nationalism are reflected in the motive behind the creation of the company, the evolution of its repertoire and changes in its nationalist stance. The creation of Cloud Gate, the first Taiwanese contemporary dance company, was stimulated by its founder Lin Hwaimin's enthusiasm for Taiwan Chinese nationalism. The name Cloud Gate Dance Theatre not only relates to Chinese dance history and the formation of Chinese mythological nationalism, but also indicates the hybrid nature of Taiwanese society. In brief, Cloud Gate's multi-cultural dance creation is generated by diasporic Chinese for diasporic Chinese. In the light of intensifying Taiwanese nationalism on the island the evolution of the Cloud Gate repertoire (between 1973-1997), which began by juxtaposing Chinese and Western dance elements before integrating Chinese, Western, Taiwanese, Taiwanese indigenous and various Asian dance elements, reflects the company and Taiwanese society's search for a Taiwanese cultural and political identity. Among the Cloud Gate repertoire, Legacy (1978) and Nine Songs (1993) are considered to exemplify most this distinct socio-cultural phenomenon-the interaction and interconnection between dance, culture and nationalism in the context of the formation of Taiwan as a postcolonial society in opposition to Chinese nationalist hegemony. A research methodology for the socio-cultural analysis of dance is developed, with specific relevance to the Cloud Gate repertoire, which incorporates methods originating in sociology of dance and choreological studies. This is supported by a documentary research method which draws on theories and analytical methods of sociology and dance history. Zelinger's (1979) theory of semiotics of theatre dance is applied to bring together sociological and choreological methods. The examination of Thomas' (1986) sociological analysis of dance, Adshead's (1988) and Sanchez-Colberg's (1992) dance structural analysis leads to the development of a new method of analysis. Geertz's (1973) concept of `Thick description' provides the theoretical ground for the interpretation of data collected through the analysis of extrinsic and intrinsic features of cultural phenomena. Consequently the significance of the dance in question can be addressed in terms of the complex network of interpretations of it within its socio-cultural context.
APA, Harvard, Vancouver, ISO, and other styles
13

Townshend, Philip. "Games in culture : a contextual analysis of the Swahili board game and its relevance to variation in African Mankala." Thesis, University of Cambridge, 1986. https://www.repository.cam.ac.uk/handle/1810/250894.

Full text
APA, Harvard, Vancouver, ISO, and other styles
14

Mosharrof, Sadia. "Intellectual Property Rights and the Game Industry : Focusing on Copyright law." Thesis, Uppsala universitet, Juridiska institutionen, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-415694.

Full text
Abstract:
This thesis looks at how copyright laws are used in the home console Gaming industry and, in particular, how these laws are used to capture the returns from Investment .Which can indirectly provide a stimulus to innovation. The relationship is evaluated in two selected markets: the United States (USA), the European Union.This thesis assesses this relationship through a unique approach, adopting both a legal approach and economic analysis. The thesis begins with a detailed analysis of the market for this industry to identify the key factors affecting the ability of individual businesses to return on investment.Next come Section II which continues to examine the effects of copyright on these factors in the developed markets of the United States and Europe. It's the view of this thesis that copyright laws can theoretically be used to maximize the performance of a business investment without distorting competition; therefore, the thesis suggests that IPRs indirectly, it can create incentives to innovate.
APA, Harvard, Vancouver, ISO, and other styles
15

Hill, Warren D. "Ballcourts, competitive games and the emergence of complex society." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ38896.pdf.

Full text
APA, Harvard, Vancouver, ISO, and other styles
16

Jahrmann, Margarete. "Ludics for a Ludic society : the art and politics of play." Thesis, University of Plymouth, 2011. http://hdl.handle.net/10026.1/453.

Full text
Abstract:
This dissertation provides an analysis of, and critical commentary on, the practice of playfulness as persistent phenomenon in the arts, technology and theory. Its aim is to introduce political reflections on agency through the study of playful technological artefacts, which were largely ignored in the recent discussions on game and play. Following the critical analysis of historic discourses and actual studies of play under differing auspices, and in order to understand play as inherently political agency, this thesis’ research question addresses the immersive effects of playful agency in symbolic exchange systems and in the material consciousness of the player. This thesis conducts an analysis of material cultures, in order to categorise play as technique of an inherent critique of technological culture. It traces the development of contemporary technological objects and their materiality in relation to the application of the concept of affordance in design theory. The author consequently proposes a new category of ‘play affordances’ in order to describe these new requirements of play found in consumer technologies. The structure of the analysis in the distinct chapters is informed by a stringent historic, theoretical and arts analysis and an alternating arts practice. The convergence of these elements leads to insights on further uses, options and perspectives of the research problems discussed, in particular in relation to the requirements of playful interaction in contemporary technologies, which increasingly radicalises the importance of play. The thesis’ hypothesis states that playful practices in arts and technologies provide models for political agency, like the strategic use of Con-Dividualities (Jahrmann 2000). This term describes the concept of shared identities in society or social media consumer technologies, as discussed in historic case studies and the author’s own arts practice, related to the modification of technologies as methodology of arts research. In this way the arts practice and theory of playfulness informs the emergence of a new methodology of research, intervention and participation in society through the arts of play, which is coined as Ludics, as an original outcome of this thesis.
APA, Harvard, Vancouver, ISO, and other styles
17

Fields, Lindsay D. "Developing a Model to Predict Prevalence of Compulsive Behavior in Individuals with OCD." Scholar Commons, 2018. https://scholarcommons.usf.edu/etd/7286.

Full text
Abstract:
The most common method of diagnosing Obsessive-Compulsive Disorder is the Yale-Brown Obsessive Compulsive Scale, which measures the severity of symptoms without regard to compulsions. However, this scale is limited to only considering the quantifiable time and energy lost to compulsions. Conversely, current systems of brain imaging arrest mobility and thus make it virtually impossible to observe compulsions at all, focusing instead on neurological responses to external stimuli. There is little research which merges both approaches, to consider the neuro-physiological effects of obsessions as well as the physical response through compulsions. As such, this research is focused on developing a model of compulsivity based upon neurological chemical pathways. The objective is to develop a model which would predict, given a set of environmental parameters, the probability of an individual with OCD performing compulsive behavior and the prevalence of such behavior. By applying this concept to a neural system known as the worry circuit, a computer program was composed and simulations run by this program suggest that the likelihood of compulsive behavior can be predicted using a function of the number of compulsions performed previously. In this model, each neurological agent in the worry circuit, represented by an automaton, has a certain probability of reacting to a stimulus and moving into one of two distinct excited states. Based on the final state of the automaton, the agent will send excitatory or inhibitory signals to surrounding agents, which also have a certain probability of changing states. If the final agent within the cycle shifts into an excited state, the subject will perform a compulsion. These results may be considered preliminary, given the sample size of the case study and the primitive nature of the model.
APA, Harvard, Vancouver, ISO, and other styles
18

Csengeri, Janos. "Civil society as a game changer: a comparative study of political transitions in Eastern Europe and the Middle East." Thesis, Monterey, California: Naval Postgraduate School, 2013. http://hdl.handle.net/10945/38911.

Full text
Abstract:
Approved for public release; distribution is unlimited.
This study examines the role civil society has played in bringing about political change in the totalitarian regimes of the former Communist Bloc in Eastern Europe and the authoritarian states challenged by the Arab Spring. Specifically, this thesis creates a list of criteria for evaluating the presence of a good (meaning vibrant and liberal) or bad (meaning anti-democratic and non-liberal) civil society, and uses these criteria to predict the long term prospects of democratization in the four countries studied: Poland, Russia, Tunisia, and Egypt. The study finds that the presence of a good civil society or the majority of its criteria enhances the prospects of democratization in countries undergoing political transitions, while the lack of all or most of its criteria significantly decreases the likelihood that a democratic system will take root.
APA, Harvard, Vancouver, ISO, and other styles
19

Cerbara, Mattia. "Game engines and MAS: tuplespace-based interaction in Unity3D." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15627/.

Full text
Abstract:
I Game Engines stanno acquisendo sempre più importanza sia in ambito industriale, dove permettono lo sviluppo di applicazioni moderne e videogiochi, sia in ambito di ricerca, in particolare nel contesto dei sistemi multi-agente (MAS). La loro capacità espressiva, unita al supporto di tecnologie e funzionalità innovative, permette la creazione di sistemi moderni e complessi in maniera più efficiente: il loro continuo avanzamento tecnologico li ha portati ad essere una realtà su cui fare affidamento nella produzione di vari applicativi diversi, come applicazioni di realtà aumentata/virtuale/mista, simulazioni immersive, costruzione di mondi virtuali e 3D, ecc. Ciononostante, soffrono la mancanza di proprie astrazioni e meccanismi che possano essere affidabili e utilizzati per aggredire la complessità durante il design di sistemi complessi. Il tentativo di sfruttare le caratteristiche della teoria dei MAS all'interno degli ambienti di sviluppo dei Game Engines procede secondo questa direzione: integrando le astrazioni costituenti i MAS all'interno dei Game Engines, con particolare riferimento ai modelli di coordinazione tra agenti, può portare a nuove soluzioni, riuscendo a risolvere problemi tecnologici grazie all'aiuto degli engine grafici. Questa tesi utilizza il Game Engine Unity3D proponendo due librerie C#, le quali sfruttano una precedente integrazione dello stesso framework con il Prolog per l'abilitazione di un modello di interazione e coordinazione basato su spazi di tuple, utilizzabile tramite l'implementazione di primitive LINDA. Le librerie offrono interfacce di programmazione (API) sfruttabili dai programmatori C# Unity3D per integrare nelle loro creazioni il supporto a tale modello, con una nuova modalità per la gestione della coordinazione tra oggetti in Unity3D e fornisce importanti proprietà, essendo fondamentale nel contesto dei MAS dal punto di vista dell'ingegnerizzazione di sistemi complessi e della gestione delle interazioni tra agenti.
APA, Harvard, Vancouver, ISO, and other styles
20

Smith, Jamie McClellan. "The Relationship Between Video Game Use and Couple Attachment Behaviors in Committed Romantic Relationships." BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3606.

Full text
Abstract:
This study examines whether the single or shared leisure activity of video gaming or a report of it as a problem is negatively related to couple attachment behaviors (accessibility, responsiveness, and engagement). The model suggests that individual frequency of violent video game use, individual frequency of nonviolent video game use, and couple video game use frequency predict negative couple attachment behaviors. In addition, video game playing that is perceived as a problem in the relationship serves as a mediator variable in the model. Data were collected using the Relationship Evaluation questionnaire (RELATE). The sample includes 2,112 couples who reported seriously dating, engagement, or marriage. The measures include assessing couple attachment behaviors and questions assessing video game use rates. Results indicated that male's violent video game use predicted the female's attachment behaviors, while the female's nonviolent video game use predicted the male's attachment behaviors. The male's violent video game use and the female's nonviolent video game use predicted his/her perception and their partner's perception that video games were a problem in the relationship, and their perception predicted less attachment behaviors, which was a fully mediated relationship for both. The female's view that video games were a problem negatively predicted both her and her partner's attachment behaviors, while the male's view only predicted his attachment behaviors. Future research directions and clinical implications for couples are discussed.
APA, Harvard, Vancouver, ISO, and other styles
21

Davies, Bryan. "Evaluating the User-Experience of Existing Strategies to Limit Video Game Session Length." Thesis, University of Cape Town, 2018. http://pubs.cs.uct.ac.za/archive/00001248/.

Full text
Abstract:
Digital video games are an immensely popular form of entertainment. The meaningful positive experiences that games facilitate are fundamental to the activity; players are known to invest a lot of time playing games in search of those experiences. Digital games research is polarized. Some studies find games to be a healthy hobby with positive effects; games promote well-being through regular experience of positive psychological experiences such as flow and positive emotions. Others have identified rare problematic use in those players who devote excessive amounts of time to gaming, associating them with social dysfunction, addiction, and maladaptive aggression. While it remains unclear if games cause these effects, or merely coincide with play, the negative effects historically receive more attention in both popular media and academia. Some authorities attempt to reduce the harms associated with games to such an extent that their methods have become national policy affecting all players including those who exhibit no negative outcomes. In South Korea and Taiwan, policing authorities employ a behaviour policy that sets strict daily limits on session length, thereby controlling the amount of time people spend playing games each day. In China, the General Administration of Press and Publication employ a design policy requiring that games service-providers fatigue their games’ mechanics after a period to coax them to take a break sooner than they ordinarily would. Both policy types alter player interaction with games in any given session and it is unclear how these policies affect players in general. This research aims to compare sessions affected by the behaviour policy, design policy, and policy-free sessions in terms of session length, measurable subjective user-experience, the player's intention to return to the game, and their reasons for choosing to stop playing in a particular session. For use in a repeated-measures experiment, we modified the action RPG Torchlight II to simulate both policies. Participants had one session at the same time each week for three consecutive weeks. In varied sequences, participants played a control session unaffected by policy, a one-hour shutdown session representing behaviour policy, and a fatigue session representing design policy. After each session, we recorded their session's length, their user-experience in terms of flow and affect, their intention to return to the game, and their reason for ending the current session. We found that our shutdown condition successfully decreases session length, when compared to the other conditions. The condition facilitates strong flow, moderate positive-affect, and weak negative-affect. The shutdown event does not appear to degrade positive experiences and makes participants slightly more upset (statistically significant) than they would be after choosing to stop playing. This is because players do not get to make that decision, and because players are unable to complete the goals they have set for themselves. Most players intended to play the game again immediately or sometime later in that same day, much sooner (statistically significant) than they would after choosing to stop. This also may be due to satisfaction associated with choosing to stop, or being unable to complete their self-set goals. We found that our fatigue condition increases session length when compared to the other conditions. This result contradicts the intentions associated with design policies: shorter sessions. The fatigue mechanics make the game more difficult, which increases the time required for players to complete the goals they have set for themselves, whether it is to complete a level, quest, or narrative sequence. The condition facilitates high levels of flow, moderate positive-affect and low negative-affect; the condition does not appear to degrade these positive experiences, nor increase negative experience. Most players intended to take the longest breaks between sessions of at least one day, and although we observed that these were longer than the control condition, the differences is not statistically significant. We found that most participants chose to stop playing when the game stopped providing them with positive experiences, or begins to generate discomfort. A large group of participants chose to stop because another activity took priority. Few participants chose to stop because they were satisfied with their session. Less than one third of players explicitly referenced the fatigue mechanics in their decision to stop. Neither policy is holistically better than the other. Both provide strong positive experiences, and have different effects on session length. Whereas it appears that the fatigue condition fails to reduce session length, it also appears that players intend taking longer breaks between sessions, which may reduce total play-time across all sessions. Similarly, the shutdown condition may increase total play time, or at least bring it closer to normal amounts of play-time while also making players more upset. Our operational definition of user-experience is bi-dimensional, and does not include many experiential constructs commonly associated with digital games. During this research, several reliable and valid, and more representative experience measures became available. Any future work on this topic should make use of one of these. Our experiment tested the effects of player experience associated with a single game, genre, and context. Future research should reduce the variation of player factors by focusing on single personalities, typologies, or risk-factors rather than generalizing to all players. We tested out participants only as they played in the early stages of Torchlight II. It is possible that the game's narrative elements, rather than the gameplay mechanics fatigued by the design policy, motivated continued play. We suggest a longitudinal study of the individual policies to explore their effects over many sessions.
APA, Harvard, Vancouver, ISO, and other styles
22

Qleibo, Elena. "Vivre à Gaza : pour une sociologie de la résilience." Thesis, Bourgogne Franche-Comté, 2017. http://www.theses.fr/2017UBFCC026/document.

Full text
Abstract:
Comment les Gaziotes parviennent-il à surmonter les épreuves que leur impose un blocus qui, commencé en 2000, est devenu pratiquement total à partir de 2006 ? Comment expliquer la résilience sociale dont ils ont fait preuve jusqu'à maintenant ? À cette question la thèse d'une chercheuse en sociologie et anthropologie, qui a partagé la vie les Gaziotes pendant plus de dix ans, essaie de répondre. L'analyse est fondée sur des entretiens approfondis auprès d'une population de 120 personnes, sur de nombreuses observations de la vie quotidienne ainsi que sur les résultats de diverses études et rapports sur les conditions de vie à Gaza. La thèse montre qu'il faut chercher l'origine de larésilience dans les ressources que sont, pour les Gaziotes, la solidité de leurs institutions sociales et la référence à une histoire partagée. Au-delà du cas de Gaza, ce travail représente une contribution à une réflexion sur ce qui peut permettre aux sociétés comme aux individus, de surmonter les crises
How to explain the social resilience evidenced by Gazans notwithstanding the challenges imposed by what began as a partial blockade in the year 2000 to become a practically unmitigated situation since the year 2006? Having shared the daily life of Gaza for over ten years, a researcher in sociology and anthropology tries to answer the question. This thesis is the result of the analysis of in-depth interviews of a population of circa 120 individuals , men and women, coupled by immersion in the daily life and availing herself of numerous and diverse reports and studies on the condition of life in Gaza. The researcher concludes that one has to probe for the origin of this resilience in the resources that constitute for the Gazans the solidity of their social institutions and the reference to a shared history.Beyond the Gaza case, this work is a contribution to an analysis of what may allow societies and individuals that conform them to overcome crisis
APA, Harvard, Vancouver, ISO, and other styles
23

Diab, Madeleine, Helge Fischer, Bettina North, Josefin Müller, and Maik Arnold. "Game-Based Learning in der beruflichen Bildung." TUDpress, 2020. https://tud.qucosa.de/id/qucosa%3A73708.

Full text
Abstract:
Erfolgreiche Lehr- und Lernprozesse sind im Gegensatz zu impliziten und non-formalen Lernprozessen keine Zufallsprodukte, sondern Ergebnisse didaktischer Professionalität bei der Entwicklung von Lernsituationen. Es ist Aufgabe der Didaktik, die Bedingungen für erfolgreiches Lernen bzw. die Anwendung von Wissen im Alltag zu schaffen und zu schärfen. Damit werden u. a. die Konzepte Motivation, Emotionen und Lerntransfer adressiert.
APA, Harvard, Vancouver, ISO, and other styles
24

Siegel, Claire. "L'Artgame, un jeu utopique à l'ère de la gamification ?" Thesis, Montpellier 3, 2015. http://www.theses.fr/2015MON30037/document.

Full text
Abstract:
Du serious game à l'Artgame, le jeu vidéo s'est détaché de l'industrie du loisir pour devenir l'un des médiums les plus attractifs de ce siècle. La gamification, notamment, traduit une aspiration au ludique qui pénètre les mentalités des individus contemporains et leur rapport au monde et à autrui. Que ce soit dans son industrie, dans les mouvements des serious games, des Games For Change et également de l'Artgame et du Game Art, l'avènement de la société du jeu total est manifeste. Comme le jeu avant lui, le jeu vidéo apparaît comme un espace de représentations, véhicule de l'esprit du temps. Perpétué ou mise en critique, celles-ci se déploient à l'intérieur des représentations formelles et structurelles de ces objets vidéoludiques. Formant des « architectures rhétoriques », les jeux vidéo doivent être considérés comme des hypermédiums afin de découvrir les discours et les tensions socio-politiques en jeux.Conçus par des sujets culturels, les jeux vidéo véhiculent les idéologèmes transmis par leurs game designers. A travers leurs créateurs, ces formes artistiques sont telles des prismes qui permettent de faire apparaître les enjeux contemporains à travers différents matériaux artistiques dont ils se font le porteur : image, musique, texte, mécanique, systèmes de gameplay, etc. Face à une gamification dont l'objectif est d'édulcorer le monde pour le rendre fonctionnel dans une société néolibérale aliénante, certaines œuvres vidéoludiques, notamment dans le domaine de l'Artgame, dévoile le potentiel émancipateur, critique et revendicateur du jeu vidéo. Chez elles, les territoires vidéoludiques sont, au contraire, saisis comme une « technique du réveil » des questions philosophiques fondamentales, des actes sociétaux nécessaires et d'un engagement politique vital chez l'individu contemporain
From serious games to ArtGame, the video game broke away from the entertainment industry to become one of the most attractive media of this century. Gamification, in particular, reflects a desire for fun penetrating the mentality of contemporary people and their relation to the world and to others. Whether in its industry, in the serious games movement, or the Games for Change and also the ArtGame and Game Art, the advent of the society of total gaming is obvious. As with all forms of games previously, the video game appears as a space for representations, a vehicle of “l'esprit du temps”. Perpetuated or criticized, these representations unfold within the formal and structural representations of these videogames. Forming "rhetorical architectures", video games must be regarded as “hypermediums” to discover discussions and the socio-political tensions at play.Conceived by game designers, who are “cultural subjects”, video games convey their “ideologemes” transmitted from a time. Through their creators, these art forms are like prisms that can show the contemporary issues through the various artistic materials : image, music, text, mechanics, gameplay systems, etc. Faced with gamification aiming to sweeten the world to make it functional in an alienating neo-liberal society, some video games, especially in the field of ArtGame, unveil the emancipating, critical and demanding potential of video games. Among them, the video game territories are, instead, considered as an "awakening technique" for fundamental philosophical questions, necessary societal actions and vital political commitments in the contemporary individual
APA, Harvard, Vancouver, ISO, and other styles
25

McCarley, Alastair. "The people's 'beautiful game'/'just another bloody Saturday afternoon' : the popular, sectarian-class football culture of N.Irish society; a sociological analysis." Thesis, University of Ulster, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.261040.

Full text
APA, Harvard, Vancouver, ISO, and other styles
26

Kramm, Michael [Verfasser], Lars Peter [Akademischer Betreuer] Metzger, and Wolfgang [Gutachter] Leininger. "Game theoretical analyses of industrial and societal organization : Economic design with a focus on heterogeneity and the impact of informational asymmetries / Michael Kramm ; Gutachter: Wolfgang Leininger ; Betreuer: Lars Peter Metzger." Dortmund : Universitätsbibliothek Dortmund, 2018. http://d-nb.info/1172970947/34.

Full text
APA, Harvard, Vancouver, ISO, and other styles
27

Kramm, Michael [Verfasser], Lars [Akademischer Betreuer] Metzger, and Wolfgang [Gutachter] Leininger. "Game theoretical analyses of industrial and societal organization : Economic design with a focus on heterogeneity and the impact of informational asymmetries / Michael Kramm ; Gutachter: Wolfgang Leininger ; Betreuer: Lars Peter Metzger." Dortmund : Universitätsbibliothek Dortmund, 2018. http://nbn-resolving.de/urn:nbn:de:101:1-2018120702432089798700.

Full text
APA, Harvard, Vancouver, ISO, and other styles
28

Smith, Nathan J. "Does Video Game Content Matter? An Examination of Two Competing Ideas." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/6026.

Full text
Abstract:
The current paper addresses the associations between video game content (i.e., physically aggressive, relationally aggressive, and prosocial) and physical aggression, relational aggression, and prosocial behavior in two distinct developmental periods. The purpose of the paper is to test whether playing video games with a particular type of content influences behaviors over time, or whether individuals who have higher levels of physical aggression, relational aggression, or prosocial behavior prefer to play games with similar content. Two theories will be simultaneously examined and tested in order to determine the relative merit in using each in research examining the relationships between video game content and positive and negative behaviors. More specifically, this paper will address the General Aggression Model/General Learning Model (GAM/GLM) and the Uses and Gratification Theory. The GAM/GLM, at their core, predict that exposure to video game content will build a cognitive schema which will guide how an individual should behave when confronted with a later social encounter (Anderson & Bushman, 2002). Contrarily, Uses and Gratification would suggest that a person chooses to play video games with a particular type of content, and that video games should not influence behavior. Specifically, according to the theory, individuals should seek out video games in order to fulfill their inward feelings and motivations (e.g., an individual with aggressive tendencies would play games with more violent and aggressive content) (Katz, Blumler, & Gurevitch, 1973; Whiting & Williams, 2013). A careful analysis showed a significant relationship between each type of video game content and its' corresponding behavior among adolescents, which supports the assumptions of the GAM and GLM. There was no relationship between video game content and behavior among preschoolers. With the exception of relational aggression of physically aggressive content, there was no support for Uses and Gratification Theory, in that preschoolers' and adolescents' levels of physical aggression, relational aggression, and prosocial behavior were not related to the preference for video games with different types of content. The analysis adds significantly to the current literature by showing a relationship between video game content and behavior over a four year period.
APA, Harvard, Vancouver, ISO, and other styles
29

Selimi, Fitim. "Roll, Duck, & Cover! : A collaboratively produced, critical game that generates a discussion around the visual representation of nuclear warfare in media." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76203.

Full text
Abstract:
This research project explores how we can apply Emerging Design Landscapes such as Critical Design and Collective Creativity, in combination with traditional fields of visual communication to address societal challenges in cooperation with society. In particular, this paper aims to question the visual representation of nuclear warfare, and how we could utilize Peircean Semiotics to better understand set representation. The design outcome is a critical board game that at its core aims to create a discussion around the visual representation of nuclear warfare today and act as a learning platform that would help its user better understand the practice of semiosis.
APA, Harvard, Vancouver, ISO, and other styles
30

Guardiola, Emmanuel. "Méthode de game design pour la création d'un profil psychologique du joueur." Phd thesis, Conservatoire national des arts et metiers - CNAM, 2014. http://tel.archives-ouvertes.fr/tel-00978531.

Full text
Abstract:
Générer du gameplay est un incontournable objectif de la réalisation d'un jeu. Nous le recherchons lorsque nous nous rentrons dans la bulle ludique. Pourtant, les éléments produits par les game designer sont des systèmes de jeu, des règles, une simulation, etc. Pour que ce système permette la naissance du gameplay, les game designers doivent nécessairement tenter de modéliser le joueur. Empiriquement ils manipulent des modèles psychologiques et sociologiques du joueur : Courbe d'apprentissage, gestion de la difficulté, degré d'efficience (etc.). Au cœur de la session de jeu industriel et chercheur ont besoin de moyens pour mieux cerner le joueur. La question que nous nous posons est celle de la détection des traits psychologiques, d'éléments caractérisant du joueur, au travers du gameplay ou, pour le moins, engagé dans une expérience ludique. Nous proposons une méthode de game design dédiée à la création d'un profil psychologique du joueur. Nous avons pu l'expérimenter lors d'un travail de collaboration avec INETOP et Paris Ouest sur la question des tests d'orientation professionnelle. Il s'agit du serious game JEU SERAI, développé en partenariat avec l'industriel Wizarbox. Cette première expérimentation nous permet d'envisager un développement de ce champ de recherche à la croisée des sciences de l'informatique, de la psychologie et des sciences cognitives.
APA, Harvard, Vancouver, ISO, and other styles
31

Burke, Benjamin M. S., James M. Ph D. Duncan, Nick Ph D. Frye, and Mallory Ph D. LMFT CFLE Lucier-Greer. "Sense of (Online) Community? The Social Organization Theory of Action and Change and Adult Video Game Players." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/secfr-conf/2020/schedule/45.

Full text
Abstract:
Much investigation has explored the potential effects of video games in adolescence. However, limited research has been conducted on the effects of social video game play and individual and relational well-being in adults. The Social Organization Theory of Action and Change (SOAC) may be a helpful way to examine social behaviors (like gaming) and how they relate to well-being. This exploratory study will utilize the SOAC to examine social gaming behaviors in adults, and examine the relationships between these behaviors and adult individual and relational outcomes (e.g., loneliness, relationship satisfaction). Descriptive statistics and correlations are provided. Regression analyses will be performed. Results will be used to discuss the viability of applying the SOAC to online, social gaming contexts. Implications for social video game play in adults will be provided.
APA, Harvard, Vancouver, ISO, and other styles
32

Seidel, Anna, Franziska Weidle, and Claudia Börner. "Spielerischer Zugang zu MINT-Studiengängen: das Serious Game des Learn&Play Projekts als Anwendungsbeispiel." TUDpress, 2020. https://tud.qucosa.de/id/qucosa%3A73916.

Full text
Abstract:
Der MINT Frühjahrsreport schlägt vor, die Bildungsgerechtigkeit in Schulen zu stärken, da v. a. Bildungsaufsteigende von MINT-Fächern profitieren (Anger et al., 2020). Weiterhin sollen die digitale Bildung vorangebracht und MINT-Profile gestärkt werden. Darüber hinaus wird gefordert, die Berufsorientierung in allen Schulformen zu stärken, Lehrpersonal verfügbar zu machen, Freude an den MINT-Fächern sowie Freizeitaktivitäten im MINT-Bereich und den Einsatz von Computern im Unterricht zu fördern (Anger et al., 2018, S. 8). Ähnliche Rückschlüsse ziehen Aeschlimann, Herzog und Makarova (2014), die retrospektiv bei Frauen in MINT-Berufen untersuchten, welche Wahrnehmung diese auf den mathematisch-naturwissenschaftlichen Unterricht der Sekundarstufe 1 hatten. Dabei wurde der Unterricht als unterstützend und förderlich beurteilt, wenn die Vermittlungskompetenz des Lehrpersonals hoch war, die Schülerinnen durch die Lehrperson individuell gefördert wurden sowie die Orientierung über MINT-Berufe und ein hoher Bezug zu Alltagsphänomenen vorhanden war.
APA, Harvard, Vancouver, ISO, and other styles
33

Etchanchu, Helen. "The roles of discourse, legitimacy and power in enabling and hindering institutional change towards sustainability." Thesis, Cergy-Pontoise, Ecole supérieure des sciences économiques et commerciales, 2016. http://www.theses.fr/2016ESEC0005.

Full text
Abstract:
Cette thèse est basée sur trois essais distincts mais interconnectés qui soulignent le rôle important du discours, la légitimité et le pouvoir dans le changement institutionnel vers un développement durable. Dans deux chapitres de ma thèse, j'explore les dynamiques de (de)légitimation du gaz de schiste, en France et en Allemagne. L'exploitation du gaz de schiste par la fracturation hydraulique a déclenché une forte contestation dans ces pays en raison de ses implications socio-économiques, environnementaux et politiques. Le premier essai est une étude de cas comparative des débats publiques sur le de gaz de schiste, qui démontre le rôle important des institutions pour le succès des cadrages mobilisés. Le deuxième essai est une étude de cas portant sur la (de)légitimation des acteurs impliqués dans le débat sur le gaz de schiste français qui propose qu'il y ait une différence fondamentale dans légitimant un problème et légitimant un acteur. Le troisième essai théorique introduit le concept de parentalisme afin de mettre en évidence comment les acteurs contrôlent qui peut participer aux débats. En tout, cette thèse met en lumière comment les débats sur des enjeux sociaux et environnementaux sont influencés par des stratégies discursives en résonance avec le contexte institutionnel et l’identité des acteurs ainsi que par des stratégies de contrôle discursives et non discursives sur qui participe et comment dans la délibération
This dissertation is based on three separate but interconnected essays which underscore the important roles of discourse, legitimacy and power in fueling or hindering institutional change towards sustainability. In two chapters of my thesis I explore the discursive legitimation dynamics in the contested issue field around shale gas, in France and Germany. The exploitation of shale gas via the hydraulic fracturing (or fracking) technique triggered strong contestation in these countries due to its socio-economic, environmental, and political implications which challenge the energy sector on a global scale. The first essay is a comparative case study of the public shale gas debates which surfaces the important role of institutions in influencing the success of certain arguments over others. The second essay is a single case study focusing on the (de)legitimation of the actors involved in the French shale gas debate which proposes that there is a fundamental difference in legitimating an issue and legitimating an actor. The third theoretical essay introduces the concept of parentalism in order to highlight how actors control who may participate in discursive struggles. On a whole this thesis surfaces how ongoing struggles in contested environmental and social issue fields are shaped by the fit of discursive strategies with the institutional context and contestants’ legitimate identities as well as by actors’ discursive and non-discursive controlling strategies of who participates and how in deliberation
APA, Harvard, Vancouver, ISO, and other styles
34

Lemos, Patrícia do Prado Ferreira. "O sujeito e o gozo escópico na sociedade contemporânea conectada." Pontifícia Universidade Católica de São Paulo, 2014. https://tede2.pucsp.br/handle/handle/17060.

Full text
Abstract:
Made available in DSpace on 2016-04-29T13:31:11Z (GMT). No. of bitstreams: 1 Patricia do Prado Ferreira Lemos.pdf: 1866085 bytes, checksum: 7f9a240c8898565ab118a99d27f7c3f2 (MD5) Previous issue date: 2014-06-07
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
This research proposes to interface psychoanalysis and society, focusing on the contingencies of late capitalism which cross social linkings and are reflected on the subjects. In view of this situation, we understand the internet takes a notable role, when regarding social networking, by displaying the constitutions of social linkings and some aspects of the structure of these subjects. Thus, the thesis we have seeked to defend is that in the present conjuncture, especially in light of its technological apparatuses, the subjects are more significantly captured by a distinctive modality of gaze, one we apprehend being the "scopic", which in face of its features, exposes the peculiarities of the subjects structures and their interface with other subjects and objects. For such a task, we have divided our research into three complementary chapters: in the first, we investigate different readings about contemporary culture, contrasting between modern and post-modern conceptions and shedding some light on the society in which the subjects are taking part; in the second chapter, we highlight some theoretical differences introduced by Psychoanalysis, presenting the peculiarities of the structure of the subjects, along with some contributions by psychoanalytic authors, regarding the debates around subjects in our society; Finally, in the third chapter, we contemplate our objectives and examine the notion of "scopic field", highlighting the implications on subjects by this modality of gaze, especially in light of social networks. We chose Facebook site as the main social network under investigation, taking it as a device which represents some of contemporary cultural constitutions. We finally stress how subject's structures and language's transhistoricism relate to the forms of gaze implementation and the discursive diversity of social linkings, showing that historical shifts do affect the subjects, but not in its structure
Esta pesquisa propôs articular psicanálise e sociedade, atentando-se para as contingências do capitalismo tardio que atravessam os laços sociais e repercutem nos sujeitos. Diante deste cenário, entendemos que a internet assume notório papel, especialmente em suas redes sociais, ao evidenciar a composição dos laços, assim como aspectos da estrutura dos sujeitos. Deste modo, a tese que se buscou defender é a de que na conjuntura atual, sobretudo a partir dos aparatos tecnológicos, os sujeitos são capturados mais notadamente por uma modalidade de gozo, a qual apreendemos ser o escópico, que diante de suas especialidades indica particularidades da estrutura dos sujeitos e também de suas articulações com os outros e os objetos. Para tanto, dividimos o trabalho em 03 (três) capítulos que se complementam: no primeiro investigamos diferentes leituras da cultura contemporânea, contrapondo concepções modernas às pós-modernas e elucidando a sociedade na qual os sujeitos estão inseridos; no segundo marcamos diferenças teóricas introduzidas pela psicanálise, apresentando peculiaridades da estrutura do sujeito e as colaborações de autores da psicanálise para a discussão sobre sujeito na atualidade e, posteriormente, no terceiro capítulo, contemplamos nosso objetivo e discorremos sobre o campo escópico, destacando as implicações e a captura do sujeito por esta modalidade de gozo, sobretudo a partir das redes sociais. Para tanto, elegemos o site Facebook como rede social para investigação, tomando-o como um dispositivo que representa algumas das composições contemporâneas da cultura. Destacamos, por fim, o modo como a estrutura do sujeito e a transistoricidade da linguagem no âmbito da humanidade se relacionam com as formas de aparelhamento do gozo e com a diversidade histórica discursiva dos laços sociais
APA, Harvard, Vancouver, ISO, and other styles
35

Blanchin, Julie. "Représentation de l’adultère à l’époque classique dans les contes licencieux de La Fontaine." Thesis, Högskolan Dalarna, Institutionen för språk, litteratur och lärande, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-38102.

Full text
Abstract:
Cette étude littéraire examine la transgression sexuelle par l’adultère, dans l’ouvrage Des contes et nouvelles en vers écrit par La Fontaine entre 1665 et 1671, publié par Claude Barbin jusqu’en 1671. Ces contes érotiques décrivent à travers le caractère satirique de l’auteur, les relations extra-conjugales des deux sexes dans un ton grivois et moralisateur. La Fontaine s’est minutieusement inspiré des parties de la littérature du Décameron de Boccace et de l’Arioste en réécrivant ces contes. Après la dernière publication Des contes et nouvelles en vers l’oeuvre est saisie puis interdite en 1675 par La Reynie considérée comme trop provocatrice. L’oeuvre de La Fontaine s’oppose par son contenu aux convenances de l’époque. En cela le texte de l’auteur pourrait être considéré comme libertin. Les personnages représentent différents corps sociaux et font l’objet de railleries et de caricatures. Ici l’étude décrit par exemple comment les textes présentent des sujets scandaleux de manière cachée. L’opposition entre le rôle, le statut, la condition sociale et le souhait du désir de chaque personnage des contes se présentent dans les personnages aussi bien masculins que féminins. Notre analyse explore la représentation des personnages féminins et leurs relations à l’adultère à travers les regards des personnages masculins et celui de l’auteur. L’étude prend appuie sur des recherches historiques et prend en compte le système hiérarchique des personnages et la condition sociale de la femme dans le rôle d’épouse. Le style satirique de La Fontaine se caractérise par la volonté de critiquer les moeurs sociales d’une période spécifique de l’histoire, celle du XVIIe siècle. L’analyse étudie deux aspects celle de la transgression sexuelle de la femme et celui du regard d’objectification porté sur elle. L’étude examine si cette transgression peut être mise en corrélation avec un débat sociétal sur la définition du mariage de l’époque.
This literary study examines sexual transgression through adultery, in the work Des contes et nouvelles en vers written by La Fontaine between 1665 and 1671, published by Claude Barbin until 1671. These erotic tales describe through the satirical character of the author, the extra-marital relations of both sexes in a grizzly and moralizing tone. La Fontaine was meticulously inspired by the parts of the literature of Boccaccio's Decameron and Ariosta in rewriting these tales. After the last publication Of Tales and News in Verse the work is seized and then banned in 1675 by La Reynie considered too provocative. The work of La Fontaine is opposed by its content to the conveniences of the time. In this the author's text could be considered libertine. The characters represent different social bodies and are the subject of taunts and caricatures. Here the study describes, for example, how the texts present scandalous subjects in a hidden way. The opposition between the role, the status, the social condition and the desire of the desire of each character of the tales are presented in the characters both male and female. Our analysis explores the representation of female characters and their relationship to adultery through the eyes of male characters and that of the author. The study is based on historical research and takes into account the hierarchical system of the characters and the social status of the woman in the role of wife. The satirical style of La Fontaine is characterized by the desire to criticize the social mores of a specific period of history, that of the seventeenth century. The analysis studies two aspects: that of the sexual transgression of the woman and that of the objectification look on her. The study examines whether this transgression can be correlated with a societal debate over the definition of marriage at the time.
APA, Harvard, Vancouver, ISO, and other styles
36

Poul, Michal. "Možnosti financování bydlení v České republice." Master's thesis, Vysoké učení technické v Brně. Fakulta stavební, 2012. http://www.nusl.cz/ntk/nusl-225711.

Full text
Abstract:
This diploma thesis „Financing options for housing in the Czech Republic“ is focused on the issues connected with financing one´s own housing. The goal of this work is mainly to introduce the issues and possibilities of financing housing of the citizens of the Czech Republic, analyze products that could be used while financing housing and compare the costs of financing housing, while using different bank products. In the theoretical part of the work, we obtain knowledge intentions and developments of housing policy in the Czech Republic; we clearly introduce with the products that are helpful while financing housing and their combinations. Insurance products are also mentioned in the thesis. Those products can protect citizens against unwanted influences during the period when they pay off their loans. We can also find here the recent development of loan products and bank market in the Czech Republic, its current offers and overview of its products, from which citizens can choose the most suitable one for their needs. Practical part of the thesis deals with the comparison and research in the least costly way of financing housing in three different time horizons with the help of one product or a combination of products.
APA, Harvard, Vancouver, ISO, and other styles
37

Berthelot, Geoffroy. "L'expansion phénotypique et ses limites." Phd thesis, Université René Descartes - Paris V, 2013. http://tel.archives-ouvertes.fr/tel-00917998.

Full text
Abstract:
Le développement futur des performances sportives est un sujet de mythe et de désaccord entre les experts. Un article, publié en 2004, a donné lieu à un vif débat dans le domaine universitaire. Il suggère que les modèles linéaires peuvent être utilisés pour prédire -sur le long terme- la performance humaine dans les courses de sprint. Des arguments en faveur et en défaveur de cette méthodologie ont été avancés par différent scientifiques et d'autres travaux ont montré que le développement des performances est non linéaire au cours du siècle passé. Une autre étude a également souligné que la performance est liée au contexte économique et géopolitique. Dans ce travail, nous avons étudié les frontières suivantes: le développement temporel des performances dans des disciplines Olympiques et non Olympiques, avec le vieillissement chez les humains et d'autres espèces (lévriers, pur sangs, souris). Nous avons également étudié le développement des performances d'un point de vue plus large en analysant la relation entre performance, durée de vie et consommation d'énergie primaire. Nous montrons que ces développements physiologiques sont limités dans le temps et que les modèles linéaires introduits précédemment sont de mauvais prédicteurs des phénomènes biologiques et physiologiques étudiés. Trois facteurs principaux et directs de la performance sportive sont l'âge, la technologie et les conditions climatiques (température). Cependant, toutes les évolutions observées sont liées au contexte international et à l'utilisation des énergies primaires, ce dernier étant un paramètre indirect du développement de la performance. Nous montrons que lorsque les indicateurs des performances physiologiques et sociétales -tels que la durée de vie et la densité de population- dépendent des énergies primaires, la source d'énergie, la compétition inter-individuelle et la mobilité sont des paramètres favorisant la réalisation de trajectoires durables sur le long terme. Dans le cas contraire, la grande majorité (98,7%) des trajectoires étudiées atteint une densité de population égale à 0 avant 15 générations, en raison de la dégradation des conditions environnementales et un faible taux de mobilité. Ceci nous a conduit à considérer que, dans le contexte économique turbulent actuel et compte tenu de la crise énergétique à venir, les performances sociétales et physiques ne devraient pas croître continuellement.
APA, Harvard, Vancouver, ISO, and other styles
38

Lin, Ming-Zhuon, and 林明專. "The Game Cock towards the Politics and Society of the Tang Dynasty." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/07185921924230298907.

Full text
APA, Harvard, Vancouver, ISO, and other styles
39

Yang, Teddy, and 楊長峰. "Using Player-Designed User Interface to Discovery the Interaction and development of Game Society." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/70485604419608731973.

Full text
Abstract:
碩士
國立交通大學
資訊科學與工程研究所
94
Massively Multiplayer Online Game (MMOG) have already become the mainstream of the game market, and the dynamic of interaction between players is that a lot of researchers are probing into the culture of the game or the society's important reference index. Can not analysing to play with mutual relation under the different playing methodding clear through questionnaire investigation or case finding in the past. In addition, with enter the time of game, the player will grow up to different stages, and different stages player or different types player is always very difficult to define for what kinds of relationship. So a thesis proposes utilizing conversation, cooperation, collaboration three aspects defining the relationship between players, and to divide them into five development and two types of different kinds of players. Via the above-mentioned classification, we taking use of API provided by game company, and design a suit of self-designed user interface to collect and analyze the ones that can help us clearly observe what interactive relations in game world. This greatest contribution of thesis lies in what proposes that a kind of combination forefathers study and have data to support plays with the interaction model of the behavior among the players.
APA, Harvard, Vancouver, ISO, and other styles
40

Lee, Jo-Wei, and 李若薇. "The Study of Digital Game-Based Learning in the "Economy and Sustainable Development" of Civics and Society." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/huf4m8.

Full text
Abstract:
碩士
淡江大學
教育科技學系數位學習在職專班
102
In the face of a generation of Digital natives in a world of booming information technology, many teachers incorporate course-oriented actitivies into classes to arouse students’ interest. However, if these activities are directly presented during classes, students might become overly obsessed with them and thus prohibit their in-class learning or even result in students’evasion behavior in learning. In this study, use of Action research into the teaching design of the digital games that included Mansion: Impossible , McDonald’s Video Game and Oiligarchy. Teaching design and analysis of digital games through the "teaching style game design principles", the amendments to reflect after the implementation , Conclusions are as follows: 1. Teaching design model of digital game-based learning is focusing on interaction between students through more group interaction, encourage students to have a more in-depth thinking and discussion. 2. Teaching design of digital game-based learning enable students find teaching economic concepts from the game, students willing to learn to think. 3. Teaching design of digital game-based learning is to learn economic concepts from game experience, and help enhance knowledge application skills.
APA, Harvard, Vancouver, ISO, and other styles
41

McDowall, Estelle. "The flâneur in contemporary society with special reference to the work of Francis Alÿs." Diss., 2011. http://hdl.handle.net/2263/30253.

Full text
Abstract:
The contemporary flâneur is confronted with a radically different world in comparison to the Parisian arcades of the nineteenth century during which the idea of the flâneur was conceptualised. The current urban milieu of the flâneur is dominated by consumerism, computer systems and surveillance, and the research posed here explores the flâneur within this environment. The flâneur was originally visualised on the streets and arcades of the city; however, cities do not only exist as buildings and streets and have become global entities that are constituted from the physical and the virtual. Throughout this study reference is primarily made to the work of Francis Alÿs to elucidate theoretical concepts. This study proposes that there is an absence of the teleological goal in the journey of the flâneur and as such, the flâneur wanders the streets without aim; however, in the process creates narratives and leaves traces of his journey. The ubiquity of surveillance in the contemporary metropolis complicates the flâneur's relationship with the latter. Consequently the impact of surveillance on the flâneur and the flâneur's daily wanderings are examined to ascertain its influence on the flâneur in a hyperreal society. In contemporary thinking, the traditional idea of the male flâneur requires reassessment and this research investigates the possibility of the female flâneur and women's presence in the public spaces of the city and the virtual realm of cyberspace. Furthermore, women are intricately linked to consumerism and their experience and position in the city are influenced by being seen as objects of the gaze.
Dissertation (MA)--University of Pretoria, 2011.
Visual Arts
unrestricted
APA, Harvard, Vancouver, ISO, and other styles
42

Hsin-Lin, Yen, and 林彥行. "On Flexibility of Labor Control in the Post-industrial Society: A Case Study of the Online Game Production in Taiwan." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/54020567371318354066.

Full text
Abstract:
碩士
國立中正大學
電訊傳播研究所
93
Knowledge and flexibility are two main characteristics of the post-industrial society. By changing labors’ time and space, capitalists take full advantage of using flexible controlling, which makes flexibility as a kind of control strategy. Thus, I will by focus the real condition on game Industry's in Taiwan. This research use retrospective secondary data analyze and In-depth interviewing method arranging data than with the political economy attitude to analyze the change of game Industry's labor control under the context of post-industrial society in Taiwan. We realized that in order to smooth labor process, they use subject-oriented and the flat framework adapting to the new conditions. Besides, in order to control the efficiency, they not only adapt the concept of responsibility to train employee’s voluntary servitude, but use many flexible strategies, including occupational training、subvention、flexible time and space to make employees endlessly contribute their creativity for capitalist. In the end, flexibility does not bring more satisfied working environment to game Industry labors, but more pressure and more work thy have.
APA, Harvard, Vancouver, ISO, and other styles
43

Jarošová, Emília. "Voyeurismus jako charakteristický rys človeka současné společnosti." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-313354.

Full text
Abstract:
The thesis of theoreticaly- empirical orientation is focused on voyeurism in contemporary society. Special attention is paid to the subject in a position of such voyeur and to the reflection of voyeurism by subject himself, on the case of series as artificial privacy, which is ready for voyeur's gaze. The thesis has interdisciplinary character and seeks to explore voyeurism as a society-wide phenomenon and point out its causes in contemporary society. Theoretical part put voyeurism into a broader context of various theories of contemporary (visual) society. In the empirical part, it tries to reveal the causes of voyeurism and especially subject's reflection of this causes and of voyeurism itself. In a final part it tries to sketch possible insights into the issue of voyeurism with regard to results from empirical part. The object of the thesis is to study voyeurism interdisciplinary as a characteristics for contemporary society and connect individual parts and aspects of this problem, which provide us with more complex view, and also attempt to reveal its causes and refelection of this causes by subject Keywords voyeur, voyeurismu, gaze, visuality, series, contemporary society, identification
APA, Harvard, Vancouver, ISO, and other styles
44

Woodhead, Jacinda. "The Abortion Game: Writing a Consciously Political Narrative Nonfiction Work." Thesis, 2015. https://vuir.vu.edu.au/29791/.

Full text
Abstract:
In this creative‐writing research project, I set out to create a narrative nonfiction manuscript that investigates the contemporary politics surrounding abortion. The fundamental question driving the creative manuscript was, ‘Why is abortion largely invisible in Australia?’ Abortion is the second‐most common therapeutic surgical procedure in Australia, yet the history, the politics and the practice of abortion remain hidden from view. This invisibility allows us to avoid grappling with and confronting the complicated issues abortion raises. Using techniques commonly associated with fiction writing, such as narrative arc, characterisation, dialogue and scenes, the 69,000‐word manuscript investigates the factors, tiers and characters involved with abortion in Australia. The narrative nonfiction manuscript should be read first. The manuscript is accompanied by a 31,500‐word exegesis analysing the production, lineage and ethical implications of consciously political narrative nonfiction, a term that refers to works that make deliberate political interventions. Similarly to Hartsock (2000), I argue that when writing a consciously political narrative nonfiction work, the writer does not objectify the world as something different or alien from the reader, and instead strives to render characters as complex human beings. The exegesis reviews theories of ethics, objectivity and narrative within a form that is fundamentally journalism, yet can never fit within this narrow definition as it is primarily about mapping the cultural other (Sanderson 2004). The exegesis also scrutinises the usefulness and complexity of immersion as a research methodology. While I initially attempted to immerse myself as a limited participant‐observer in the world of pro‐choice and pro‐life politics, over the course of the research, my methodology resulted in a kind of radicalisation prompted by my fieldwork. For example, after witnessing the ongoing harassment of clinic patients and staff, I found myself openly hostile to the position and tactics of pro‐life activists. While I felt I remained capable of transcribing and depicting the worlds of these subjects, a seditious need grew to challenge their authority and worldview outside the text. This led me to make a political intervention inside and outside the text, and I thus crossed the precipice from observation to active participation. While I acknowledge that this is an unconventional narrative position, one that rejects ideals of journalistic objectivity, I argue that this subject position was born of the research and practice of this project – that is, of actually participating in the world of my subject, abortion. Moreover, this level of participation in the world of the textual subject is a direct result of writing a consciously political narrative nonfiction work, a subgenre that allows for the practitioner’s politics and reactions to situations to help shape the text, and the consequences beyond.
APA, Harvard, Vancouver, ISO, and other styles
45

Flax, Lukáš. "Právní úprava myslivosti." Master's thesis, 2016. http://www.nusl.cz/ntk/nusl-348722.

Full text
Abstract:
in english The thesis provides general look at the legal regulation of hunting in Czech republic. Review of legal regulations and selected practice of courts is at given places supplemented with practical notes. As basis for the thesis served the obligations of human society in relationship to nature and animal wild life. The wide range of activities associated with hunting is construed in unity to those obligations. Hunting itself is subject to a short teoretical research, even on the ground of it's ethics. The history of hunting so many times already elaborated has been structured and arranged according to additional viewpoints.
APA, Harvard, Vancouver, ISO, and other styles
46

Murtuza, Miriam Rafia. ""Play up, play up, and play the game" : public schools and imperialism in British and South Asian diasporic literature." Thesis, 2010. http://hdl.handle.net/2152/ETD-UT-2010-05-1375.

Full text
Abstract:
This dissertation examines literary representations of the intersection between British imperialism and British and British-modeled public schools. I categorize British writers who have addressed this nexus in their literary works into two groups, idealists and realists, based on their views of British public schools, imperialism, and the effectiveness of the former in sustaining the latter. I present two examples of idealists, Henry Newbolt and the contributors to The Boy's Own Paper, followed by two examples of realists, Rudyard Kipling and E. M. Forster, who have often been viewed as opposites. I then provide an example of a South-Asian diasporic realist, Selvaduari, who builds upon the critiques of British realists by revealing the contemporary offspring of the marriage between British public schools and imperialism. By analyzing works by idealist and realist authors, I demonstrate the importance of public schools and school literature in promoting and sustaining as well as critiquing and condemning imperialism.
text
APA, Harvard, Vancouver, ISO, and other styles
47

Plajdičková, Lenka. "Přechod žáka na jinou školu jako možnost řešení problému šikany." Master's thesis, 2019. http://www.nusl.cz/ntk/nusl-392532.

Full text
Abstract:
This diploma thesis is about the pupils who have been victims of bullying during their studies at the primary or the secondary schools and who have been forced to transfer to another school because of this problem. The aim of this diploma thesis is to make a preview into the problematic of bullying related to the transfer of the pupil to another school, further off submit the overview of the factors, which can influence the success of this particular solution of the bullying issue. The first part of diploma thesis focus on explanation of the ground concepts related with bullying, as the personality of aggressor and victim, directions and forms of the bullying on the school, development of bullying and participators of it. The second part is about the consequence and the prevence of bullying. In the third part are mentioned previous researches related to repetition of bullying at the same actors and further off there is submitted comparison of individual case reports. The method of research was case study, in which was analyze and compare statements of respondents, who happend to be bullying during their schooling and transfer on the another school. The research sample counted eleven respondents of different age and gender obtained by a criteria selection. The results of the research show, that...
APA, Harvard, Vancouver, ISO, and other styles
48

Hillebrandová, Olga. "Proměna sociokulturní funkce karnevalu a šarivari v historické perspektivě." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-325057.

Full text
Abstract:
The thesis discusses the changes of the sociocultural role of Carnival and Charivari in the Western culture from the Late Middle Agges to the end of the early modern period. The thesis is graunded in the analysis of secondary literature about the carnival and charivari , which is considered to be paradigmatic in history. The analysis follows the thesis of theoretical concepts of N. Elias and M. Foucault. Both of these authors deal with establishing specific individuality of modern man based on the necessary self-control a courtesy codified by social consensus. Carnival and charivari are examples of ritualized collective transgression, which helps create the values and norms of society. Carnival is primarily an expression of popular culture, which includes ritual, play and festivities. It celebrates human nature; the bodily pleasure food, drink, sex and violence, everything that should be civilized by culture. The goal of the thesis is to examine the process of civilizing or disciplining carnival , to determine the initiators and agents of this change. Following the previous then to check whether originally spontaneous carnival festivities, games and rituals in the historical development, which is characterized by a loss of spontaneity, commercialization and professionalization, completely lost their...
APA, Harvard, Vancouver, ISO, and other styles
49

Morris, Wendy Ann. "Both temple and tomb: difference, desire and death in the sculptures of the Royal museum of central Africa." Diss., 2003. http://hdl.handle.net/10500/1181.

Full text
Abstract:
Both Temple and Tomb is a dissertation in two parts. The first part is an examination and analysis of a collection of 'colonial' sculptures on permanent display in the Royal Museum of Central Africa in Tervuren Belgium. The second part is a reflection on the author's own paintings, drawings and film and an examination of the critical potential of these images in challenging the colonial narratives of the RMCA. Part I presents two arguments. The first is that European aesthetic codes have been used to legitimize the conquest of the Congo and to award sanction to a voyeuristic gaze. The second is that the organization of the sculptures of Africans (and European females) into carefully managed spaces and relationships results in the creation of erotically-charged formations that are intended to afford pleasure to male European spectators. Part II examines the strategies used in Re-Turning the Shadows to disrupt (neo)colonial patterns of viewing that have become ritual and 'naturalized'. Against RMCA narratives that pay homage to the objectivity of science and research, the paintings and film present images that explore multiple subjectivities, mythologizing impulses, and metaphoric allusions.
Art History, Visual Arts & Musicology
M.A. (Visual Arts)
APA, Harvard, Vancouver, ISO, and other styles
50

Rylich, Jan. "Počítačové hry jako fenomén nových médií." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-312290.

Full text
Abstract:
Computer Games as a New Media Phenomenon Jan Rylich 1 1 [ T H E S I S ] Jan Rylich Abstract: This thesis is focused on the development of computer games and video games, evolution of gaming and game technologies and their impact on our society. In addition to an important historical context and practical and theoretical analysis of game genres and potential of games, key chapters of this thesis are devoted to the importance of games and their impact on various aspects of our lives, from economic and demographic factors to influence on our culture and contemporary art. This thesis also aims to introduce computer games and video games in the context of "neglected media" and the theory of "remediation".
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography