Freya Elizabeth Rose McCarthy and Stephanie Jane Simpson
The purpose of this paper was to investigate the utility of including emotional development (ED) assessment into a Positive Behaviour Support (PBS) approach in clinical practice…
Abstract
Purpose
The purpose of this paper was to investigate the utility of including emotional development (ED) assessment into a Positive Behaviour Support (PBS) approach in clinical practice with a patient with an intellectual disability (ID) and challenging behaviour.
Design/methodology/approach
Interviews were conducted with four staff involved in the care of the patient. The interviews were transcribed and analysed using thematic analysis and three reflective sessions were completed with the lead psychologist of the service.
Findings
Using thematic analysis, four themes were identified: getting everyone around the table: a collaborative approach, complementary approaches: a feedback loop, helping to make sense of the individual and ensuring a voice for service users.
Research limitations/implications
This was a case study selected from routine clinical practice and as such generalisability may be limited. This case study was designed as an exploration of the potential benefits of incorporating ED alongside PBS for ID and provides a basis for future research.
Practical implications
This study highlights the value of integration of ED assessment for people with ID and challenging behaviour within a healthcare team.
Originality/value
There is a lack of literature relating to ED and challenging behaviour within an ID population, particularly exploring ED within a PBS framework. This study provides a starting point for exploring how practice can be improved through incorporating ED assessment for individuals with ID and challenging behaviour.
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Christine E. Walsh, Rebecca Seguin-Fowler, Alice Ammerman, Karla Hanson, Stephanie B. Pitts Jilcott, Jane Kolodinsky, Marilyn Sitaker and Susan Ennett
Snacking contributes to one-quarter of children’s total daily energy intake in the USA, with many snack foods being nutrient-poor and energy-dense. Snacking and sugary beverage…
Abstract
Purpose
Snacking contributes to one-quarter of children’s total daily energy intake in the USA, with many snack foods being nutrient-poor and energy-dense. Snacking and sugary beverage consumption have been identified as potential contributors to childhood overweight and obesity and may play a particularly important role among children from socioeconomically disadvantaged households that generally display higher rates of obesity. This exploratory study investigated associations between consumption of snack foods, sugar-sweetened beverages (SSB) and overweight and obesity in children from low-income households.
Design/methodology/approach
Data from households that participated in a multi-state cost-offset (CO-CSA) community supported agriculture intervention in 2016 and 2017 (n = 305) were analyzed. Fixed effect regression models were used to estimate associations between child monthly consumption of salty snack foods; sweet snack foods and SSBs; and child weight status, accounting for demographic characteristics.
Findings
No associations were found between snack or SSB consumption and child overweight. However, household income was significantly, negatively related to all three consumption variables (Salty snacks: ß = −0.09, SE = 0.04, p = 0.02; Sweet snacks: ß= −0.10, SE = 0.04, p = 0.01; SSB: ß= −0.21, SE = 0.05, p = 0.0001). The results suggest that household income may play an important role in children’s snacking and SSB behaviors among more disadvantaged households.
Practical implications
Factors beyond snack food and SSB consumption should be explored to better understand childhood overweight and obesity, and to inform future obesity interventions.
Originality/value
Socioeconomic disparities in childhood obesity are an ongoing policy-relevant issue within the USA and internationally. This study provides new information about child snacking behaviors in a unique, low-income population and contributes to the evidence base regarding the role household context in shaping child consumption behaviors.
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The purpose of this paper is to investigate the ways in which players and producers of promotional alternate reality games (ARGs) negotiate their commercial status, similar to the…
Abstract
Purpose
The purpose of this paper is to investigate the ways in which players and producers of promotional alternate reality games (ARGs) negotiate their commercial status, similar to the way in which Matt Hills (2002) argues fan communities negotiate their position within a commercial media industry.
Design/methodology/approach
In-depth interviews with game designers is combined with the results of an online player survey and qualitative analysis of discussion on player forums. This provides a strong platform from which to discuss player and producer attitudes towards the status of promotional ARGs as marketing materials.
Findings
Both players and producers use various strategies which allow them to negotiate their relationship to the commercial nature of promotional ARGs. These include a focus on the immersive nature of the games (also known as the “This Is Not a Game” philosophy), defining their creative interests strongly against the perceived commercial interests of corporate media companies and an emphasis on the personal, emotional or affective impact of the games.
Originality/value
In the very slim body of academic work on promotional ARGs, few scholars have considered the status of the games as marketing from the perspective of the audience. The paper provides original audience research which is of value and interest to scholars in a diverse variety of disciplines, and to anyone involved in the production or consumption of ARGs.
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Ruslan Ramanau, Jane Hughes and Paul Grayson
In the last two decades, online computer-marked assignments (CMAs) have been widely used in accounting education. Although there is a growing body of research on this form of…
Abstract
In the last two decades, online computer-marked assignments (CMAs) have been widely used in accounting education. Although there is a growing body of research on this form of online assessment, most of the previous studies relied on small samples of respondents or focused on student self-report using survey methods. This exploratory mixed-method study aims to combine a quantitative analysis of learners’ academic performance on an online Financial Accounting course with a more in-depth exploration of learner experiences using qualitative methods. The quantitative findings suggest that student previous educational qualifications, age and experience of studying a similar subject are strongly associated with CMA completion, which is also linked to scores on other pieces of assessed work. The qualitative results show that from the learners’ perspective, diversifying assessment methods, introducing low-stakes assessment activities and creating opportunities for situational interest are viewed as key aspects of online CMA design. This paper concludes with discussing the implications of the study for designing and delivering online courses in accounting, particularly in the light of the growing popularity of massive open online courses (MOOCs).
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The aim of this study is to outline principles for the writing of management history. First, it is argued that if management history is to advance, pessimism of both purpose and…
Abstract
Purpose
The aim of this study is to outline principles for the writing of management history. First, it is argued that if management history is to advance, pessimism of both purpose and intellect must be dispelled. Authors must bring with them a sense of how their research leads to better organisations, institutions, workplaces, economies and social relationships. Second, it holds that the utilisation of the scientific method, based around the testing of research theses, drawn from our existing knowledge and contributing to that knowledge, is management history’s methodological bedrock.
Design/methodology/approach
Much opposition to scientific methods in historical research, most notably from postmodernists and poststructuralists, is based on false premises. Drawing on Poincare’s La Science et L’Hypothese (1902), this paper notes that there are no fundamental differences between research in the natural and historical sciences. All studies are conditional.
Findings
This editorial recommends five steps in writing management history. First, know how your sources were put together, by whom, for what purposes, what they sought to record and what they did not. Second, use multiple sources. Third, keep your research questions in mind, modifying them as evidence demands. As E.H. Carr observed, research theses are “the indispensable tools of thought”. Fourth, understand the social, intellectual and economic contexts of the study. Context is the key to understanding change. The more severe the restraint on change, the more significant is any change that breaks these bonds. Finally, use numbers as numbers count in history. While statistics must be subordinate to the theses, they allow more complex stories, be they of a society or micro-events within a firm.
Originality/value
The growth of postmodernist and poststructuralist research paradigms has created uncertainty with regards to both methods and purpose among management and business historians. This editorial includes a defence of the values of empirically based scientific research.
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Nickolas Zaller, Lisa Barry, Jane Dorotik, Jennifer James, Andrea K. Knittel, Fernando Murillo, Stephanie Grace Prost and Brie Williams
Michael Saker and Leighton Evans
This chapter is concerned with examining the families that play Pokémon Go together within the context of spatial practices. The chapter begins by outlining the general approach…
Abstract
This chapter is concerned with examining the families that play Pokémon Go together within the context of spatial practices. The chapter begins by outlining the general approach to spatiality that we adopt throughout this book, which is predicated on the ‘spatial turn’ within the social sciences. Here, spatial practices are understood as being socially constructed in day-to-day live, as opposed to being something simply given. In other words, ‘the concept of the city’ and the ‘urban fact’ (de Certeau, 1984, p. 1, italics in original) are not one and the same thing. Instead, the phenomenology of space is moulded in the social realm as part of the practice of everyday life, which has consequences for hybrid reality games (HRGs) like Pokémon Go. After delineating between ‘space’ and ‘place’ à la the ‘mobilities turn’, we shift our attention to embodied approaches to urban life. This begin with an examination of the art of the flânerie, which has been reimagined to account for the ubiquity of mobile media, and more recently, locative games. A review of the literature surrounding locative games demonstrates that, for the most part, concerns about spatiality have not extended to the kind of intergenerational play that is the focus of this book. Drawing on our original study of Pokémon Go, as outlined above, then, the chapter is driven by the following research questions. First, to what extent does Pokémon Go lead to families spending more time outside and how is this reshaping experienced. Second, what effect does this HRG has on the routes and pathways families choose to follow while traversing their physical setting, as well as the sites they frequent. Third, to what extent do families engage with the various elements of Pokémon Go and what does this suggest about the evolution of locative play in the context of earlier location-based social networks (LBSNs).
John H. Humphreys, Milorad M. Novicevic, Mario Hayek, Jane Whitney Gibson, Stephanie S. Pane Haden and Wallace A. Williams, Jr
The purpose of this study is to narratively explore the influence of leader narcissism on leader/follower social exchange. Moreover, while researchers acknowledge that…
Abstract
Purpose
The purpose of this study is to narratively explore the influence of leader narcissism on leader/follower social exchange. Moreover, while researchers acknowledge that narcissistic personality is a dimensional construct, the preponderance of extant literature approaches the concept of narcissistic leadership categorically by focusing on the reactive or constructive narcissistic extremes. This bimodal emphasis ignores self-deceptive forms of narcissistic leadership, where vision orientation and communication could differ from leaders with more reactive or constructive narcissistic personalities.
Design/methodology/approach
The authors argue that they encountered a compelling example of a communal, self-deceiving narcissist during archival research of Robert Owen’s collective experiment at New Harmony, Indiana. To explore Owen’s narcissistic leadership, they utilize an analytically structured history approach to interpret his leadership, as he conveyed his vision of social reform in America.
Findings
Approaching data from a ‘history to theory’ perspective and via a communicative lens, the authors use insights from their abductive analysis to advance a cross-paradigm, communication-centered process model of narcissistic leadership that accounts for the full dimensional nature of leader narcissism and the relational aspects of narcissistic leadership.
Research limitations/implications
Scholars maintaining a positivist stance might consider this method a limitation, as historical case-based research places greater emphasis on reflexivity than replication. However, from a constructionist perspective, a focus on generalization might be considered inappropriate or premature, potentially hampering the revelation of insights.
Originality/value
Through a multi-paradigmatic analysis of the historical case of Robert Owen and his visionary communal experiment at New Harmony, the authors contribute to the extant literature by elaborating a comprehensive, dimensional and relational process framework of narcissistic leadership. In doing so, the authors have heeded calls to better delineate leader narcissism, embrace process and relational aspects of leadership and consider leader communication as constitutive of leadership.
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Michael Saker and Leighton Evans
This chapter is concerned with exploring the various ways in which Pokémon Go complements or challenges family life. The chapter begins by explicating the multisided concept of…
Abstract
This chapter is concerned with exploring the various ways in which Pokémon Go complements or challenges family life. The chapter begins by explicating the multisided concept of play and the myriad definitions that surround this term. Having established the various way in which this phenomenon can improve the lives of those who engage in it – physically, emotionally and cognitively – we go on to consider how play has gradually shifted from public spaces and into designated playgrounds, and how this trend corresponds with children concurrently moving away from the streets and into their bedrooms. Following this, we explore the impact digital technologies are having on the practice of parenting, paying particular attention to video games as a significant facet of youth culture that is often associated with a range of negative connotations. Yet, video games are not intrinsically bad. As we outline, research on intergenerational play and joint-media engagement (JME) readily demonstrate the many benefits families can experience when these games are played together. What is missing from this developing body of work is the familial playing of locative games and the extent to which this practice adds contours to our understanding of this field. The chapter is, therefore, driven by the following research questions. First, why and how do families play Pokémon Go? This includes the different roles that family members adopt, alongside motivations for families playing this game, how the playing of this game complements the rhythms of family life and the extent to which this hybrid reality game (HRG) is suited to intergenerational play. Second, what impact does locative familial play have on families, collectively speaking, and regarding individual family members? Here, we are not just interested in whether this game allows families to bond and how this bonding process is experienced, but also whether the familial play of Pokémon Go provides families with any learning opportunities that might facilitate personal growth beyond the game. Third, what worries might parents have about the familial playing of Pokémon Go and to what extent does the locative aspect of this game reshape their apprehensions?