This qualitative interview study explores the practices of adult female gamers who play the videogame The Sims, focusing on the motivations they have for playing and how playing a video game might influence their digital competence. We address the wider context of leisure and the household, investigating to what extent playing videogames has become domesticated in the daily life of the family. It is found that female gamers play The Sims because they enjoy the particular way it allows them to take control, fantasize, and be challenged. For some, it is clear that playing this video game has increased their digital skills. We notice that there is an interesting similarity between the pleasures of playing this videogame and more traditional ways of female media engagement such as reading women’s magazines or romance novels and watching soap operas. Our gamers similarly enjoy The Sims as leisurely moments for themselves, clearly and intentionally separated from domestic and family duties. We conclude that playing a videogame can be seen as a highly modern and liberating practice, as both playing in general and using ICT have traditionally not been a part of the female leisure domain.
This work explores the potential of doing collaborative data physicalization for discussing (un)sustainable practices. For this purpose, it draws on experiences from several data physicalization workshops during the period of 2018-2022, conducted in Amsterdam, The Netherlands, which were available to mostly inexpert groups of people, including almost a hundred primary school students. This paper particularly focuses on a recent held dataphys workshop with over 20 adult participants, such as including international students and climate activists. Based on learner reports (self-assessment questionnaires) (N=20), and observations, it was found that the process of making data physicalizations in workshop and educational settings can be beneficial for engaging in collaborative creative and critical discussion of (un)sustainable practices. Particularly, the participants positively indicated to have learned from the dataphys workshop on a 5-point Likert scale and agreed that it enabled (1) critical thinking, (2) data understanding, (3) creativity, (4) collaboration, and (5) awareness of (un)sustainable practices. This paper presents the workshop format, including ingredients such as live cartoon capturing, and challenges in realizing such value in the context of sustainability, such as including a wider public, the conscious use of data and materials, and discussable effective outcomes.
Technology is becoming omnipresent in public spaces: from CCTV cameras to smart phones, and from large public displays to RFID enabled travel cards. Although such technology comes with great potential, it also comes with apparent (privacy) threats and acceptance issues. Our research focuses on realizing technologyenhanced public spaces in a way that is acceptable and useful for the public. This paper gives a brief overview of the research that is aimed to unlock the positive potential of public spaces. This paper’s main focus is on the acceptance of sensor technology in the realm of tourism. The ITour project which investigates the potential and acceptance of using (sensor) technology and ambient media to collect, uncover and interpret data regarding tourists’ movements, behavior and experiences in the city of Amsterdam is particularly discussed as an example.