Community activities are believed to contribute to the cultivation of social capital and social cohesion. For this study, a community ‘living room’, a community activity for lonely, elderly people in a mid-sized Dutch city, was studied. Interviews and observations showed that the community activity was experienced positively, and that social interactions in this particular setting were much appreciated in the face of loneliness. This held not only true for the participants, but also for the volunteers. Nevertheless, the activity did not significantly contribute to the development of social capital. Social contacts established during the activity did not extend beyond the setting. A general lack of trust is seen as a major factor inhibiting the development of social contacts beyond the setting.
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Inleiding op een themanummer van British Journal of Social Work over sociaal werk in de digitale samenleving.
Sport for development (SFD) initiatives have faced numerous criticisms around the focus on individual-level (micro) outcomes and lack of integration at the community (meso) and structural (macro) levels. As a result, there is growing recognition that programmes need to find ways to work with and engage a wide range of community members and stakeholders through more inclusive, participatory approaches. One such approach is known as Living Labs. In the following conceptual article, we present the Sport and Social Cohesion Lab (SSCL) project, which implemented a Living Lab approach in various sport-based programmes from four different European countries. The main components of the Living Lab framework are presented, and practical insights are derived from the project. In addition, the unique and sometimes critical role of sport is reflected upon in relation to the Living Lab context. Through this, this article provides practitioners and academics with potential building blocks to implement Living Labs and/or embed participatory approaches in sport and physical activity contexts and social settings more generally.
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.