This report investigates prior experiences and impacts of the European Capital of Culture (ECoC) with the aim of informing preparation plans for Leeuwarden and Fryslân to organize the event in 2018. The longterm benefits that the ECoC tend to be both tangible through improvements in facilities, and intangible as self-confidence and pride increase as the result of celebrating the destination, its culture and history.
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Following the conference Fear and Loathing of the Online Self and the publication of Culture of the Selfie: Self-Representation in Contemporary Visual Culture in May 2017, this episode of INC’s Zero Infinite podcast zooms in on the online self and selfies, with Ana Peraica, Wendy Chun and Rebecca Stein. In the studio, Inte Gloerich, Leonieke van Dipten and Miriam Rasch discuss algorithmic identity, the importance of the background in selfies and the phenomenon of the ‘drelfie’.
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In this article, the main question is whether and, if so, to what extent online journalism raises new moral issues and, if any, what kind of answers are preferable. Or do questions merely appear new, since they are really old ones in an electronic wrapping, old wine in new bottles? And how does journalism deal with the moral aspects of online journalism? The phenomenon of the Internet emerged in our society a few years ago. Since then, a large number of Dutch people have gone online, and the World Wide Web is now an integral part of our range of means of communication. Dutch journalism is online too, although certainly not in the lead. More and more journalists use the Internet as a source, especially for background information. Newspapers have their web sites, where the online version of the printed paper can be read. And that is it for the time being. There are no more far-reaching developments at present, certainly not on a large scale. Real online journalism is rather scarce in the Netherlands. The debate concerning the moral aspects of online journalism is mainly being conducted in the United States. First of all, by way of introduction, I will present an outline of online journalism. The first instance is the online version of the newspaper. Here, only to a certain degree new issues come up for discussion, since the reputation of reliability and accuracy of the papers, in spite of all criticism, also applies to their online versions. Besides, especially in the United States and increasingly in European countries as well, there is the so-called dotcom journalism, the e-zines, the online news sites without any relationship with printed newspapers. This may be the reason why these sites do not have a strong commitment to moral standards, at least as they have developed in the journalistic culture of the newspapers. After having outlined the moral issues arising in online journalism, the question will be addressed whether and, if so, to what extent it is meaningful and desirable to develop instruments of self-regulation for this new phenomenon of journalism.
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Abstract Business Process Management (BPM) is an important discipline for organizations to manage their business processes. Research shows that higher BPM-maturity leads to better process performance. However, contextual factors such as culture seem to influence this relationship. The purpose of this paper is to investigate the role of national culture on the relationship between BPM-maturity and process performance. A multiple linear regression analysis is performed based on data from six different countries within Europe. Although the results show a significant relationship between BPM-maturity and process performance, no significant moderation effect of national culture has been found. The cultural dimension long term orientation shows a weak negative correlation with both BPM-maturity and process performance. Through a post-hoc moderation analysis on each dimension of BPM-maturity, we further find that long term orientation negatively moderates the relationship between process improvement and process performance. Three other moderation effects are also discovered. The results of this study contribute to insights into the role of culture in the field of BPM.
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This study utilises a quantitative observation study on student journalists (n=47), as well as reconstruction interviews with experienced editors and reporters in newsrooms (n=12), to understand how Dutch journalists search, select, and verify sources online. Through the recording of screen activity, we show that search strategies are heavily influenced by how the search engine sorts and ranks potential sources. Eventual selection of sources remains relatively traditional, focused on legacy media and their websites. Moreover, online news production clearly challenges the verification process. Results suggest that journalists use no explicit but only so-called hybrid methods of verifications, such as background checks of websites and social media accounts, and cross-checking of sources.
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The social dynamics of player communities in online games have been the subject of much research during the last decade. Following a systematic review of empirical research publications from 2000–2010, this article synthesizes the key methods and concepts researchers have used to study and characterize player communities. It also synthesizes the key aspects and operationalizations researchers have concentrated on. The analysis shows that qualitative approaches have been more common than quantitative ones. The concepts used to characterize player communities were often not clearly defined or overlapped in meaning. Yet they revealed a prevalence of micro (groups or teams), meso (guilds or organizations) and macro (communities and networks) perspectives. About 22 different aspects and operationalizations of player communities were identified. Six were most common, i.e. culture and social norms, social structuring, rationale, number of members, used information and communication technologies and time of existence. The article concludes with several suggestions for future research.
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From the article: "Whilst the importance of online peer feedback and writing argumentative essays for students in higher education is unquestionable, there is a need for further research into whether and the extent to which female and male students differ with regard to their argumentative feedback, essay writing, and content learning in online settings. The current study used a pre-test, post-test design to explore the extent to which female and male students differ regarding their argumentative feedback quality, essay writing and content learning in an online environment. Participants were 201 BSc biotechnology students who wrote an argumentative essay, engaged in argumentative peer feedback with learning partners in the form of triads and finally revised their original argumentative essay. The findings revealed differences between females and males in terms of the quality of their argumentative feedback. Female students provided higher-quality argumentative feedback than male students. Although all students improved their argumentative essay quality and also knowledge content from pre-test to post-test, these improvements were not significantly different between females and males. Explanations for these findings and recommendations are provided"
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Numerous researchers have written about the social dynamics of player communities in multiplayer online games. Following a systematic review of refereed empirical research publications from 2000-2010, this article synthesizes the key methods and concepts researchers have used to study and characterize player communities, as well as the aspects and operationalizations they have concentrated on. The analysis shows that qualitative approaches have been more popular than quantitative. The concepts used to characterize player communities were often not clearly defined or overlapped in meaning. Yet they revealed a prevalence of micro (groups or teams), meso (guilds or organizations) and macro (communities and networks) perspectives. Eighteen different aspects and operationalizations of player communities were identified. Six of these were clearly most popular, i.e. social structuring, rationale, culture & social norms, used ICTs, number of members and time of existence. The article concludes with several perspectives and suggestions for future research.
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Numerous researchers have written about the social dynamics of player communities in multiplayer online games. Following a systematic review of refereed empirical research publications from 2000-2010, this article synthesizes the key methods and concepts researchers have used to study and characterize player communities, as well as the aspects and operationalizations they have concentrated on. The analysis shows that qualitative approaches have been more popular than quantitative. The concepts used to characterize player communities were often not clearly defined or overlapped in meaning. Yet they revealed a prevalence of micro (groups or teams), meso (guilds or organizations) and macro (communities and networks) perspectives. Eighteen different aspects and operationalizations of player communities were identified. Six of these were clearly most popular, i.e. social structuring, rationale, culture & social norms, used ICTs, number of members and time of existence. The article concludes with several perspectives and suggestions for future research.
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Following the rationale of the current EU legal framework protecting personal data, children are entitled to the same privacy and data protection rights as adults. However, the child, because of his physical and mental immaturity, needs special safeguards and care, including appropriate legal protection. In the online environment, children are less likely to make any checks or judgments before entering personal information. Therefore, this paper presents an analysis of the extent to which EU regulation can ensure children’s online privacy and data protection.
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