PurposeThe purpose of this paper is to conduct a critical analysis to address cultural metaphors – a much overlooked aspect of cross-cultural studies. Mainstream cultural metaphors (e.g. the iceberg, the software of the mind, the onion, and the distance) are not only limited in number, but are also overwhelmingly based on the static paradigm – as opposed to the dynamic paradigm that is often sidelined in academic discourse.Design/methodology/approachThe paper introduces the Diagram of Diversity Pathways – an interdisciplinary framework that sheds some light on how the inherent meaning and heuristic orientation of static cultural metaphors may stand at odds with evidence from the newly emerged field of neurobiology.FindingsThe implications of these metaphors are called into question, namely, culture is all about differences; values are stable; values guide behaviors; and values are seen as binaries.Research limitations/implicationsThe paper suggests that theorists and practitioners should pay more attention to the contribution and scholarly work of the dynamic paradigm since there appears to be substantial compatibility between them.Originality/valueThe matching of neurobiology and dynamic paradigm brings into focus alternative metaphors which not only offer insightful perspectives but also may open doors to perceive culture in a new way. Furthermore, cultural metaphors deserve more academic scrutiny because metaphors and theory development can have a symbiotic existence.
This paper will describe the rationale and findings from a multinational study of online uses and gratifications conducted in the United States, Korea, and the Netherlands in spring 2003. A survey research method of study was conducted using a questionnaire developed in three languages and was presented to approximately 400 respondents in each country via the Web. Web uses and gratifications were analyzed cross-nationally in a comparative fashion and focused on the perceived involvement in different types of on-line communities. Findings indicate that demographic characteristics, cultural values, and Internet connection type emerged as critical factors that explain why the same technology is adopted differently. The analyses identified seven major gratifications sought by users in each country: social support, surveillance & advice, learning, entertainment, escape, fame & aesthetic, and respect. Although the Internet is a global medium, in general, web use is more local and regional. Evidence of media use and cultural values reported by country and online community supports the hypothesis of a technological convergence between societies, not a cultural convergence.
Collecting local memories on-line is a growing practice with participatory elements on different levels. Three levels of participation – micro, meso and macro – are introduced by describing an exemplary case: the Memory of East in Amsterdam. These levels of this particular case can be grounded in the statements of the Convention on the Value of Cultural Heritage for Society. This indicates that the Memory of East case might be a good practice. However, looking at 53 other cases shows that the three levels are present, but designed differently with respect to the degree in which residents participate. Since the convention is not specific enough we choose the notion of cultural citizenship to assess the value of cases like these. We claim that the cases that have more focus on ordinary residents participating on all three levels assures a sustainable and self-feeding system, which is the best answer to the goals of the convention.
This project develops a European network for transdisciplinary innovation in artistic engagement as a catalyst for societal transformation, focusing on immersive art. It responds to the professionals in the field’s call for research into immersive art’s unique capacity to ‘move’ people through its multisensory, technosocial qualities towards collective change. The project brings together experts leading state-of-the-art research and practice in related fields with an aim to develop trajectories for artistic, methodological, and conceptual innovation for societal transformation. The nascent field of immersive art, including its potential impact on society, has been identified as a priority research area on all local-to-EU levels, but often suffers from the common (mis)perception as being technological spectacle prioritising entertainment values. Many practitioners create immersive art to enable novel forms of creative engagement to address societal issues and enact change, but have difficulty gaining recognition and support for this endeavour. A critical challenge is the lack of knowledge about how their predominantly sensuous and aesthetic experience actually lead to collective change, which remains unrecognised in the current systems of impact evaluation predicated on quantitative analysis. Recent psychological insights on awe as a profoundly transformative emotion signals a possibility to address this challenge, offering a new way to make sense of the transformational effect of directly interacting with such affective qualities of immersive art. In parallel, there is a renewed interest in the practice of cultural mediation, which brings together different stakeholders to facilitate negotiation towards collective change in diverse domains of civic life, often through creative engagements. Our project forms strategic grounds for transdisciplinary research at the intersection between these two developments. We bring together experts in immersive art, psychology, cultural mediation, digital humanities, and design across Europe to explore: How can awe-experiences be enacted in immersive art and be extended towards societal transformation?
Codarts, as a University of the Arts, develops practice-oriented research to enhance artistic development, the arts practice and arts education. Performing arts, specifically dance, music and circus, enable us to communicate beyond geographical, cultural, linguistic and religious boundaries and helps us connect our common values and dreams. The performing arts are universal in their capacity to unite and inspire, providing an excellent opportunity for us to expand our research to an international level. However, the current research strategy at Codarts does not sufficiently match our European research ambitions, even though our education is inherently international and there are multiple strong connections to relevant themes in the European Research Area. Accordingly, with this project, we aim to bridge the gap between our current national research activities and our European ambitions by aligning our research focus with the European Research Area. The aim is to develop a strategy that enriches the arts practice, arts education and our research, creating a stronger connection to the European Research Area and to relevant European networks. Expanding the scope of our practice-oriented research towards European projects is essential to increase research opportunities, improve the applicability and societal impact of our research outcomes and provide more opportunities for students, teachers and researchers to learn and exchange knowledge and insights. Additionally, it is necessary to create a sustainable future for our institution. Strategic brainstorm sessions, benchmark studies, detailed action plans and viability assessments need to make sure that we become aware of our current position in the European research field, as well as identify potential partners and networks to collaborate with. This project will eventually work towards participation in a relevant European project proposal as the first step towards strengthening our position as a leading University of the Arts in Europe.
Within the framework of the “Greening Games” project, we will develop, test and distribute flagship didactic materials addressing the interdisciplinary nature of green digital gaming. These will be tested in selected higher education programs and finally shared as open access content for the broader academic and teaching community. It is our core strategic responsibility to educate students about the relations between digital games and environment. We believe that the more aware students of today will become greener game designers, programmers, and academic leaders of tomorrow. At the centre of our partnership’s didactic philosophy are human responsibility, ethical game design and sustainable gaming culture. Societal IssueVideo games serve as technological marvels and cultural reflections. McKenzie Wark suggests they are integral to a shared culture, fostering critical thinking. Games act as arenas for cultural values and environmental awareness. Climate-aware video games, often referred to as 'green games' or 'eco-games,' raise ecological consciousness and reconnect players with nature. For example, Riders Republic, which replicates real-world terrain using satellite imagery, inspires eco-awareness. However, the environmental footprint of video games, reliant on digital electronics and resource-intensive consoles, poses challenges. Developers, manufacturers, and gaming giants must address these impacts. Benjamin Abraham emphasizes sustainable game development as a holistic solution beyond incorporating green content.Benefit to societyBy developing teaching materials on green gaming for higher education, we create the following impact. We will…- increase the awareness of this subject among Bachelor’s and Master’s students.- enhance students’ knowledge of green gaming and their ability to integrate existing solutions into their game projects.- stimulate more research interest among research staff as well as students.- facilitate the uptake of pedagogical resources on green gaming by lecturers and professors.- create a European research community around the topic.- raise the visibility of green game studies among the game industry and wider public.