Waarom voelen we afgrijzen voor de daden van Macbeth? Hebben we medelijden met Desdemona? Waarom reageren we emotioneel op situaties die we beschouwen als fictioneel, als niet-echt? Door een analyse van het receptieproces van toeschouwers bij theatrale producten (theater, film, televisie) wordt in dit boek een antwoord op deze vragen geformuleerd. Hiertoe worden begrippen als 'fictionaliteit', 'mogelijke werelden', 'beleving', 'identificatie' en 'empathie' vanuit een psychologische optiek geanalyseerd.In het bijzonder wordt stelling genomen tegen het idee dat het receptieproces hoofdzakelijk door bepaalde conventies wordt gestuurd. De analyse resulteert ineen psychologisch model dat een aantal cognitieve processen nauwkeurig beschrijft. Tevens wordt uitvoerig ingegaan op de emotionele relatie van de toeschouwer met het theatrale product. Empirisch onderzoek bevestigt het merendeel van de aan het model onttrokken hypothesen.
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Previous research suggests that narrative engagement (NE) in entertainment-education (E-E) narratives reduces counterarguing, thereby leading to E-E impact on behavior. It is, however, unclear how different NE processes (narrative understanding, attentional focus, emotional engagement, narrative presence) relate to different thought types (negative or positive; about the narrative form or about the target behavior) and to E-E impact. This study explores these relations in the context of alcohol binge drinking (BD). Participants (N = 172) watched an E-E narrative showing negative BD consequences, thereby aiming to discourage BD. The main findings were that the E-E narrative had a positive impact on discouraging BD on almost all assessed BD determinants such as beliefs and attitude. It was shown that attentional focus, emotional engagement, and narrative presence were associated with BD-discouraging impact, albeit on different BD-related determinants. No evidence was found that negative thoughts about BD mediated these associations. From this, we conclude that attentional focus, emotional engagement, and narrative presence were important for E-E impact but that negative thoughts about BD did not play a role therein. The study’s empirical and practical implications are discussed.
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In: Frank Gadinger, Martina Kopf, Ayşem Mert, and Christopher Smith (eds.). Political Storytelling: From Fact to Fiction (Global Dialogues 12) This essay presents a summary of important perspectives concerning the distinction between what counts as truth or fiction. As a source of inspiration, it starts with two examples found in literature – the first a classical Spanish novel and the second a collection of stories written by the leader of a social movement in Mexico. These two examples of the conflictive relations between truth and fiction, authenticity and imagination serve as a source of inspiration for the rest of this article, which shows that this issue has been a subject of intense debate in philosophy and in the philosophy of science and still presents a challenge in the 21st century. The essay states that absolute, objective truth is a myth. It describes that what counts as ‘truth’ in a particular era, is, among other things, the result of power relations. It suggests productive ways to deal with this problem in modern society, through deliberative, emancipatory processes of reflexivity (Weick 1999), participatory research and dialogue, facilitating innovation and generation of new solutions.
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This research paper looks at a selection of science-fiction films and its connection with the progression of the use of television, telephone and print media. It also analyzes statistical data obtained from a questionnaire conducted by the research group regarding the use of communication media.
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The smart city infrastructure will soon start to include smart agents, i.e., agentic things, which co-exist and co-perform with human citizens. This near-future scenario explores the flexible types of collaborations and relationships between the human and nonhuman citizens. Drawing on current technology forecasts and AI/robotics literature, we created five fictional concepts for reflecting on themes we deem important for such collaborations: responsibility, delegation, relationship, priority, and adaptation. The promises, challenges and threats of these themes are discussed in this paper, together with the new questions that were opened up through the use of design fiction as a method.
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This study offers a new perspective on clothing consumption by uncovering the systemic nature of the wardrobe. The research builds on systems theory and aims at drawing a map of the wardrobe as a system with particular structure and behaviour. By co-designing fictional 'smart wardrobe' services with experts and discussing these services with wardrobe users, we identify characteristics of wardrobe structure and behaviour that give input for a preliminary wardrobe map. Lastly, the wardrobe map provides a basis for discussing sustainable design approaches aimed at reducing clothing demand, in the context of growing clothing production volume and its associated environmental impacts.
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Hoe kunnen lerarenopleidingen, pabo-studenten stimuleren om enthousiaste en belezen leesbevorderaars te worden? In dit onderzoek worden eigenschappen van pabo-studenten en de omgeving geïdentificeerd die invloed kunnen hebben op de leesfrequentie, leesattitude en kennis van kinderliteratuur. Daarnaast worden de leesfrequentie, leesattitude en kennis van kinderboeken bij pabo-studenten beschreven.
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We review the current body of academic literature concerning gamification of production and logistics. The findings indicate that production execution and control has been addressed most often in the current body of literature, which consists mostly of design research. Objectives and goals, points, achievements, multimedial feedback, metaphorical/fictional representations, and levels and progress are currently most often employed gamification affordances on this field. The research has focused on examining or considering motivation, enjoyment and flow as the main psychological outcomes of gamification in the given context, while individual performance and efficiency are the most commonly examined or suggested behavioral/organizational impacts. Future studies should employ more rigorous study designs and firmly ground the discussions in organization theory.
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A flash fiction horror story, written by Prof. Mata Haggis-Burridge, produced in audio format by the NoSleep Podcast. Only available to subscribers to the NoSleep Podcast. NoSleep is one of the largest horror fiction podcasts online. 'Flash fiction' is a form of writing that tries to tell the story in as few words as possible, requiring very brief development of scene, conflict, and resolution all within a few hundred words or less.
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A flash fiction horror story, written by Prof. Mata Haggis-Burridge, produced in audio format by the NoSleep Podcast. Only available to subscribers to the NoSleep Podcast. NoSleep is one of the largest horror fiction podcasts online. 'Flash fiction' is a form of writing that tries to tell the story in as few words as possible, requiring very brief development of scene, conflict, and resolution all within a few hundred words or less.
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