The Assassin’s Creed franchise mainly consists of video games but has over the years created a narrative universe spanning different media. Seeing how the traversal from the individual installment Assassin’s Creed IV: Black Flag into the narrative universe of Assassin’s Creed changes player engagement with the franchise allows one to understand audience interaction with different mediaproducts in a transmedia and convergent culture. Seen as a performed possible world, the individual installment is shown, through a three part gameplay analysis, to function as an unfinished commodity. This implies striking a balance between an individually satisfying experience and a plot-hole ridden incentive for further activity. When the individual installment incites traversal into a narrative universe, the player can construct the universe from installments through a hyperdiegetic, intermedia, or crossmedia engagement, depending on the reliance on medium specificity. Ultimately, this article provides a model for audience interaction in the transmedia age.
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Insider ethnographic analysis is used to analyze change processes in an engineering department. Distributed leadership theory is used as conceptual framework.
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Equestrianism is currently facing a range of pressing challenges. These challenges, which are largely based on evolving attitudes to ethics and equine wellbeing, have consequences for the sport’s social licence to operate. The factors that may have contributed to the current situation include overarching societal trends, specific aspects of the equestrian sector, and factors rooted in human nature. If equestrianism is to flourish, it is evident that much needs to change, not the least,human behaviour. To this end, using established behaviour change frameworks that have been scientifically validated and are rooted in practice — most notably, Michie et al.’s COM-B model and Behaviour Change Wheel — could be of practical value for developing and implementing equine welfare strategies. This review summarises the theoretical underpinnings of some behaviour change frameworks and provides a practical, step-by-step approach to designing an effective behaviour change intervention. A real-world example is provided through the retrospective analysis of an intervention strategy that aimed to increase the use of learning theory in (educational) veterinary practice. We contend that the incorporation of effective behaviour change interventions into any equine welfare improvement strategy may help to safeguard the future of equestrianism.
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There are three volumes in this body of work. In volume one, we lay the foundation for a general theory of organizing. We propose that organizing is a continuous process of ongoing mutual or reciprocal influence between objects (e.g., human actors) in a field, whereby a field is infinite and connects all the objects in it much like electromagnetic fields influence atomic and molecular charged objects or gravity fields influence inanimate objects with mass such as planets and stars. We use field theory to build what we now call the Network Field Model. In this model, human actors are modeled as pointlike objects in the field. Influence between and investments in these point-like human objects are explained as energy exchanges (potential and kinetic) which can be described in terms of three different types of capital: financial (assets), human capital (the individual) and social (two or more humans in a network). This model is predicated on a field theoretical understanding about the world we live in. We use historical and contemporaneous examples of human activity and describe them in terms of the model. In volume two, we demonstrate how to apply the model. In volume 3, we use experimental data to prove the reliability of the model. These three volumes will persistently challenge the reader’s understanding of time, position and what it means to be part of an infinite field. http://dx.doi.org/10.5772/intechopen.99709
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This paper describes a project to explore the possibilities of virtual worlds in educating Green IT. In the project a virtual world has been created with various assignments which are meant to create awareness on sustainability aspects of IT. The world (and the assignments) will be incorporated in a course for first-year IT students. In order to measure the effects of the course, a questionnaire has been developed which can be used before and after the course to measure the attitude towards green IT.
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Since the arrival of cinema, film theorists have studied how spectators perceive the representations that the medium offers to our senses. Early film theorists have bent their heads over what cinema is, how cinema can be seen as art, but also over what cinema is capable of. One of the earliest film theorists, Hugo Münsterberg argued in 1916 that the uniqueness of cinema, or as he calls it photoplay, lies in the way it offers the possibility to represent our mental perception and organisation of the reality, or the world we live in: “the photoplay tells us the human story by overcoming the forms of the outer world, namely, space, time, and causality, and by adjusting the events to the forms of the inner world, namely, attention, memory, imagination, and emotion” (Münsterberg [1916] 2004, 402)
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Social issues are becoming increasingly pressing. From dementia to climate change to corona; we as people, citizens, residents and city users - through our own experience or otherwise - have a sense of them. However, truly understanding and addressing these issues is difficult because there is no single owner. Everything is related, intertwined and also changing. Getting an overview and deciding together on necessary steps proves difficult. Complex issues thus become orphaned. Design and more specifically co-design - creative collaboration with others - is increasingly seen as a possible approach to these such issues and collaborations because it can deal with complexity and uncertainty, is optimistic and investigative in nature. With a co-design approach, we can find a shared desire and with that we connect with each other. By then searching together for mechanisms that can lead to the desired values, we gain insights on how to tilt a problematic situation. That enables us to imagine alternative futures. These help us on our way to a better, greener and more social world and social change.
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Expectations are high for digital technologies to address sustainability related challenges. While research into such applications and the twin transformation is growing rapidly, insights in the actual daily practices of digital sustainability within organizations is lacking. This is problematic as the contributions of digital tools to sustainability goals gain shape in organizational practices. To bridge this gap, we develop a theoretical perspective on digital sustainability practices based on practice theory, with an emphasis on the concept of sociomateriality. We argue that connecting meanings related to sustainability with digital technologies is essential to establish beneficial practices. Next, we contend that the meaning of sustainability is contextspecific, which calls for a local meaning making process. Based on our theoretical exploration we develop an empirical research agenda.
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To improve people’s lives, human-computer interaction researchers are increasingly designing technological solutions based on behavior change theory, such as social comparison theory (SCT). However, how researchers operationalize such a theory as a design remains largely unclear. One way to clarify this methodological step is to clearly state which functional elements of a design are aimed at operationalizing a specific behavior change theory construct to evaluate if such aims were successful. In this article, we investigate how the operationalization of functional elements of theories and designs can be more easily conveyed. First, we present a scoping review of the literature to determine the state of operationalizations of SCT as behavior change designs. Second, we introduce a new tool to facilitate the operationalization process. We term the tool blueprints. A blueprint explicates essential functional elements of a behavior change theory by describing it in relation to necessary and sufficient building blocks incorporated in a design. We describe the process of developing a blueprint for SCT. Last, we illustrate how the blueprint can be used during the design refinement and reflection process.
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This book is about you. Are you, as a customer, as an entrepreneur, as an individual, ready for the Internet and e-business? Do you see the possibilities and do you actually use these? Do you have an idea of where it will end? Did you ever list how the Internet changes your life as an entrepreneur? And, do you make the next move or do you let it all happen to you? About the fact that the Internet is much more than e-mail, shopping, chatting and searching. About how the Internet as a driver of e-business changes the set-up of your company or educational institution and maybe your very business in a very positive and still “e-secure” way: marketing & sales, operations, purchasing, recruitment & selection, e-HRM. We go through six related trends with you, without pretending to be complete.
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