This chapter investigates the deeply mediatized experience of place and space within the lived practice of events by studying two annual Dutch cultural events as cases: Oerol Festival (2017) and 3FM Serious Request (2017). Drawing on substantial datasets containing online and offline participant observations, both short in situ interviews and longer in-depth interviews with a total of 248 interviewees and large datasets from Twitter and Instagram, this chapter demonstrates that media concurrently de-spatialize, in the sense that they diminish spatial borders and overcome distance, and affirm embodied experiences of being-in-place. I argue that it is liveness - the potential connection, through media, to events that matter to us as they unfold - that creates the closeness between the near and the far elements within the “eventsphere” and binds it all together into one event-space.
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New online stores and digital distribution methods have led to the development of alternative monetization models for video-games, such as free-to-play games with advertisements. Although there are many games using such models, until now the effect on the player experience from such interruptions has not been studied. In this controlled experiment, we requested that participants (N=236) play one of three different versions of a platformer game with: 1) no interruptions, 2) 30-second video advertisements, and 3) a multiple-choice questionnaire. We then evaluated the effects on the player experience. The study shows differences in their experiences, namely in: competence, immersion, annoyance, affects, and the reliability of the questionnaire answers. The contribution of this work is to identify which player experience variables are affected by interruptions, which can be valuable for selecting the business model and guiding the game design process.
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Emotions embody the value in tourism experiences and drive essential outcomes such as intent to recommend. Current models do not explain how the ebb and flow of emotional arousal during an experience relate to outcomes, however. We analyzed 15 participants’ experiences at the Vincentre museum and guided village tour in Nuenen, the Netherlands. This Vincent van Gogh-themed experience led to a wide range of intent to recommend and emotional arousal, measured as continuous phasic skin conductance, across participants and exhibits. Mixed-effects analyses modeled emotional arousal as a function of proximity to exhibits and intent to recommend. Experiences with the best outcomes featured moments of both high and low emotional arousal, not one continuous “high,” with more emotion during the middle of the experience. Tourist experience models should account for a complex relationship between emotions experienced and outcomes such as intent to recommend. Simply put, more emotion is not always better.
About half of the e-waste generated in The Netherlands is properly documented and collected (184kT in 2018). The amount of PCBs in this waste is projected to be about 7kT in 2018 with a growth rate of 3-4%. Studies indicate that a third of the weight of a PCB is made or recoverable and critical metals which we need as resources for the various societal challenges facing us in the future. Recycling a waste PCB today means first shredding it and then processing it for material recovery mostly via non-selective pyrometallurgical methods. Sorting the PCBs in quality grades (wastebins) before shredding would however lead to more flexibility in selecting when and which recovery metallurgy is to be used. The yield and diversity of the recovered metals increases as a result, especially when high-grade recycling techniques are used. Unfortunately, the sorting of waste PCBs is not easily automated as an experienced operator eye is needed to classify the very inhomogeneous waste-PCB stream in wastebins. In this project, a knowledge institution partners with an e-waste processor, a high-grade recycling technology startup and a developer of waste sorting systems to investigate the efficiency of methods for sensory sorting of waste PCBs. The knowledge gained in this project will lead towards a waste PCB sorting demonstrator as a follow-up project.