This chapter explores the current discussions and policies towards social exclusion and cohesion in Europe. In a first section will briefly be identified how the wording in the social work discourse changed from originally the thinking in terms of poverty to the ideas of social cohesion nowadays. The section will conclude in the existence of two different perspectives on social cohesion: a socio-economic and a socio-cultural perspective. Next section will discuss the socio-economic approach as mainstream thinking in the European Union. Furthermore, the socio-cultural debate on social cohesion will be discussed in the third section. Finally, some of the consequences of these discussions for social work practice will be explored.
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Over the last decade, sport and physical activity have become increasingly recognised and implemented as tools to foster social cohesion in neighbourhoods, cities and communities around Europe. As a result, numerous programmes have emerged that attempt to enhance social cohesion through a variety of sport-based approaches (Moustakas, Sanders, Schlenker, & Robrade, 2021; Svensson & Woods, 2017). However, despite this boom in sport and social cohesion, current definitions and understandings of social cohesion rarely take into account the needs, expectations or views of practitioners, stakeholders and, especially, participants on the ground (Raw, Sherry, & Rowe, 2021). Yet, to truly foster broad social outcomes like social cohesion, there is increasing recognition that programmes must move beyond interventions that only focus on the individual level, and instead find ways to work with and engage a wide array of stakeholders and organisations (Hartmann & Kwauk, 2011; Moustakas, 2022). In turn, this allows programmes to respond to community needs, foster engagement, deliver more sustainable outcomes, and work at both the individual and institutional levels. The Living Lab concept - which is distinguished by multi-stakeholder involvement, user engagement, innovation and co-creation within a real-life setting - provides an innovative approach to help achieve these goals. More formally, Living Labs have been defined as “user-centred, open innovation ecosystems based on a systematic user co-creation approach, integrating research and innovation processes in real-life communities and settings” (European Network of Living Labs, 2021). Thus, this can be a powerful approach to engage a wide array of stakeholders, and create interventions that are responsive to community needs. As such, the Sport for Social Cohesion Lab (SSCL) project was conceived to implement a Living Lab approach within five sport for social cohesion programmes in four different European countries. This approach was chosen to help programmes directly engage programme participants, generate understanding of the elements that promote social cohesion in a sport setting and to co-create activities and tools to explore, support and understand social cohesion within these communities. The following toolkit reflects our multi-national experiences designing and implementing Living Labs across these various contexts. Our partners represent a variety of settings, from schools to community-based organisations, and together these experiences can provide valuable insights to other sport (and non-sport) organisations wishing to implement a Living Lab approach within their contexts and programmes. Thus, practitioners and implementers of community-based programmes should be understood as the immediate target group of this toolkit, though the insights and reflections included here can be of relevance for any individual or organisation seeking to use more participatory approaches within their work. In particular, in the coming sections, this toolkit will define the Living Lab concept more precisely, suggest some steps to launch a Living Lab, and offer insights on how to implement the different components of a Living Lab.
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The Social Support Act came into effect on 1 January 2007. The purpose of the new legislation is to enable citizens who are dependent on the support of the Municipality and those living around them to be able to live independently for as long as possible. Organizing informal care is one of the main targets of this policy. In the realization of this act several assumptions about informal care giving were implied. In this paper three of them are examined. The first assumption is that neighbourly cohesion will lead to exchanging neighbourly support. On the other hand it is assumed that a lack of neighbourly cohesion impedes neighbourly support. The second assumption is that there is an imminent shortfall in the supply of informal care. The third assumption is that healthy people (are expected to) help the vulnerable and that they have to be stimulated to do so. The findings are based on qualitative in-depth interviews, conducted in a small Dutch neighbourhood in Eindhoven, called Drents Dorp. It is argued that all three assumptions need revision in order that informal care policy can be more effective. This study shows that the relationship between neighbourhood cohesion and informal care is not clear cut. Neighbourliness is individualized, but this doesn't mean that neighbours don't support each other: they do, but on an individual one-to-one basis. Furthermore, the most vulnerable inhabitants are not reached by social interventions aimed at enhancing social cohesion. The assumed shortfall in the supply of informal care turns out to be a shortage in the demand of informal care. Due to their fear of dependency and pursuit of autonomy and independence, people hesitate to ask for support. This is far more an impediment for informal care than the alleged shortfall in supply. The assumption that the strong will support the vulnerable also needs adjustment. At least an important part of the exchange of support takes place between vulnerable people mutually.
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Events play an increasingly big role in our society. Whereas events were mainly considered entertainment in the past, the social function of events is becoming more and more apparent, in particular, in the field of social bonding and in creating a feeling of solidarity.During an event, visitors identify with a theme or topic, and interact with each other about it. Thanks to social media, they can continue these interactions online, which leads to a hybrid network of individuals sharing the same interests. Eventually, this may lead to forming new communities, who communicate with each other both online and offline. However, it is not clear yet how exactly these new communities are being created.This PhD research studies the online and offline interaction rituals of various events and online communities. Through interviews and participating observations at events such as Redhead Days and the Elfia fantasy event, processes are mapped out that result in forming communities at and around events.Partner: Tilburg University
Supermarkets are essential urban household amenities, providing daily products, and for their social role in communities. Contrary to many other countries, including nearby ones, the Netherlands have a balanced distribution of supermarkets across villages and urban neighbourhoods. However, spatial supermarket patterns, are subject to influential developments. First, due to economies of scale, there is a tendency for supermarkets to increase their catchment areas and to disappear from peripheral villages. Second, supermarkets are now mainly located in residential areas, although the urban periphery appears to be attractive for the retail sector, perhaps including the rise of hypermarkets. Third, today, online grocery shopping is still lagging far behind on other online shopping products, but a breaks through will dilute population support for in-store supermarkets and can lead to dramatic ‘game changer’ shifts with major spatial and social effects. These three important trends will reinforce each other. Consequences are of natural community meeting places at the expense of social cohesion; reduced accessibility for daily products, leading to more travel, often by car; increasing delivery flows; real estate vacancies, and increasing suburban demand increase for retail and logistics. Expected changes in supermarket patterns require understanding, but academic literature on OGS is still scarce, and does hardly address household behaviour in changing spatial constellations. We develop likely spatial supermarket patterns, and model the consequences for travel demand, social cohesion and real estate demand, as well as the distribution between online and in-store grocery shopping, by developing a stated preference experiment, among Dutch households.
GAMEHEARTS will seek to maximise the value of the European videogame industry ecosystems (hereafter, EVGIE) within a wider social context of the creative and cultural industries (hereafter, CCI). This will consider the importance of the EVGIE in contributing to economic growth, job creation, physical and mental wellbeing, and social and cultural cohesion, by particularly focusing on, how a stronger and closer working relationship between more the traditional and emergent cultural sectors, can work better to create more inclusive and socially responsible cultural experiences. The consortium will offer policy recommendations and roadmaps setting out how the EVGIE can and should develop, and where it could act as a driver for sustained innovation and economic growth. It will utilise an evidence-based approach that focuses not just on videogame development, but rather adopts a holistic ecosystem approach, utilising both established and more innovative methodologies, to consider the competitiveness and development of the EVGIE, and how videogame know-how and technologies could drive innovation in the wider CCI. In doing so, GAMEHEARTS will develop ‘ludic experiences’, to explore possibilities of more inclusive, engaging, and empowering cultural experiences. Working across seven work packages the universities of Salford (UK), Tampere (Finland), Vienna (Austria), Breda University of Applied Sciences (Netherlands), and Wroclaw University of Economics and Business (Poland) will work in parentship with Ubisoft (France) and other major videogame partners and associations (including the ISFE & EGDF) to explore current and future trends in the EVGIE.