This chapter argues that critical discourse analysis (CDA) provides a fruitful methodology for CES. This is due both to its eclectic, abductive research methodology that engages in a dialogue between, theory(ies), methodology(ies), data and the socio-historical context (Reisigl and Wodak 2009). Secondly, CDA, like other critical approaches, adopts a layered approach to research methodology, focusing from the global to meso and micro aspects of an event, or from social structures, to social institutions and social events, always considering the discursive as being both constituted by and constitutive of social structures. It will illustrate this through a brief description of the discourse-historical dimension in CDA which assumes a distinction between content analysis, the analysis of discursive and argumentative strategies and, finally, the analysis of linguistic features (Reisigl and Wodak, 2001). Those basic assumptions will be illustrated through the description of a theoretical-methodological framework recently employed for the study of the Occupy movement in Spain (Montesano Montessori & Morales Lopez, forthcoming). It shows how a framework was assembled that brought social constructivism, narrative analysis, rhetoric and finally the discourse theoretical concept of ‘rearticulation’ together in order to analyse how the Occupy movement helped Spanish citizens to gain agency and voice. In: R Lamond I., Platt L. (eds). Critical Event Studies. Leisure Studies in a Global Era. Palgrave Macmillan, London
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Leisure constraints affecting participation can be divided into intrapersonal, interpersonal, and structural constraints. Only a few studies in the event industry have investigated the role of leisure constraints. These studies show different effects of leisure constraints on participation. The purpose of this article is to examine the influence of leisure constraints on revisit intention regarding music festivals. This study is of quantitative nature and utilizes survey research. A sample of 1,063 respondents was used within the analyses, measuring the influence of perceived constraints on revisit intention. The results show that intrapersonal constraints (a lack of importance and interest) and structural constraints (travel time, a lack of time, costs, and a lack of satisfaction with the festival area) significantly influence revisit intention. In line with results from other leisure industries, intrapersonal constraints show the strongest effects. Interpersonal constraints do not affect revisit intentions. Music festivals should ideally maintain a high level of engagement with the visitors throughout the year to ensure continuous involvement.
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The Academy for Leisure & Events has always been one of the frontrunners when it comes to the development, design and implementation of cultural tourism and creative industry business models as well as lifelong learning programmes.These programmes are attended by a variety of leisure and tourism professionals, including public authorities in leisure, culture and nature fields.The CULTURWB project addresses the need for strengthening the development of the cultural tourism industry.The experts from BUas together with the other project partners have utilised diverse research methodologies (marketing and branding, strategy business planning, digital tourism, sustainable development, strategy and action plan implementation, etc.) to develop and pilot a toolkit for Lifelong Learning courses in the field of cultural tourism and heritage. They have also designed and implemented a master’s programme in the WB countries and created an online platform for communication between stakeholders, industry leaders, managers, workforce, and academia.PartnersHochschule Heibronn, FH Joanneum Gesellschaft, World University Service - Österreichisches Komitee (WUS Austria), Dzemal Bijedic University of Mostar (UNMO), University of East Sarajevo (UES), The University of Banja Luka (UBL), University of NIS (UNI), University of Montenegro (UoM), Sarajevo Meeting of Cultures (SMOC), rovincial Institute for the Protection of Cultural Monuments (PZZZSK), Tourism Organisation of Kotor Municipality (TO Kotor)
The IMPULS-2020 project DIGIREAL (BUas, 2021) aims to significantly strengthen BUAS’ Research and Development (R&D) on Digital Realities for the benefit of innovation in our sectoral industries. The project will furthermore help BUas to position itself in the emerging innovation ecosystems on Human Interaction, AI and Interactive Technologies. The pandemic has had a tremendous negative impact on BUas industrial sectors of research: Tourism, Leisure and Events, Hospitality and Facility, Built Environment and Logistics. Our partner industries are in great need of innovative responses to the crises. Data, AI combined with Interactive and Immersive Technologies (Games, VR/AR) can provide a partial solution, in line with the key-enabling technologies of the Smart Industry agenda. DIGIREAL builds upon our well-established expertise and capacity in entertainment and serious games and digital media (VR/AR). It furthermore strengthens our initial plans to venture into Data and Applied AI. Digital Realities offer great opportunities for sectoral industry research and innovation, such as experience measurement in Leisure and Hospitality, data-driven decision-making for (sustainable) tourism, geo-data simulations for Logistics and Digital Twins for Spatial Planning. Although BUas already has successful R&D projects in these areas, the synergy can and should significantly be improved. We propose a coherent one-year Impuls funded package to develop (in 2021): 1. A multi-year R&D program on Digital Realities, that leads to, 2. Strategic R&D proposals, in particular a SPRONG/sleuteltechnologie proposal; 3. Partnerships in the regional and national innovation ecosystem, in particular Mind Labs and Data Development Lab (DDL); 4. A shared Digital Realities Lab infrastructure, in particular hardware/software/peopleware for Augmented and Mixed Reality; 5. Leadership, support and operational capacity to achieve and support the above. The proposal presents a work program and management structure, with external partners in an advisory role.
GAMING HORIZONS is a multidisciplinary project that aims to expand the research and innovation agenda on serious gaming and gamification. The project is particularly interested in the use of games for learning and cultural development. Gamification - and gaming more broadly – are very important from a socio-economic point of view, but over the past few years they have been at the centre of critical and challenging debates, which highlighted issues such as gender and minority representation, and exploitative game mechanics. Our project’s key contention is that it is important for the European ICT community to engage with design trends and social themes that have affected profoundly the mainstream and ‘independent’ game development cultures over the past few years, especially because the boundaries between leisure and serious games are increasingly blurred. GAMING HORIZONS is a direct response to the official recognition by the H2020 programme of work that multidisciplinary research can help to advance the integration between Responsible Research and Innovation (RRI) and the Social Sciences and the Humanities (SSH). The project’s objective is to enable a higher uptake of socially responsible ICT-related research in relation to gaming. This objective will be achieved through a research-based exchange between communities of developers, policy makers, users and researchers. The methodology will involve innovative data collection activities and consultations with a range of stakeholders over a period of 14 months. We will interrogate the official ‘H2020 discourse’ on gamification – with a particular focus on ‘gamified learning’ - whilst engaging with experts, developers and critical commentators through interviews, events, workshops and systematic dialogue with an Advisory Board. Ultimately, GAMING HORIZONS will help identify future directions at the intersection of ethics, social research, and both the digital entertainment and serious games industries.EU FundingThe 14-month research project 'Gaming Horizons' was funded by the European Commission through the Horizon 2020 research and innovation programme.