DOEL: Deze studie onderzoekt de mogelijke invloed van gender op de historische dynamiek rond verpleegkundig leiderschap. METHODE: Gebruikmakend van een historische onderzoeksbenadering voert deze studie een bronnenanalyse uit met gender als analytische lens, gericht op de ontwikkeling van het verpleegkundig directeurschap in het Sint Radboudziekenhuis vanaf de oprichting van de medische kliniek (1956) tot de uitsluiting van de verpleegkundig directrice uit de directie (1971). RESULTATEN: Er worden zes gendergaps geïdentificeerd, namelijk verschillen in vermeende capaciteiten en kwaliteiten, werk-privébalans, opleiding, salarisstructuur, ondersteuning en gebruik van retoriek. Dit wijst op betrokkenheid van stereotype denkbeelden bij het vormen van de genderasymmetrie binnen het verpleegkundig beroep en de perceptie ervan op de werkplek en daarbuiten. DISCUSSIE: Een geleidelijke uitsluiting van verpleegkundigen op basis van geslacht op strategisch niveau in directies wordt benadrukt. Deze asymmetrie en vooroordelen creëerden een onevenwichtig speelveld, wat de onderhandelingen over de status van het verpleegkundig beroep bemoeilijkte en belemmeringen opwierp voor verpleegkundig leiderschap. CONCLUSIE: Het zichtbaar en bespreekbaar maken van deze vooroordelen kan het bewustzijn vergroten over de wijze waarop historisch gegroeide ideeën en overtuigingen hedendaags verpleegkundig leiderschap beïnvloeden.
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Aim: There is often a gap between the ideal of involving older persons iteratively throughout the design process of digital technology, and actual practice. Until now, the lens of ageism has not been applied to address this gap. The goals of this study were: to voice the perspectives and experiences of older persons who participated in co-designing regarding the design process; their perceived role in co-designing and intergenerational interaction with the designers; and apparent manifestations of ageism that potentially influence the design of digital technology. Methods: Twenty-one older persons participated in three focus groups. Five themes were identified using thematic analysis which combined a critical ageism ‘lens’ deductive approach and an inductive approach. Results: Ageism was experienced by participants in their daily lives and interactions with the designers during the design process. Negative images of ageing were pointed out as a potential influencing factor on design decisions. Nevertheless, positive experiences of inclusive design pointed out the importance of “partnership” in the design process. Participants defined the “ultimate partnership” in co-designing as processes in which they were involved from the beginning, iteratively, in a participatory approach. Such processes were perceived as leading to successful design outcomes, which they would like to use, and reduced intergenerational tension. Conclusions: This study highlights the potential role of ageism as a detrimental factor in how digital technologies are designed. Viewing older persons as partners in co-designing and aspiring to more inclusive design processes may promote designing technologies that are needed, wanted and used.
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The present study assesses the impact of stereotype threat on how women experience digital gaming in an evaluative context. By means of a controlled lab experiment, this study tested the effects of reinforcing stereotypical information suggesting that women are less competent players versus the effects of countering this stereotype. In doing so, game leaderboard scores were manipulated distinguishing between Stereotype Neutral (high scores without gender cues), Stereotype Boost (female-dominated high scores) and Stereotype Threat (male-dominated high scores) conditions. Results indicated that gamer identity, trait competitiveness, and playing habits modulate the experience of social identity threat. Performance and affective responses elicited by the Stereotype Threat Condition were more negatively affected in case of strongly identified gamers, highly competitive women, and/or avid players when compared with the other conditions. However, virtually no differences were observed when comparing the Stereotype Neutral and Stereotype Boost conditions. Overall, the present study demonstrates the existence of the stereotype threat mechanism and how this undermines the game experience of female players within digital game culture.
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