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1 – 10 of 276Supporting People All the Way, a review for the Joseph Rowntree Foundation by Steve Griffiths, examines the Supporting People programme in the context of other government plans…
Abstract
Supporting People All the Way, a review for the Joseph Rowntree Foundation by Steve Griffiths, examines the Supporting People programme in the context of other government plans. Looking at the boundary between residential care and the Supporting People programme, the review finds arbitrary divisions which undermine the programme's objectives, and argues for a redrawing of the boundary with a more coherent relationship between the Government's commitments to foster independent living and to provide personal care.
Nelson Phillips, Graham Sewell and Dot Griffiths
When Joan Woodward died in 1971 at the age of 54, she left behind an enormous professional and personal legacy. This volume is a tribute to her work and life, to the profound…
Abstract
When Joan Woodward died in 1971 at the age of 54, she left behind an enormous professional and personal legacy. This volume is a tribute to her work and life, to the profound effect she had on those she worked with, and to the important impact her work has had on how we think about organizations. It is also a tribute to a woman who succeeded in what was, at the time, overwhelmingly a man's world. That she was only the second woman appointed as a full professor at Imperial College London provides ample evidence of her success in the unlikely and very masculine setting of post-war Britain.
The purpose of this paper is to highlight and reflect on the increased use of social media in the museums sector in the UK and beyond. It seeks to explore the challenges of…
Abstract
Purpose
The purpose of this paper is to highlight and reflect on the increased use of social media in the museums sector in the UK and beyond. It seeks to explore the challenges of utilising such media for institutions steeped in discourses of authority, authenticity and materiality.
Design/methodology/approach
Arguments are illustrated using examples of practice and policy from across the museums sector, and are informed by critical theory. In particular, Erving Goffman's frame analysis is used as a means for understanding and articulating the current use of social media by museums.
Findings
There is currently a gulf between the possibilities presented by social media, and their use by many museums. This leads to forms of frame misalignment, which can be intensely problematic. It is crucial that museums increase their understanding of the frames within which such activity is being encouraged and experienced.
Research limitations/implications
The paper does not offer a comprehensive mapping of social media use by museums at the current time. Rather, it uses notable examples to foreground a number of concerns for exploration through further research.
Originality/value
The paper calls into question the naturalised discourse surrounding social media use in the museums sector. It calls for a re‐appraisal and re‐framing of such activity so that it might more genuinely and satisfactorily match the claims that are being made for and about it.
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The aim of this paper is to present qualitative research with higher education games design students to explore situated understandings of work and the negotiation of “work” and…
Abstract
Purpose
The aim of this paper is to present qualitative research with higher education games design students to explore situated understandings of work and the negotiation of “work” and “non‐work” boundaries.
Design/methodology/approach
Situated understandings of work are examined through interviews and focus groups with games design students in the UK and contextualised with interviews with games industry professionals and attendance at industry careers events. The theoretical approach of “occupational devotion” is used to explore work practices and motivations, and “technological action” is then used to draw out the significance of relations with games technologies in this negotiation.
Findings
The main finding concerns the continued significance of a fixed field of “work” for students intending to progress from education into “work”. The importance of “work” was identified in how students positioned themselves (occupational devotion) and engaged with games technologies (technological action). This is contrasted with the emphasis on co‐creative relations and broadbrush assertions of blurring boundaries between work and non‐work.
Research limitations/implications
A larger sample of students that ranged across different digital gaming disciplines within higher education (programming; art) would add breadth and further perspectives. Further research would connect student perceptions of the games industry, from attending events such as careers fairs, and the industry promotional discourses and representational strategies. A longitudinal study would be valuable for tracing changes in recruitment strategies and industry and education intersections.
Practical implications
The paper provides insights into how higher education students engage with the games industry and articulates their personal development and employability attributes.
Originality/value
This paper makes a case for research with students as a means to explore boundaries of “work” and “non‐work”. It questions the blurring of “work” and “non‐work”, and provides conceptual pointers, combined with empirical research, that indicate the continued purchase of fixed notions of “work” for workers‐in‐the‐making. This is relevant for scholarly research into the sociology of work, higher education pedagogy, and industry‐education relations.
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Bidit Dey, David Newman and Renee Prendergast
The purpose of this paper is to understand how Bangladeshi farmers interact with mobile telephony and how they negotiate the resulting difficulties. In doing so, the paper seeks…
Abstract
Purpose
The purpose of this paper is to understand how Bangladeshi farmers interact with mobile telephony and how they negotiate the resulting difficulties. In doing so, the paper seeks to identify how farmers integrate mobile telephony into their daily lives, and what factors facilitate and limit their use of mobile telephony.
Design/methodology/approach
The research was based on ethnographic observation, interviews and focus group discussions, collected through four months of fieldwork, conducted in two remote areas of Bangladesh.
Findings
It was found that Bangladeshi farmers' use of mobile telephony is inhibited due to language barriers, a lack of literacy, unfamiliar English terminologies, inappropriate translation to local language (Bengali) and financial constraints. However, the social, occupational and psychological benefits from mobile telephony motivate them to use and appropriate it through inventive use and adaptation.
Research limitations/implications
The findings suggest that current understanding of usability needs to be interwoven with that about the appropriation of technology in order to develop a better understanding of the use and consequent integration of a technology in daily lives.
Practical implications
The paper adds to the argument for a bottom‐up approach for ICT‐enabled intervention in development activities and for the mobile telephony manufacturers and network providers it contributes to understanding of the rural consumer market of a developing country.
Originality/value
The paper presents an original conceptual diagram that combines the concept of usability and appropriation.
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Patrick J. Bateman, Jacqueline C. Pike and Brian S. Butler
Social networking sites (SNS) are changing the methods of social connectivity – and what it means to be public. Existing literature hints at competing perspectives on how the…
Abstract
Purpose
Social networking sites (SNS) are changing the methods of social connectivity – and what it means to be public. Existing literature hints at competing perspectives on how the public nature of these sites impacts users. The question of how the perceived publicness of SNSs influences users' self‐disclosure intentions is debated in the literature, and the aim of this paper is to answer this debate.
Design/methodology/approach
This paper theorizes competing perspectives on the role of publicness on self‐disclosure. Competing perspectives are tested using data collected via an online survey.
Findings
The study finds support for the perceived publicness of a SNS negatively influencing users' self‐disclosure intentions. Additionally, exploratory analysis of self‐disclosure items ubiquitous to most SNSs found that perceived publicness negatively influences users' intention to self‐disclose items related to users' likes and affiliations.
Research limitations/implications
Variables of the study were self‐reported and, as such, are subject to the typical limitations of cross‐sectional, survey‐based research. Future research should seek to examine how perceived publicness and other variables impact self‐disclosure in SNSs over time.
Practical implications
Business models utilizing social networking technologies rely on users' willingness to engage in self‐disclosure. This research provides a theoretical link between the public nature of a social networking environment and users' willingness to self‐disclose. Highlighting perceived publicness as an important aspect of an environment could be one way to address the need to elicit and manage users' self‐disclosure.
Originality/value
The paper utilizes a unique, but established, method of competing hypotheses to understand the role of the public nature of SNSs.
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Bridget Blodgett and Andrea Tapia
This paper aims to define and articulate the concept of digital protestainment, to address how technologies have enabled boundaries to become more permeable, and in which this…
Abstract
Purpose
This paper aims to define and articulate the concept of digital protestainment, to address how technologies have enabled boundaries to become more permeable, and in which this permeability leads to the engendering of new cultures.
Design/methodology/approach
Two case studies, within Second Life and EVE Online, are examined to see how digital protestainment, through the lens of cultural borderlands, creates a hybridized culture. Recorded interviews and textual analysis of web sites are used to illustrate the concepts of play, work, and blended activities.
Findings
Within virtual environments the process of hybridization is not only increased in size, scope, form, and function. The borderlands process draws in cultural elements through a complex interchange between the online and the offline, in which hybridized cultural bits are carried out into other spaces.
Research limitations/implications
The success of the cases does not represent all digital protest examples and so this study is limited in its ability to generalize to the population of virtual protests. This study limits the realm of digital protestainment to virtual worlds but the concept could be applied to any form of virtual community.
Practical implications
Companies that host these worlds will need to become aware not only of what their audience is but also how that audience will mobilize and the likely outcomes of their mobilization. Virtual worlds offer organizational leaders a new resource for training, support, and recruitment.
Originality/value
The theoretical concept of cultural borderlands is expanded to the digital environment and introduced as a potentially new and useful tool to internet researchers.
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