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Book part
Publication date: 29 November 2019

Michael Volgger and Dieter Pfister

This introduction to the volume Atmospheric Turn in Culture and Tourism: Place, Design and Process Impacts on Customer Behaviour, Marketing and Branding (Emerald) positions the…

Abstract

This introduction to the volume Atmospheric Turn in Culture and Tourism: Place, Design and Process Impacts on Customer Behaviour, Marketing and Branding (Emerald) positions the atmospheric turn in the context of recent paradigmatic turns such as the linguistic turn, iconic turn, cultural turn, spatial turn, mobility turn and design turn. The specific contribution of the atmospheric turn is its profoundly holistic interest in overarching connections which are perceived with all senses and include both matter and idea. With its 22 chapters, this volume sets out to sharpen the atmospheric gaze and perception in research and beyond.

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Atmospheric Turn in Culture and Tourism: Place, Design and Process Impacts on Customer Behaviour, Marketing and Branding
Type: Book
ISBN: 978-1-83867-070-2

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Book part
Publication date: 28 October 2021

Dipankar Ghosh, Anne Wu and Ling-Chu Lee

Research on weighting of measures often examines only one incentive at a time (usually bonus) and provide mixed findings regarding the relevance of non-financial performance (NFM…

Abstract

Research on weighting of measures often examines only one incentive at a time (usually bonus) and provide mixed findings regarding the relevance of non-financial performance (NFM) measures to evaluate and reward long-term time horizon employees. Using proprietary data from an auto dealership organization, we show that financial measures (FM) are weighted more for bonus than they are weighted for merit raise and promotion but NFM are weighted more than FM for merit raise and promotion. Thus, the temporal orientations of the measures and incentives seem to be aligned: the short-term (long-term) nature of FM (NFM) parallel’s the time horizon of the incentives. Next, our exploratory research questions find that for bonuses, both FM and NFM exert similar levels of significant and positive influence on junior and senior managers. But for promotions, the influence of FM is insignificant for both groups. In contrast, the influence of NFM on promotions is not only significant for both groups but is significantly greater for junior managers than it is for senior managers. That is, the evaluations of NFM for senior managers are less influential on their promotion than they are for junior managers suggesting that promotions for senior managers are often based on factors other than their formal performances.

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Teaching in England Post-1988: Reflections and Career Histories
Type: Book
ISBN: 978-1-80382-509-0

Book part
Publication date: 8 February 2021

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?

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Intergenerational Locative Play
Type: Book
ISBN: 978-1-83909-139-1

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Women in Leadership 2nd Edition
Type: Book
ISBN: 978-1-78743-064-8

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Intergenerational Locative Play
Type: Book
ISBN: 978-1-83909-139-1

Book part
Publication date: 8 February 2021

Michael Saker and Leighton Evans

This chapter reiterates the conclusions drawn on Pokémon Go in the context of intergenerational play. We begin by reflecting on the exigency of this book, before summarising our…

Abstract

This chapter reiterates the conclusions drawn on Pokémon Go in the context of intergenerational play. We begin by reflecting on the exigency of this book, before summarising our key findings under the following headings: (1) spatial activity and cognisance, (2) familial rhythms and digital labour, (3) playful bonding and ‘non-confrontational spaces’, (4) personal development and cursory connections, (5) familial challenges and concerns, (6) surveillance and the game beneath the game. Importantly, these findings are discussed in a manner that extends beyond the specificity of Pokémon Go. That is to say, our findings are used to establish how the next generation of locative games differs from the previous generations. Here, we pay particular attention to the various ways this current generation is predicated on a more dynamic digital architecture than earlier locative games and location-based social networks (LBSNs). Accordingly, this section is critical in terms of both surveying the area as it stands and positioning the current project in the canon of both locative media and intergenerational play. Moving forward, we reflect on how the experience of playing Pokémon Go has changed to accommodate the social restrictions put in place to help combat the COVID-19 global pandemic (Byford, 2020a, 2020b; Orland, 2020; Takahashi, 2020). In particular, this section highlights the adaptability of current hybrid reality games (HRGs) such as Pokémon Go in the wider field of locative games. Finally, this section looks to the future by deliberating how Pokémon Go might continue to develop in a COVID-19 world and what these developments might suggest about our approach to environments that increasingly feel at odds with the notion of play.

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Intergenerational Locative Play
Type: Book
ISBN: 978-1-83909-139-1

Book part
Publication date: 9 November 2020

Melinda Leigh Maconi

Purpose: Artists with disabilities use their bodies and minds to create art. Yet, the prevailing cultural narrative that art is “therapeutic” for people with disabilities shifts…

Abstract

Purpose: Artists with disabilities use their bodies and minds to create art. Yet, the prevailing cultural narrative that art is “therapeutic” for people with disabilities shifts attention from their creative accomplishments to their disabilities. Some ally organizations attempt to challenge the narrative that art is merely therapy for people with disabilities. However, drawing on narratives of “helping” people with disabilities attracts funding. This chapter examines how organizations navigate empowering allies while still maintaining funding.

Methods/Approach: This chapter uses narrative analysis of material accessed through a nonprofit arts-based disability ally organization's website to address two research questions: 1. How do ally organizations both draw on and resist cultural narratives of disability in order to garner public support?; and 2. How do personal narratives of disabled artists associated with ally organizations support and/or resist organizational and cultural narratives about the connection between disability and art?

Findings: The organization uses narratives to address important and sometimes conflicting goals. Personal narratives from artists with disabilities that are available through the website tell a range of stories about art and disability. The organization draws on these heterogeneous stories to position itself as an ally. By including such personal narratives on its website, the organization challenges the cultural narrative that the art produced by disabled artists is merely therapeutic.

Implication/Value: Much of the work on allyship focuses on how individuals can be allies. Examining ways in which organizations frame themselves as allies can help us to more fully understand allyship on multiple levels of social life.

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Disability Alliances and Allies
Type: Book
ISBN: 978-1-83909-322-7

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Teaching in England Post-1988: Reflections and Career Histories
Type: Book
ISBN: 978-1-80382-509-0

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