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1 – 10 of 18Cultural perceptions of the zombie have shifted dramatically in the twenty-first century. No longer only associated with anxiety and fear, zombie fiction often appeals to…
Abstract
Cultural perceptions of the zombie have shifted dramatically in the twenty-first century. No longer only associated with anxiety and fear, zombie fiction often appeals to pleasure. One source of pleasure comes from ludification, the process whereby game-like principals and gameful elements shape non-game activities. Increasingly, print fiction borrows from games and uses ludic elements to shape narratives. As such, it has become embedded in convergence culture, a dynamic media ecology where top down processes compete with bottom up processes. This chapter argues that ludified zombie fiction brings this media ecology into sharp relief, revealing ways that gamification and ludification are just as apt to reinforce capitalist processes of commodification and neo-liberal ideologies of power as they are to dismantle them. Through a close reading of three contemporary zombie fictions, this chapter exposes tensions and contradictions in ludification. The dead body of the zombie, the nihilistic landscape of the post-zombie apocalypse and the futility of human endeavour in the face of walking death are all elements of genre that undercut the gamified pursuit of external utility-oriented goals. The chapter explores these knotty ethical and ideological problems, not only considering the zombie apocalypse as a gameful space for rethinking social organisation, but also recognising it as a platform for the promotion of neo-liberal ideologies that perpetuate existing power inequalities through coercive disciplinary regimes.
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The chapter aims to investigate the role and the impact of social media in influencing and shaping (new) tourism experiences.
Abstract
Purpose
The chapter aims to investigate the role and the impact of social media in influencing and shaping (new) tourism experiences.
Methodology/approach
A service dominant logic and co-creation approach and concepts was adopted for examining how the social media can influence interactions and participation that represent two major sources of tourism experiences.
Findings
The chapter provides several arguments showing how social media-enabled interactions and participation can facilitate, foster, and expand the experience co-creation process by altering: when, how, why, what, by whom, and how tourism experiences are co-created.
Research limitations/implications
The chapter develops and argues a theoretical framework that needs to be further validated, refined, and expanded in various contexts.
Practical implications
The chapter provides several examples showing the practical implications on how tourists and tourism firms use the social media for enriching their interactions and participation in the co-creation of tourism experiences.
Social implication
The chapter also illustrates how the social interactions supported and fostered by the social media can be used for influencing, shaping and promoting specific tourism experiences (i.e., sustainable tourism behavior, socially responsible tourism development).
Originality/value
Past research on technology enhanced tourism experiences has adopted a phenomenological approach to explaining experience creation. The chapter expands this literature by advocating the individualized and the socially co-constructed nature of tourism experiences as well as by adopting an intersubjective approach for explaining how the social media enable an iterative process among the tourists’ and their social context that in turn is responsible for the continuous formation of tourism experiences.
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Afsaneh Bagheri, Amin Alinezhad and Seyed Mojtaba Sajadi
Entrepreneurship educators have recently employed various computer- and game-based teaching methods to develop students’ entrepreneurship knowledge and competencies. However, our…
Abstract
Entrepreneurship educators have recently employed various computer- and game-based teaching methods to develop students’ entrepreneurship knowledge and competencies. However, our understanding of the learning outcomes (LOs) of such methods for students and specifically gamification teaching techniques is fragmented and underdeveloped. This chapter aimed to narrow the gap by systematically analyzing the peer-reviewed empirical studies on gamification and students’ entrepreneurship LOs (ELOs).
This study employed the systematic literature review method to examine the papers on the intersection between gamification and entrepreneurship education (EE). Some of 80 papers were retrieved from Google Scholar, Web of Science and Scopus databases and 16 papers were included in the final analysis. The papers were analyzed based on the key LOs that teaching entrepreneurship using gamification have for students.
This study found limited literature on the interrelationship between gamification and students’ ELOs. The majority of these studies suggested a positive association between gamification and students’ ELOs. These ELOs were classified into four key groups including cognitive, behavioral, social/interpersonal and skill-based LOs. This analysis explored the huge gap in empirical studies on the impact of gamification on students’ ELOs.
This exploratory study is limited to the systematic review of the empirical researches published in scientific journals. Of the numerous game-based and simulation teaching methods, this systematic analysis focused on gamification and its effects on cultivating entrepreneurial knowledge and competencies in students. Future studies should include published and unpublished papers in other sources (such as books, book chapters, working papers and theses) and other types of technology-based entrepreneurship teaching methods.
Educators and computer-based game designers may use the findings of this study to improve the effectiveness of gamified EE and training programs by connecting the objectives and content of the programs to students’ ELOs and examining if the programs create the intended ELOs in students.
This chapter is one of the first attempts that examines students’ LOs of gamification in EE. This chapter contributes to the limited validated knowledge and understanding of the impact of gamification on ELOs of students.
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Over the last few years, technological developments have allowed new possibilities for fostering civic participation and engagement, as testified by various smart city…
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Over the last few years, technological developments have allowed new possibilities for fostering civic participation and engagement, as testified by various smart city experiments. In this framework, game elements are diffusely mobilized in order to develop responsible and active citizens with the aim of tackling urban problems. Gamification may be effective in nudging citizens and promoting various forms of participation, but fundamental ethical and political questions have to be addressed. This chapter develops the argument by interpreting gamification in light of the classic conceptualization of social justice proposed by David Harvey, arguing that participation through gamification potentially implies critical elements of injustice.
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This chapter focuses on visualization. Seeing the humanities differently is one of the amazing benefits of working with tools mentioned within this category. Whether it be more…
Abstract
This chapter focuses on visualization. Seeing the humanities differently is one of the amazing benefits of working with tools mentioned within this category. Whether it be more traditional visualizations like images or video or that which is considered a bit more advanced like augmented or virtual reality, the enhanced perspective gained through the use of these tools offers digital humanities scholars unprecedented disciplinary perspectives while helping to shape new research areas, questions, and understanding of humanity and culture. In addition to visualization and issues related to it, this chapter also examines gaming and how games and play are impacting the digital humanities in exciting ways.
Vanissa Wanick and Eirini Bazaki
- To identify the social elements that emerge from interactions with the virtual fitting room in e-retailing applications
- To debate the influence of the socialisation of the virtual…
Abstract
Learning Outcomes
To identify the social elements that emerge from interactions with the virtual fitting room in e-retailing applications
To debate the influence of the socialisation of the virtual fitting room (SVFR) in brand experience
To discuss the implications of the SVFR for retailers, consumers and managers
To envision the future of e-retailing brand experience through the SVFR
To identify the social elements that emerge from interactions with the virtual fitting room in e-retailing applications
To debate the influence of the socialisation of the virtual fitting room (SVFR) in brand experience
To discuss the implications of the SVFR for retailers, consumers and managers
To envision the future of e-retailing brand experience through the SVFR
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David Graham, James Ellerby and Norman Dinsdale
University teaching involves delivering resource intensive subjects that have practical components, such as a science laboratory, hospitality practical, computer laboratory, or…
Abstract
University teaching involves delivering resource intensive subjects that have practical components, such as a science laboratory, hospitality practical, computer laboratory, or simulated clinical setting. Teaching practical subjects in the non-traditional, virtual classroom requires careful decisions about the methods of teaching that kind of knowledge. The outbreak of the COVID-19 virus and the subsequent hurried closure of the traditional campus that disrupted in-person teaching, led many higher education lecturers and professors who teach practical subjects to reflect deeply on their practice by thinking how to replicate the teaching of virtual culinary classes when students are not on campus. In an outcome-based learning dispensation, students’ learning outcomes precede consideration of the mode of delivery or the structure of teaching content. This chapter reflects on a case study involving the teaching of subjects in hospitality and culinary arts through gamification, both of which having learning outcomes grounded in practice. The chapter explores the seemingly impossible world of taking practical based subjects and making them work in an online space. It describes and offers a measure by which to justify a pedagogy for teaching the practical in a virtual context. The chapter offers important initial conceptualisations that challenge assumptions of virtual meaningful learning design for practical module delivery.
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