Social needs are important basic human needs; when not satisfied, loneliness and social isolation can occur and subsequently sickness or even premature death. For older people social needs can be more difficult to satisfy because of the loss of resources such as health and mobility. Interventions for older people to satisfy social needs are often not evaluated and when evaluated are not proven successful. Technological interventions can be successful, but the relationship between technology and social wellbeing is complex and more research in this area is needed. The aim of this research is to uncover design opportunities for technological interventions to fulfil social needs of older people. Context-mapping sessions are a way to gain more insight into the social needs of older people and to involve them in the design of interventions to fulfil social needs. Participants of the context-mapping sessions were older people and social workers working with older people. Four sessions with a total of 20 participants were held to generate ideas for interventions to satisfy social needs. The results are transcripts from the discussion parts of the context-mapping sessions and collages the participants created. The transcripts were independently analysed and inductive codes were attached to quotations in the transcripts that are relevant to the research question and subsequently thematic analysis took place. Collages made by the participants were independently analysed by the researchers and after discussion consensus was reached about important themes. The following three main themes emerged: ‘connectedness’, ‘independence’ and ‘meaningfulness’. Technology was not identified as a separate theme, but was addressed in relation to the above mentioned themes. Staying active in a meaningful way, for example by engaging in volunteer work, may fulfil the three needs of being connected, independent and meaningful. In addition, interventions can also focus on the need to be and remain independent and to deal with becoming more dependent. The older people in our study have an ambivalent attitude towards technology, which needs to be taken into account when designing an intervention. We conclude this paper by making recommendations for possible technological interventions to fulfil social needs.
The number of local energy initiatives in the Netherlands is rising. The so called ‘Buurkrachtbuurten’ are contributing to this growth. ‘Buurkracht’ is a non-profit organisation aiming to support neighbourhoods in their attempts to reduce energy consumption. Their goal is save as much energy as possible and, in the process, to contribute to social cohesion within local communities. An intervention to increase awareness of energy consumption and to increase social cohesion was tested in four villages in the northern part of the Netherlands (the province of Drenthe). The aim of this study was to help people to take their first step in the larger energy transition. Participants (N=75) measured their energy use with energy power meters and shared the results with their neighbours and with the researchers. Through “within-subject comparisons” (of different appliances within homes) and “between-subject comparisons” (of similar appliances within the neighbourhood), participants gained insight in their energy consumption. Furthermore, results showed that after this intervention (“Find the Energy Guzzler”), some participants acted according their insights, e.g. replaced some appliances. The evaluation of the intervention was very positive and participants would recommend this intervention to other people. Also, one of the experienced benefits of participation was that it increased contact with the neighbours. Other strengths and improvements are discussed as well in the paper.
Social networks, social cohesion, and place attachment are positive social impacts that can stimulate people’s quality of life. High-rise apartment buildings are often criticized for their negative social impacts, such as social isolation and low levels of interaction and social cohesion. However, there is still insufficient empirical evidence on the relationships between neighborhood social networks, social cohesion, place attachment, and loneliness of high-rise apartment residents and how they are affected by the physical environment and neighborhood satisfaction. This study uses structural equation modeling (SEM) to investigate these relationships using data collected in four high-rise apartment complexes in Hanoi, Vietnam. While the number of neighbors in someone’s social network is found to stimulate social cohesion, which can foster neighborhood attachment and reduce feelings of loneliness, the possibility of improving these social impacts is affected by urban contexts, site properties, and the ability to provide communal spaces within and surrounding the buildings.
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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.