In cross-cultural communication and adjunct disciplines such as cross-cultural management and international business, there is a negativity bias of seeing cultural differences as a source of potential issues. The emergence of Positive Organizational Scholarship (POS) questions this problem-focused approach. This paper contributes to the ongoing discussion from neuroscience’s perspectives in several ways. Firstly, it provides a neurological look at this bias. Secondly, it proposes that the problem-focused approach may (1) give us a biased outlook of cross-cultural encounters rather than a reality, (2) hinder creativity, (3) lead to the rebound effect, and (4) turn belief into reality. Finally, based on insight from neuroscience and adopting the POS lens with the connection between POS and creativity, it’s recommended that future research takes three directions: (1) Using similarity as the starting point; (2) strategize body language, context and theories; and (3) develop a multicultural mind. In essence, the paper contributes to existing knowledge of the field by employing an interdisciplinary approach, aiming to gain a more holistic view, provoke thoughts, and trigger future empirical studies.
City growth threatens sustainable development of cities. Over the past decades increased urbanization has created more pressure - not only on the suburban outskirts - but also in the inner core of the cities, putting important environmental issues such as water management and cultural heritage under stress. Cultural heritage, either standing monuments or archaeological remains, is internationally recognized as an important legacy of our history. The European Convention on the Protection of the Archaeological Heritage incorporates concepts and ideas that have become accepted practice in Europe. Conservation and enhancement of archaeological heritage is one of the goals of urban planning policies. One of the key objectives of the European policy is to protect, preferably in-situ, archaeological remains buried in the soil or seabed and to incorporate archaeological heritage into spatial planning policies. Conflicts with prior uses and unappreciated impacts on other subsurface resources, amongst them archaeological heritage, make use of underground space in cities suboptimal. In terms of ecosystem services, the subsurface environment acts either as a carrier of archaeological heritage in situ (stewardship) or supports above-ground cultural heritage. Often, it’s not enough to protect the heritage site or monument itself: new developments outside a specific protected area can lead to changes in groundwater level, and cause serious damage to heritage buildings and archaeological deposits. This paper presents good practices in cultural heritage management and the use of subsurface knowledge in urban areas.
Aim. Although cultural dimensions theory is a topical strand of quantitative cultural research, few intercultural simulation games use it. We present the design and review of the application of OASISTAN, an intercultural role-playing simulation game that is specifically based on cultural dimensions theory. Method. OASISTAN was first designed in 1999 for use in Master’s courses on cross-cultural management at Delft University of Technology in the Netherlands, attracting 20-23 year old students with a Bachelor degree in engineering and from various cultural backgrounds. Since its first design the game has been played approximately 45 times at Delft University of Technology in the Netherlands and three times at Harbin Institute of Technology in China in the years 2006-2008. We reviewed their experiences designing and facilitating OASISTAN since 1999. Results. The game has a no-tech role-play design and revolves around the geopolitically complex region of the Caspian Sea, specifically the fictional country of ‘Oasistan’. The game consists of students forming small teams of Oasistani, Western and non-Western public/private actors collaborating with each other to try and reach the common goal of oil exploration and production in this country. In total 15-30 students were involved. We found that OASISTAN allowed its players not only to intensely experience the difficulty and awkwardness of being confronted with cultural differences, but also to interpret and understand these differences through cultural dimensions. Students who played OASISTAN identified ten out of the 12 dimensions by Maleki and De Jong. The two dimensions that students were not able to identify are uncertainty avoidance and collaborativeness. Conclusion. OASISTAN shows how a game design field (i.e., intercultural simulation gaming) can be reinvigorated in light of new or updated scientific theories pertaining to the field’s subject matter (i.e., cultural dimensions). Several opportunities for future research are identified.
MULTIFILE