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1 – 10 of 19Marilena Antoniadou, Mark Crowder and Eileen Cunningham
Students in full-time higher education are increasingly combining work with study. This can present challenges and conflicting priorities which may result in stress and…
Abstract
Students in full-time higher education are increasingly combining work with study. This can present challenges and conflicting priorities which may result in stress and compromised academic performance. However, working can also afford students a better quality of life and enhanced employability. The growth of student employment creates implications for universities and employers. In this chapter, we report the results of our research which explored experiences of students at a business school in a large UK university who were working while studying. We examine the experiences and perceived consequences of combining employment with full-time study and seek to understand why students work during their degree program, the challenges and benefits of balancing work and factors which may help and hinder their efforts. The chapter builds on the existing knowledge base about the effects working has on students’ academic performance and well-being, and considers how universities, employers and social circumstances may support students in managing their complex lives.
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Many depictions of women in the west, through images and old stories, focus on women as either mothers or as young girls in an idealized state. Whenever behaviour deemed correct…
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Many depictions of women in the west, through images and old stories, focus on women as either mothers or as young girls in an idealized state. Whenever behaviour deemed correct to their sex has been disrupted, images and tales about women shift the focus onto blame, using women as scapegoats for their persecuted lives, or showing women's essentialist biological ‘weaknesses’ as the cause of wrongdoing. Surrounded by a blame culture with its negative effects, have women demonstrated a female agency as they project blame back onto a force beyond themselves? Struggling with disappointment and fears, a common belief in ‘bad-luck’ would allow women to voice a varied imaginary of superstitions, omens and presences in the past. While such imagery derives from less legitimate forms of knowledge (i.e. vernacular), remaining chiefly in folklore and fairy, such projections which move between the interior and exterior world as liminal presences expand the domestic sphere, long considered the norm for women. The function of such blaming by women, rather than be read as complaints without a resulting action, instead can be viewed as a positive action which allowed women relief and release, a chance to express and reveal the frustrations of a group with limited power over their own lives. This chapter examines how images and tales reveal and maintain blame culture towards women and suggests a view of blame and blaming transformed into survival tools for women in the past.
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This chapter seeks to reassess the film GoldenEye (Campbell, 1995), and its highly successful (Impellizeri, 2010) videogame adaptation GoldenEye 007 (Rare, 1997), in light of the…
Abstract
This chapter seeks to reassess the film GoldenEye (Campbell, 1995), and its highly successful (Impellizeri, 2010) videogame adaptation GoldenEye 007 (Rare, 1997), in light of the concept of the Hegemony of Play (Fron, Fullerton, Morie, & Pearce, 2007), which seeks to critique the dominance of the hypermasculine ‘gamer’ identity in videogame culture (a persona GoldenEye anticipates in its problematic character Boris Grishenko).
Since the gamer is bound up in the very technological materiality of videogames as a medium and an industry (Dyer-Witheford & de Peuter, 2009), central to this discussion is the significant yet highly ambivalent role technology continues to play in the Bond films, both extending and threatening (Leach, 2015; Nitins, 2010) Bond’s natural male skill and intuition (McGowan, 2010). Indeed, GoldenEye is a particularly salient study since many suggest Brosnan to be the most technologically adept (or dependent) of the Bonds (Rositzka, 2015; Willis, 2003), and I will argue that the film and game together explore just what happens when Bond’s implacable force meets the immutable technological object, providing a fascinating lens through which to read the larger technocultural shifts embodied in the transition to the immaterial economies of cognitive capitalism (Hardt & Negri, 2001) and their potential to disrupt traditional, patriarchal gender configurations (Haraway, 1991; Hayles, 2005; Plant, 1998; Wajcman, 2004).
Core to this is a critical reading of the game’s popular multiplayer mode, where exploration of whether technology can be understood to potentially level the gender playing field (Jones, 2015) or whether the fact that such technology is always already encoded as masculine (Chess, 2017) ultimately undercuts this ambition.
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