This article provides a narrative response to a precariousness labour situation. The question it attempts to answer is: how does one cope with the precariousness and injustices of contemporary employment without becoming pessimistic or hopeless? The piece, based on the author’s personal experience, argues that we can tell and write our career narrative and with that influence our response. "This is the peer reviewed version of the following article: Reinekke Lengelle, Narrative Self-rescue: A Poetic Response to a Precarious Labour Crisis, New Horizons in Adult Education and Human Resource Development, 28 (1), 46-49, which has been published in final form at https://doi.org/10.1002/nha3.20130. LinkedIn: https://www.linkedin.com/in/reinekke-lengelle-phd-767a4322/
MULTIFILE
The Sport Empowers Disabled Youth 2 (SEDY2) project encourages inclusion and equal opportunities in sport for youth with a disability by raising their sports and exercise participation in inclusive settings. This SEDY2 Inclusive (Online) Focus Group Guidance aimed to develop an easy-to-use guidance document on how to deliver inclusive focus groups to attain the authentic views, wishes and feelings of children and youth with a disability about inclusion in sport in practice. This guidance document was produced in order to support other practitioners in conducting inclusive focus groups. The focus group guidance can easily be adapted to cover other topics and can also be used effectively with all (young) people.
Background: Survivors of lymphoma experience multiple challenges after treatment. However, a lack of knowledge of in-depth experiences of lymphoma survivors in early aftercare persists. Objective: To gain an in-depth understanding of the experiences of lymphoma survivors in early aftercare who have received an aftercare consultation based on evidence-based guideline recommendations, with an advanced practice nurse. Methods: This study used a narrative design. We recruited lymphoma survivors after a best-practice aftercare consultationwith an advanced practice nurse. A total of 22 lymphoma survivors and 9 partners participated. Data were collected through narrative interviews and analyzed according to thematic narrative analysis. Results: Six themes emerged: living and dealing with health consequences, coping with work and financial challenges, having a positive outlook and dealing with uncertainty, deriving strength from and experiencing tensions in relationships, getting through tough times in life, and receiving support from healthcare professionals. Conclusions: The stories of lymphoma survivors in early aftercare revealed their experiences of how they coped with a range of challenges in their personal lives. Choosing an aftercare trajectory based on an aftercare consultation that encourages patients to think about their issues, goals, and possible aftercare options may be useful for their transition from treatment to survivorship. Implications for practice: Survivors’ social support and self-management capabilities are important aspects to be addressed in cancer care. An aftercare consultation involving shared goal setting and care planning may help nurses provide personalized aftercare.
In view of the 75th commemoration of the liberation of World War II, Visit Brabant asked BUas to connect the main heritage locations in the province through storytelling in order to attract more visitors.In 2015, we developed a narrative concept entitled “Crossroads. Life changing stories 40-45”. In 2016, we developed a brand guide which explains storytelling guidelines. In collaboration with Brabant Heritage and Brabant Remembers, in 2017-208, 15 meetings were organized all over the province to collect personal WWII narratives. From over 600 narratives, together with a group of historians, we selected 75 narratives. Under our guidance, these 75 narratives have been rewritten into Crossroads stories by some 20 different authors. Brabant Remembers has launched a marketing campaign and (digital and physical) experiences based on these stories. The aim is to touch visitors and local people emotionally with personal stories from the past, and to offer new ways of interacting with these stories, especially for young people.WhenThe project has been running since 2015. We currently play an advisory role in the development of the Brabant Remembers app (for example augmented reality videos), and in physical products such as the Dilemma Maze and the Stilllevens of Studio Verdult.Partners: Visit Brabant, Brabant Remembers, Erfgoed Brabant, Stichting Crossroads
In 2007 at Ropecon, a large Finnish roleplaying convention, Emily Care Boss coined the term bleed to refer to emotional transference that sometimes happened to players of roleplaying games. Bleed describes an effect where emotions and attitudes experienced while roleplaying a character continue on after the roleplaying session was over, or the other way around, where a player brings their own feelings into the character they are embodying. For example, a player would roleplay a romance with another player's character, and then develop feelings for said player after the game was over. Bleed can create powerful effects in a roleplaying session, both positive and negative, which has resulted in the development of various best practices and safety tools that analogue game designers can draw upon, and roleplaying games frequently have mechanics designed around inducing and maximizing particular types of bleed in their players. Bleed mechanics lend themselves particularly well to exploring queer and otherwise marginalized identities, generating empathy, and exploring acts of political resistance. They are a powerful tool in the analogue game designers’ toolbox. Digital games make comparatively far less use of bleed in their designs than analogue games—the concept of bleed is not well-known among digital game designers. Consequently, there is little guidance for designing digital bleed mechanics, and insufficient safety tools with which to do so. With how powerful these effects can be, the knowledge and tools gaps for digital games needs addressing. This research project will create primarily digital narrative games that are explicitly designed to invoke bleed, and seeks to provide designers with new frameworks and safety tools to create bleed effects for digital games. Games will be created with varying themes and approaches regarding identity and storytelling to explore how, in particular, narrative design influences bleed in digital games.