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1

Akudugu, Aboko, Issahaku Adams Adams, and Salifu Shaibu Abugri. "Emotional intelligence and organisational commitment of nurses in tamale central hospital, Ghana." International Journal of Multidisciplinary Research and Growth Evaluation 4, no. 5 (2023): 894–900. http://dx.doi.org/10.54660/.ijmrge.2023.4.5.894-900.

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The study investigated the effect of Emotional Intelligence (EI) on the Commitment level of Nurses at Tamale Central Hospital in Ghana. The study involved all the 253 Nurses working at the Tamale Central Hospital. A total of 253 questionnaires were returned, but after screening for suitability, 248 responses were used for the study. Data was analysed using descriptive statistics and simple linear regression. Nurses' perception of emotions had a positive and significant relationship with Affective Commitment (B=0.153, p=0.028). Understanding emotions showed a stronger positive and significant relationship with Affective Commitment (B=0.358, p=0.001). Nurses' ability to regulate emotions also had a positive significant relationship with Affective Commitment (B=0.195, p=0.009). Nurses' perception of emotions positively significantly influenced Normative Commitment (B=0.175, p=0.011), indicating a sense of obligation towards the Organisation. Understanding emotions had a strong positive significant relationship with Normative Commitment (B=0.438, p=0.000). Nurses' perception of emotions showed a positive significant relationship with Continuance Commitment (B=0.315, p=0.000), which is commitment based on the costs associated with leaving the Organisation. Emotional use and facilitation of thinking had a strong positive significant relationship with Continuance Commitment (B=0.484, p=0.000). The study recommends for Nurses and healthcare facilities managers to prioritise Emotional Intelligence issues among their Nursing staff. This will enable them to create a supportive and emotionally intelligent work environment, which may lead to increased commitment, improved job satisfaction, and better overall healthcare services.
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Cserháti, Gabriella, and Réka Polák-Weldon. "Success factors of international sporting events in different regions of Europe." Applied Studies in Agribusiness and Commerce 7, no. 1 (2013): 25–29. http://dx.doi.org/10.19041/apstract/2013/1/4.

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Sport events always played an important role in human life from the ancient Olympics and marathon races to today’s modern Olympics, World and continental championships. In our days these remarkable sport events come to the fore because participants of the sporting world effectuate even more, greater and more varied ones. Furthermore, the competition for organisation between cities and countries is becoming more and more intense (Zeman 2005). The organisation of international sporting events is an extremely complicated and multiple task. The organising committee has to manage the duties and activities, to co-ordinate the participants’ work, to satisfy the needs of international sport association(s), sponsors and other stakeholders. Within the frame of the research we reveal the success factors of international sporting events in different segments of Europe, and in addition to this compare the event organization practices of analysed regions along the identified success factors. In this study we represent the results of a quantitative research, where organizers of World and European Championships – organised between 2000 and 2008 in different European countries – were asked and statistical analyses have been applied. According to our results beside the essential technical and task oriented areas the human aspects of organisation, the partnerships, coordination and communication are all-important factors. Especially in countries of East-Central Europe, where organisers have to pay more attention on selection, control of partners as well as on continuous communication with them in order to assure accurate performance in time.
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Drummond, Murray, Sam Elliott, Claire Drummond, and Ivanka Prichard. "Youth sport and COVID-19: a potential generation lost." Emerald Open Research 2 (May 19, 2020): 27. http://dx.doi.org/10.35241/emeraldopenres.13661.1.

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This conceptual / study protocol paper provides important context around the role of sport in Australia where sport provides aspects of community agency through participation, organisation and volunteerism. It provides a descriptive analysis of how sport assists young people in developing physical and mental “fitness” through its community orientation. However, it also provides discussion around the potential of a “generation lost” to sport as a consequence of the coronavirus disease 2019 (COVID-19) pandemic. The conceptual nature of this paper means that the data collection underpinning this research has not yet been conducted. However, given that we have applied for human research ethics along with having accrued sporting clubs and organisations eager to be involved in the research, we are planning to roll out this research by mid 2020. The design will be based on mixed methods approach whereby large-scale surveys together with focus groups and interviews will be central to the research data collection process. This research is unique given the nature of the time in which it exists. The last global pandemic was around 100 years ago when sport did not play such a significant role in society. Understanding the implications of the pandemic on young people and to the sporting clubs and organisations will be key in re-establishing sport as a central component of community agency towards the physical and mental health of young people. The urgency of understanding this is key to assisting the loss of potential young people to sport and the benefits that go with it to the individual, the community, and society as a whole.
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Anab, Chrysogonus, Joseph Abazaami, and Sulemana Adam Achanso. "Moving beyond the ad hoc responses in flood management to a localization approach in Ghana." Ghana Journal of Development Studies 19, no. 2 (2022): 187–207. http://dx.doi.org/10.4314/gjds.v19i2.8.

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Flooding has become one form of disaster that has become both a national and global concern. In Ghana, flooding has become a yearly ritual, displacing many community members, destroying farmlands, and cutting off communities. The state institution mandated to coordinate and manage disasters is the National Disaster Management Organisation (NADMO). However, NADMO is always overwhelmed with the level of humanitarian assistance required by flood victims annually due to limited resources. Floods management in Ghana is largely reactionary and short-term, hence the need for long-term planning. The researchers therefore used both secondary and primary data to investigate the drivers and gaps in the existing flood management approaches. The findings showed that inadequate funding, non-enforcement of settlement and farming laws; unhealthy environmental practices and low investments in flood containment infrastructure were the drivers of the perennial floods in Ghana. The major gap identified was the over reliance on central government and development partners to finance flood preparedness, response and recovery interventions. These funding sources have always been inadequate and irregular. The study concluded with a recommendation to NADMO and other state agencies to adopt a long-term, holistic and locally driven approach to flood management in Ghana.
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Amoah-Oppong, Daniel. "Violence towards Division Two Soccer Referees in the Central Region of Ghana." International Journal of Research and Innovation in Social Science VIII, no. V (2024): 635–46. http://dx.doi.org/10.47772/ijriss.2024.805046.

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The mishandling of soccer referees is generally unspoken to be the chief cause of a decline in the number of soccer referees in the world. The role of handling the game environment puts the referee in a protuberant situation in sports. However, their judgement is highly exposed to violence in the context of soccer. Referees occupy an important position in the sport, having the duty of managing the game, and are therefore exposed to abusive events. In this regard, the study explored what incites fans, players, coaches, and administrators to abuse Division Two soccer referees in the Central Region of Ghana before, during and after matches. Qualitative exploratory study specifically the phenomenological approach was used for this work. The study surveyed six referees, six supporters, four players and four coaches in the region. This study found that the types of violence that frequently happen on the pitch before, during and after soccer matches in the Central Region of Ghana are quasi-criminal violence and criminal violence. Also, the main causes of violence comprise dissatisfaction with match officials’ disciplinary action, spectators’ dissatisfaction, infrastructure inadequacy, unprofessionalism of security personnel, bribery, coach’s incitement, desire to win at all cost, and substance and drug use. From the findings of the study, it was concluded that most violence occurs after the game. Also, acts of violence against soccer referees can cause distraction and insecurity and result in a decrease in performance. In line with the findings, the study recommends that the respective bodies institute an award scheme for referees who will excel in their matches and punish those who will also indulge themselves in bribery and corruption to change the outcome of matches.
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Boampong, Owusu. "Stretching to informal workers: The Ghana Trades Union Congress’s hand and social protection." Oguaa Journal of Social Sciences 7, no. 1 (2013): 256–71. http://dx.doi.org/10.47963/joss.v7i1.590.

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Trade unions have adopted various ingenious strategies to reach out to groups of informal workers who were once considered beyond organisation. The unions claim this move is meant to offer protection to the unregulated workers. Drawing largely on secondary data (i.e. through the review of relevant documents) this paper shows that organisational coverage of unions to date lacks the substance of meaningful and genuine representation of their fluid affiliated informal workers. The voices and interests of affiliated informal workers are excluded from the mainstream activities of the formal traditional unions due to structural rigidities. It requires unions to temper its narrow focus on collective bargaining and embrace a much wider conceptualisation of their functions within the domain of social protection. This forms the central position of the paper. The paper also demonstrated that where unions are institutionally responsive, they can achieve some level of social protection for their associate informal worker groups.
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Konlan, Kennedy Diema, Abdul Razak Doat, Iddrisu Mohammed, et al. "Prevalence and Pattern of Road Traffic Accidents among Commercial Motorcyclists in the Central Tongu District, Ghana." Scientific World Journal 2020 (June 1, 2020): 1–10. http://dx.doi.org/10.1155/2020/9493718.

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Background. The World Health Organisation estimates that 1.35 million people die as a result of road traffic crashes. Motorcycles as a means of transport are increasingly becoming the preferred and easiest means of transportation for most people in developing countries despite the associated risk. This study determined the prevalence and pattern of motorcycle crashes in Adidome among commercial motorcyclists. Methods. A descriptive, cross-sectional study design was used as 114 commercial motorcyclists were recruited to respond to a pretested research questionnaire in the Adidome district of the Volta Region. Data were analyzed using SPSS, version 22.0. Data were presented as simple descriptive statistics. A chi-square relationship was determined using the demographic variables, and the history of accident at a 95% confidence interval with 0.05 was considered as statistically significant. Results. The prevalence of road traffic crashes at Adidome was 64.0%. Motorcyclists (74.0%) were reported to have been involved in crashes in the past one year prior to the study. Motorcyclists attributed the last accident to excessive speeding (31.5%) and bad roads (23.3%), this accident as a result of colliding with another motorcycle (50.7%), and slippery surfaces (24.7%). The majority (63.0%) of the respondents had an accident once. The consumption of alcohol was associated with the occurrence of an accident as 34.2% occurred among cyclists who drank alcohol, compared with 29.8% who did not (p<0.05). Conclusion. There should be strict implementation of current road traffic regulations of Ghana by the MTTD of the Ghana Police Service, and penalties should be awarded against anybody caught riding a motorcycle under the influence of alcohol. Helmet and other protective devices must be made compulsory for motorcycle riders to prevent injuries, especially head injuries, if an accident occurs.
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Yidana, Mumuni Baba. "Relative Importance of Indicators of Teachers’ Professional Skills as Perceived by Senior High School Economics Teachers in Ghana." Journal of Educational and Social Research 7, no. 3 (2017): 79–93. http://dx.doi.org/10.1515/jesr-2017-0006.

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AbstractThe study examined differences in perception among Senior High School Economics teachers on the relative importance of indicators of teachers’ professional skills, based on teaching experience. The study employed the descriptive survey method and comprised a sample of 115 professional Economics teachers drawn from the Central Region of Ghana. A self-designed questionnaire was administered on the respondents. The data were analysed using the t-test. The findings of the study showed that highly experienced Economics teachers perceive indicators of teachers’ skills of instructional planning as more important, relative to the experienced Economics teachers. Again, the finding showed a significant difference in perception between the highly experienced and experienced Economics teachers about the relative importance of the skills of instructional assessment. The study recommends the organisation of in-service workshops for sensitisation as well as the creation of a community of learners among SHS Economics teachers for the sharing of knowledge and experiences.
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Walida, DJEBAILI. "The Politicization of the Government/ Labour Relations in Ghana (1982-1992)." Langues & Cultures 1, no. 02 (2020): 158–67. http://dx.doi.org/10.62339/jlc.v1i02.93.

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À moins d'être autoritaire et répressif, aucun gouvernement au monde ne peut prétendre réussir sans le soutien de sa main-d'œuvre. Etre aux prises avec un partenaire aussi puissant signifie un échec flagrant de toute politique. Au Ghana des années 1980, cela n’a pas fait exception. Le présent article vise à souligner le rôle central que le Congrès des syndicats a joué dans le processus de démocratisation qui a donné naissance à la Quatrième République en 1992 à la suite d'un intense affrontement syndicat-gouvernement. Initialement une organisation ouvrière dont la tâche principale était de protéger les droits des travailleurs, le syndicat s'est retrouvé entraîné dans un conflit politique avec le gouvernement au pouvoir de l'époque, le Conseil Provisoire de Défense Nationale. Les violations des droits du travail par le gouvernement et le programme dereconstruction soutenu par le Fonds Monétaire International ont été les principales sources des griefs des travailleurs. Abstract Unless authoritarian and repressive, no government in the world can claim to succeed without the support of its labour force. To be at logger heads with such a powerful partner merely means a blatant failure of any policy whatever. In the Ghana of the 1980s, this was no exception. The present paper sets out to underscore the pivotal role the Trade Union Congress played in the democratization process that gave birth to the Fourth Republic in 1992 through an intense union-state clash. Initially a labour organization whose main task was to protect the rights of the workers, the syndicate found itself driven into a political conflict with the ruling government of the time, the Provisional National Defence Council. The violations of the labour rights by the government and the backed-up International Monetary Fund reconstruction programme were the main sources of the labour grievances.
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Adu-Yeboah, Christine, Christopher Yaw Kwaah, Might Kojo Abreh, and Ebo Amuah. "Preparing student teachers for teaching: an exploration of field experience in three Colleges of Education in Ghana." Journal of Educational Development and Practice 7, no. 2 (2016): 1–27. http://dx.doi.org/10.47963/jedp.v7i.972.

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This study sought to understand the processes of providing practical experience to student-teachers in preparing them for teaching, and how the trainees perceive these. It used the mixed method approach to obtain data from 3 purposively sampledColleges of Education and 12 schools of attachment in the Central Region of Ghana. Questionnaires were administered to 232 student-teachers; 12 focus group discussion sessions were held with mentees while an interview guide was used to elicit data from 24 mentors. The study found that there were no documented guidelines for the conduct of practicum, which meant uniformity in the approach was lacking; different processes and intensity of practicum organisation occurred in the colleges, and poor mentoring and supervision happened in most schools of attachment. Again, most mentors were untrained for their task, and the elements of partnership between teacher-training institutions and schools of attachment, which normally characterise practicum were not observed. This situation led to little articulation between the college preparation and activities of schools of attachment, and how one informs the work of the other. Moreover, student-teachers received very little professional guidance on how to develop their teaching competencies. Consequently, the study recommended that institutions should develop appropriateteaching standards and guidelines for practicum. Again, colleges should foster a strict adherence to the elements of partnership, while ensuring that qualified mentors are formally appointed, trained, incentivized and supported.
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Ünsal, Efe, Sanem Kaptanoğlu, and Hayat Kabasakal. "The Turkish Super League meets its first female club president." Emerald Emerging Markets Case Studies 11, no. 2 (2021): 1–27. http://dx.doi.org/10.1108/eemcs-10-2020-0375.

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Learning outcomes The learning outcomes are as follows. First, female managers can face gender inequity in different forms, such as the glass ceiling and glass cliff, while they run for leadership positions, especially in male-dominated business contexts. Second, managers can show high performance and be effective leaders as long as they are aware of that all managers are evaluated according to a wide variety of criteria, and play many different managerial roles, such as interpersonal, informational and decisional roles. Finally, managers should pay attention to all stakeholders’ demands in decision-making process for sustainability and performing better in the long run. Case overview/synopsis Since football began gaining popularity in Turkey at the dawn of the 20th century, the sport remains the most popular national sport today. However, recently, a new name has shaken the world of Turkish football: Berna Gozbasi, the first female football manager in Turkish history. In the middle of 2019–2020 football season, Gozbasi became the first female club president after she assumed leadership of Kayserispor. Kayserispor was officially founded as a Turkish professional football club in 1966, and, as its name suggests, was based in Kayseri, a sizeable industrialised city located in Central Anatolia. The team competes in the “Turkish Super League”, Turkey’s top football competition. In this case, to discuss gender inequity, leadership, and management in the sport context, the authors explained the dilemma Gozbasi faced while she decided whether or not to accept this challenging role. Then, the authors examined the experiences she gained as a leader and the dilemma she faced to diminish the negative impact of the COVID-19 pandemic on the organisation she led. Complexity academic level Undergraduate and MBA students. Supplementary materials Teaching Notes are available for educators only. Please contact your library to gain login details or email support@emeraldinsight.com to request teaching notes. Subject code CSS 6: Human Resource Management.
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Mleczko, Edward, Robert Malina, Elżbieta Cieśla, and Elżbieta Szymańska. "Ecological model of physical fitness determinants among children and adolescents in Poland compared to worldwide research, part 1." Journal of Kinesiology and Exercise Sciences 29, no. 86 (2019): 31–43. http://dx.doi.org/10.5604/01.3001.0013.7871.

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Research aim: 1. Understanding the level of physical activity among children and adolescents in 38 countries around the world, based on research conducted using the ecological model by JF Sallis, 2. Assessment regarding the functioning of the ecological model of physical activity in Poland in light of the research results obtained by the organisation "Active Healthy Kids Global Alliance ( AHKGA)". Research methods: Analysis of documents issued by members of the AHKGA organisation with particular emphasis on the publications found in the Journal of Physical Activity and Health, 2016, 13 (Suppl. 2), S343-S366. http://dx.doi.org/10.1123/jpah.2016-0594 © 2016 Human Kinetics, Inc., as well as Polish reports, bulletins and ordinances of the Ministry of Health and Sport, the government and social organisations. Research results: The conducted research on physical fitness among children and youth from 38 countries of four continents proved the existence of a paradox. An inverse relationship has been found between increased physical activity in all forms of games, in active transport to schools (and back), and a lower sedentary lifestyle of children and adolescents in countries with poorer sport and recreational infrastructure. Better infrastructure and implementation of sports and recreation programmes did not go hand in hand with an increase in physical activity and the limitation of sedentary behaviours. It can therefore be assumed that spontaneous, unorganised participation in physical activity is more important for achieving desired pedagogical goals than supervised and imposed activation programmes for implementing physical exercises. The highest marks from the components of the ecological model taken into account (General Physical Activity, Participation in Organised Sport, Active Play, Active Transport, Sedentary Behaviour, Family and Friends, School, Local Community and Surroundings. Government Strategies and Investments) were obtained by Denmark, Slovenia and the Netherlands... Surprisingly, the functioning of the ecological model of physical activity in Japan was poorly assessed. The physical activity of Polish children can be considered average compared to their peers living on all continents of the world. This means that only a small percentage of children in Poland comply with WHO recommendations regarding daily physical activity (combined at medium and high levels) to counteract the negative effects of a sedentary lifestyle. There is no balanced approach in Poland to supporting the physical activity of children and adolescents. The best functioning area in this respect is the school, where activities are focused on improving school infrastructure and physical education classes. There is a lack of representative research concerning the physical activity of children below the age of 9 and a complete lack of scientific analyses in the area of active play. The fact that less than a quarter of children and youth in Poland (11-15 years) is sufficiently physically active (20.1-24.2% active for 60 min daily), should be considered alarming. Assessment of the central policy area and investment was positive, especially due to the inclusion of elements related to supporting the activity of children and youth in the Strategy for the Development of Sport in Poland up to 2020. Conclusions. It is necessary to implement a common framework for the systematic supervision of overweightness and obesity among children and adolescents, as well as a systematic approach to the evaluation of physical activity. Such actions are necessary. Systematic monitoring of changes regarding the physical activity development trend over time and drawing cognitive and application conclusions from the undertaken research are also much needed.
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Zakari Mustapha, Benjamin Boahene Akomah, and Benjamin Boahene Akomah. "Organisational culture and construction employee safety." Global Journal of Engineering and Technology Advances 16, no. 2 (2023): 114–23. http://dx.doi.org/10.30574/gjeta.2023.16.2.0145.

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Organisational culture plays a critical role in the functioning and identity of an organisation. The study examined Schein’s model based on artifacts, espoused values, and basic assumptions to determine the level of influence on construction employees’ safety. Online questionnaire administration among medium-sized construction firms in the Central Region of Ghana was employed for the data collection. The designed questionnaire was used to gather the opinions of supervisors, foremen, and workers in the construction industry. Descriptive statistics and the Relative Importance Index (RII) were utilised to analyse the findings. The results reveal that work environment design and workplace cleanliness were the most influential artifacts impacting employee safety. Regarding espoused values, the organisation’s strategies and employee safety played a significant role in ensuring a safe workplace. Additionally, variables related to self-awareness and freedom of expression had substantial importance in the realm of basic underlying assumptions. Understanding the relationship between organisational culture and employee safety is crucial for creating safe work environments and fostering a safety culture. Construction firms can enhance employee safety and achieve corporate goals by addressing artifacts, espoused values, and assumptions. The results of this study are beneficial to construction project managers, contractors, and construction management researchers, as they offer insights into creating safer work environments and improving employee well-being through organisational culture.
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Iosifidis, Petros, and Nicholas Nicoli. "The battle to end fake news: A qualitative content analysis of Facebook announcements on how it combats disinformation." International Communication Gazette 82, no. 1 (2019): 60–81. http://dx.doi.org/10.1177/1748048519880729.

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The recent spread of online disinformation has been profound and has played a central role in the growth of populist sentiments around the world. Facilitating its progression has been politically and economically motivated culprits who have ostensibly taken advantage of the digital freedoms available to them. At the heart of these freedoms lie social media organisations that only a few years earlier techno-optimists were identifying as catalysts of an enhanced digital democracy. In order to curtail the erosion of information, policy reform will no doubt be essential. The UK's Department of Digital, Culture, Media and Sport Disinformation and ‘fake news’ Report and Cairncross Review, and the European Commission's Report on Disinformation are three recent examples seeking to investigate how precisely such reform policy might be implemented. Just as important is how social media organisations take on more responsibility and apply self-regulating mechanisms that stifle disinformation across their platforms (something the aforementioned reports identify). Doing so will go a long way in restoring legitimacy in these significant institutions. Facebook (which includes Instagram and Whatsapp), is the largest social media organisation in the world and must primarily bear the burden of this responsibility. The purpose of this article is to offer a descriptive account of Facebook's public announcements regarding how it tackles disinformation and fake news. Based on a qualitative content analysis covering the period November 16th 2016–March 4th 2019, this article will set out some groundwork on how to hold social media platforms more accountable for how they handle disinformation.
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Piller, Sarah, and Siegfried Nagel. "Environmental sustainability in Swiss sports federations – A case study on agenda setting, policy formulation and decision making processes." Current Issues in Sport Science (CISS) 8, no. 2 (2023): 027. http://dx.doi.org/10.36950/2023.2ciss027.

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Introduction Nonprofit sports organisations are valuable sports providers in most European countries. In 2017, there were over 60 million European active sports club members (Nagel et al., 2020). Through the consumption behaviour of this great number of people practicing sports, sport might have a negative impact on the environment (McCullough et al., 2020). Therefore, national sports federations (NSFs), overarching the sports clubs and engaging in sports policy issues, could be crucial when it comes to taking measures concerning the environmental sustainability of sports. Indeed, several NSFs have already launched programmes for environmental sustainability (e.g. Swiss Hang- and Paragliding Association [SHV]). This might be somehow surprising, since the nonprofit organised sport is traditionally primarily committed to the interests of its members and the sport as its core business (Thiel & Mayer, 2009). Thus, the following study addresses the questions, to what extend policies of environmental sustainability appear on the agendas of NSFs and which driving factors are relevant for its agenda setting, formulation and subsequent decision making. Knowledge about those processes is especially important since they are prerequisites for the implementation of environmental policies. Literature review and theoretical background Concerning nonprofit sports organisations and sustainable development, especially the field of social sustainability (e.g. Nagel et al., 2020) has been widely researched. Environmental sustainability however has only limitedly been analysed in this context. Describing the current state of commitment of NSFs to environmental sustainability, it has been found that Belgian NSFs show a rather low commitment, whereas low-intensity initiatives (e.g. recycling of sport equipment) constitute the majority of the identified actions (Hugaerts et al., 2022). The same pattern could be shown in Scandinavia. Sandvik and Seippel (2022) explain this partly with the absence of NSFs’ perceived urgence of environmental problems with direct consequences for the associations’ activities and the lack of institutional pressures. However, so far, there is hardly any knowledge about which factors are relevant for environmental policies being set on NSFs’ agendas, formulated, and decided upon, even though those processes are important as they precede the actual implementation of policies. Considering agenda setting, policy formulation and decision making processes, this study is based on the Multiple Streams Approach with two coupling phases (MSA) of Herweg et al. (2015). For “an ideas’ time to come”, the approach identifies the coupling of three different processes as important. Policies arise, when issues are perceived as problematic (problem stream; e.g. image issues) and depend on the political context of the policy and agenda (political stream, e.g. composition of board). The policy stream contains existing ideas and enables the survival of certain ideas (e.g. idea of developing a climate strategy). Finally, policy entrepreneurs’ agency is necessary to couple the streams and create agenda windows, which allow items to rise onto the decision agenda. In a following second phase, the re-coupling of the same streams and engagement of policy entrepreneurs enables policies to be formulated, decided upon, and eventually be implemented. Methods To observe those processes, we decided to conduct an in-depth qualitative case study with a NSF, that has recently discussed, formulated, and decided upon environmental policies. Since the hang- and paragliding sport is depending on a natural environment affected by climate change, the SHV seemed to be an interesting case for our study, where such processes might already have taken place. The association is committed to the interests and sustainable practice of free flight. It has 112 club and 20,000 individual members, maintains an office with 14 employees and is headed by a board of directors, currently with seven members. Document- and archive entries allowed us a first overview of existing measures of environmental sustainability and the appearance of the topic on the NSF’s agenda. We conducted semi-structured expert interviews with six decision makers of the SHV and with a representative of the umbrella organisation of the Swiss sports system to gain a deeper understanding of the agenda setting, formulation and decision making of environmental policies in the SHV. We then applied causation coding (Miles et al., 2020) to analyse the data, considering a data-led as well as a theory-based coding process along the concept of the MSA. Findings The SHV's commitment to environmental sustainability is based primarily on two pillars: the protection of biodiversity and access to nature on one hand and climate commitment on the other. Whereas voluntary agreements about wildlife rest areas have been made since 1995, climate protection policies are broadly discussed as a part of the strategy and implemented on an operative basis in different departments since the creation of the position of an environmental officer in 2017. If not forced by external political pressure (e.g. flight restrictions), the agenda setting of environmental sustainability (e.g. climate commitment) in the SHV seems to be pushed primarily by the engagement of individual policy entrepreneurs. Policy entrepreneurs thereby mainly highlight the importance of addressing the issue to ensure the long-term survival of the sport and the association (problem stream). The perceived member interests seem to be able to facilitate or impede the agenda setting of the topic (political stream). Nevertheless, members do not appear to be the central entrepreneurs when it comes to actively promoting policies of environmental sustainability onto the agenda. The ideas for such policies rather seem to be found in the practice of similar other NSFs (policy stream). The board of management seems to be less crucial for this process of agenda setting. When it comes to formulation and decision making however, the importance of the board of management is structurally implied. Even though the General Assembly approves amendments and the management of the board, the latter issues directives. Since members of the board do not yet seem to have the necessary knowledge about environmental sustainability to feel competent enough to make the required decisions, thorough information provided by the environmental officers appears to be important. Actors of the association describe policy formulation as a long process, where, in order to make the members of the board feel comfortable enough to make decisions, policies of environmental sustainability “must become a topic first over time”. When it comes to decision making about environmental policies, the (political) background of the members of the board are crucial and can promote or hinder certain decisions. Nevertheless, after getting enough information, suggestions from the administrative office are mostly accepted. Discussion Therefore, engaged policy entrepreneurs seem to be crucial for agenda setting, formulation and, through the impact of their suggestions, decision making processes of environmental policies in the SHV. Policy entrepreneurs do show engagement for their favoured policies even if they are not responsible for that specific topic in the association, but the structural implication of positions in connection with sport- and socio-political developments can additionally promote environmental policies. Even though the agenda setting of such policies does not seem to be a bottom-up process, consistent with the understanding of NSFs as interest-oriented organisations, perceived member interests are central in all three processes. Thereby functional objectives (e.g. enabling sport) are predominant to normative reasons (e.g. environmental responsibility). Furthermore, there seem to be processes that might be explained by the concept of mimetic isomorphism (DiMaggio & Powell, 1983), i.e. the orientation towards practices of similar NSFs in order to gain legitimacy. This pilot study allows an in-depth investigation and enables a first review of the used theoretical and methodological approach. It identifies crucial factors when promoting the agenda setting, formulation and decision making for environmental sustainability in NSFs and utilising the potential of the nonprofit organised sports setting and its leverage in society. It is presented as part of a broader follow-up multiple case study with eight NSFs and a cross-case comparison. Further research must be conducted to allow statements about other types of NSFs (e.g. other types of professionalisation, indoor sports) and further stages of the policy cycle, i.e. the implementation of the policies. References DiMaggio, P. J., & Powell, W. W. (1983). The iron cage revisited: Institutional isomorphism and collective rationality in organizational fields. American Sociological Review, 48(2), 147–160. Herweg, N., Huss, C., & Zohlnhöfer, R. (2015). Straightening the three streams: Theorising extensions of the multiple streams framework. European Journal of Political Research, 54(3), 435–449. https://doi.org/10.1111/1475-6765.12089 Hugaerts, I., Scheerder, J., Zeimers, G., Corthouts, J., van de Sype, C., & Könecke, T. (2022). Are sport organisations environmentally sustainable? A website analysis of sport federations in Belgium. European Sport Management Quarterly. Advance online publication. https://doi.org/10.1080/16184742.2022.2093391 McCullough, B. P., Orr, M., & Watanabe, N. M. (2020). Measuring externalities: The imperative next step to sustainability assessment in sport. Journal of Sport Management, 34(5), 393–402. https://doi.org/10.1123/jsm.2019-0254 Miles, M. B., Huberman, A. M., & Saldaña, J. (2020). Qualitative data analysis: A methods sourcebook (4th ed.). SAGE. Nagel, S., Elmose-Østerlund, K., Ibsen, B., & Scheerder, J. (Eds.). (2020). Functions of Sports Clubs in European Societies: A Cross-National Comparative Study. Springer. Sandvik, M. R., & Seippel, Ø. (2022). Framing of environmental issues in voluntary sport organizations. Environmental Politics. Advance online publication. https://doi.org/10.1080/09644016.2022.2075152 Thiel, A., & Mayer, J. (2009). Characteristics of voluntary sports clubs management: A sociological perspective. European Sport Management Quarterly, 9(1), 81-98. https://doi.org/10.1080/16184740802461744
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Pink, Małgorzata. "GOOD PRACTICES IN WINE TOURISM IN SELECTED COUNTRIES AND CONCLUSIONS FOR POLAND." Folia Turistica 45 (December 31, 2017): 119–42. http://dx.doi.org/10.5604/01.3001.0012.0519.

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Purpose: Evaluation of activities supporting the development of wine tourism in Poland in the context of best practices used by well-developed wine regions in different countries and issues related to wine tourism indicated by theoreticians. Method: In order to indicate the best practices applied by selected wine regions, we used a method of content and a case study analysis. The evaluation of activities supporting the development of wine tourism in Poland was made on the basis of an analysis of digital documents provided by the Ministry of Sport and Tourism, the Polish Tourist Organization, regional tourist organizations, and entities managing Polish wine routes. The assessment of winemakers' activities was based on the analysis of the content of online documents introduced by themselves. Among the 364 winemakers, only 152 had a website. The research sample of electronic documents generated by service providers was therefore 152. Electronic documents were analyzed from a point of view of the main information relevant to the enotourism planning, information about additional services and the availability of information for non-Polish speakers customers. Findings: There is lacking sustain activities supporting wine tourism at the level of the central administration. At the regional level, uneven activities are occurring, with varying intensity, depending on the region. Among the winemakers, the entities those involved in the promotion of their own tourist activities belong to the minority. Only 42% of entities have their own website, of which in 20% of cases the content of the website is inadequate to the enotourism activity, or the site was inactive. Assuming the activities taken on the three above mentioned levels, there is lack of continuity of the wine tourism development strategy among the stakeholders. Research and conclusions limitations: Only electronic documents were used for the analysis of the issued problem. In a further studies it would be justified to conduct observations allowing to assess the quality of provided services in the field of enotourism and focus groups with the participation of the entities from particular groups of stakeholders. Practical implication: The text indicates the best practices for Polish wine tourism. Originality: The Polish wine tourism industry has not been analyzed in terms of good practices. We carried out a comprehensive analysis of the documents content and information regarding enotourism organisation on three levels of stakeholders engaged in the promotion of wine tourism in Poland. Type of paper: Original theoretical and implementation study.
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Wedekind, Michael. "„Was soll der Mensch da oben?“. Vom politischen Nutzen des Bergerlebnisses." Góry, Literatura, Kultura 12 (August 1, 2019): 55–68. http://dx.doi.org/10.19195/2084-4107.12.5.

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“What does man achieve up there?” On the political use of mountaineering experiencesSince the 1870s the socio-economic and national conflicts with ethnic backgrounds reached the highest Alpine peaks. This was visible in a broad European context, but especially in the Habsburg Monarchy. This was where demands for political participation and social emancipation of allegedly disadvantaged ethnic groups in the Reich were juxtaposed with aggressive German-Austrian strategies seeking to preserve the status quo. In this context, “capturing” and “seizing” highland areas in disputed language border regions of the multi-ethnic empire became terms of huge symbolic and identity-shaping significance.In comparison with the British Alpine Club, whose members were well travelled climbers, Central European Alpine associations were anchored in regional political contexts and had clear nationalistic views. They reflected the specific socio-psychological determinants, moral values and social norms of the bourgeois elites, from among whom the leaders and members of these associations came almost exclusively as late as in the early 20th century. In its early hybrid form — vacillating between sport and science — mountaineering turned out in many respects to be a useful tool of cultural takeover and emotional awareness-raising with regard to one’s own homeland presumed to be threatened by a foreign element; it was useful as a driving force in internalising national identity, social values, political concepts as well as heroic military maxims referring to desirable behaviour. The first ascents of mountain peaks and “capturing” of hitherto untouched highland areas, construction of prestigious hotels and mountain hostels as well as nationally-inspired monuments on mountain peaks became semiotic expressions of territorial aspirations of a nation, a symbolic seizure of the mountains, preventing “ethnically foreign” profanations. Thus emerged a new, collectively binding mental map with sanctified mountain peaks and ranges that were incorporated into the nation’s iconography. The politicisation of mountains and mountain climbing became part of the “nationalisation of the masses.”The author of the article examines these aspects, using the multi-ethnic region of Tyrol as an example. He analyses, first of all, the Società degli Alpinisti Tridentini, an organisation operating in the southern, Italian-speaking part of the country, and its equivalent, the much larger German and Austrian Alpine Club. The analysis features, among others, various ideas of “nature”, “mountains” and climbing, varied goals mountaineers set for themselves, and, finally, the link between socio-economic conflicts with ethnic backgrounds and peaks in the Dolomites and the Ortler. These were conflicts which, in some sense, paved the way for the subsequent fighting during the First World War or, in any case, directly led to it.
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Wedekind, Michael. "„Po co ten człowiek tam na górze?”. O politycznym wykorzystaniu przeżyć górskich." Góry, Literatura, Kultura 12 (August 1, 2019): 69–79. http://dx.doi.org/10.19195/2084-4107.12.6.

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“What does man achieve up there?” On the political use of mountaineering experiencesSince the 1870s the socio-economic and national conflicts with ethnic backgrounds reached the highest Alpine peaks. This was visible in a broad European context, but especially in the Habsburg Monarchy. This was where demands for political participation and social emancipation of allegedly disadvantaged ethnic groups in the Reich were juxtaposed with aggressive German-Austrian strategies seeking to preserve the status quo. In this context, “capturing” and “seizing” highland areas in disputed language border regions of the multi-ethnic empire became terms of huge symbolic and identity-shaping significance.In comparison with the British Alpine Club, whose members were well travelled climbers, Central European Alpine associations were anchored in regional political contexts and had clear nationalistic views. They reflected the specific socio-psychological determinants, moral values and social norms of the bourgeois elites, from among whom the leaders and members of these associations came almost exclusively as late as in the early 20th century. In its early hybrid form — vacillating between sport and science — mountaineering turned out in many respects to be a useful tool of cultural takeover and emotional awareness-raising with regard to one’s own homeland presumed to be threatened by a foreign element; it was useful as a driving force in internalising national identity, social values, political concepts as well as heroic military maxims referring to desirable behaviour. The first ascents of mountain peaks and “capturing” of hitherto untouched highland areas, construction of prestigious hotels and mountain hostels as well as nationally-inspired monuments on mountain peaks became semiotic expressions of territorial aspirations of a nation, a symbolic seizure of the mountains, preventing “ethnically foreign” profanations. Thus emerged a new, collectively binding mental map with sanctified mountain peaks and ranges that were incorporated into the nation’s iconography. The politicisation of mountains and mountain climbing became part of the “nationalisation of the masses.”The author of the article examines these aspects, using the multi-ethnic region of Tyrol as an example. He analyses, first of all, the Società degli Alpinisti Tridentini, an organisation operating in the southern, Italian-speaking part of the country, and its equivalent, the much larger German and Austrian Alpine Club. The analysis features, among others, various ideas of “nature”, “mountains” and climbing, varied goals mountaineers set for themselves, and, finally, the link between socio-economic conflicts with ethnic backgrounds and peaks in the Dolomites and the Ortler. These were conflicts which, in some sense, paved the way for the subsequent fighting during the First World War or, in any case, directly led to it.
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Храменко, Наталя. "In Memoriam: Valerii Semenovych Ponomarchuk." Oftalmologicheskii Zhurnal, no. 5 (November 1, 2023): 63–64. http://dx.doi.org/10.31288/oftalmolzh202356364.

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It is with deep regret that we share sad news of the passing of Professor Valerii Semenovych Ponomarchuk, Head of the Functional Diagnostics Department at the Filatov Institute of Eye Diseases and Tissue Therapy, Dr Sc (Med) and Merited Doctor of Ukraine, who died on 12 September 2023. Valerii Semenovych was born on June 2, 1948, in Mykolaiv region, Ukraine. After completing his secondary school education, he went on to Odesa Medical School in 1964 which he graduated with Honors to become a medical assistant. After graduating with Honors in General Medicine at the Pirogov Odesa Medical Institute, he began his career as a junior researcher at the Functional Diagnostics Laboratory, the Filatov Institute of Eye Diseases and Tissue Therapy, in 1974. Valerii Semenovych was promoted to senior researcher and head of the Functional Diagnostics Department in 1987, and remained at the head of the department until his death. His first significant academic achievement was defending his Cand Sc (Med) thesis, Loss of Intraocular Pressure Control Secondary to Effects Exerted on Limbic System Structures, in 1981. He defended his doctoral (Dr Sc (Med)) dissertation, Early Functional Changes in the Visual System and the Pathological Mechanisms of These Changes in Autonomic Nervous System Dysfunction, in 1995, and was awarded the title of professor in 1998. Professor Ponomarchuk was academic secretary for the Dissertation Defense Council specializing in ophthalmology, from 1996 to 2006; expert of the State Dissertation Defense Board in clinical medicine, from 2006 to 2012; and expert of the State Commission for Academic Degrees and Titles at the Ministry of Education, Science, Youth and Sport of Ukraine in clinical medicine (surgical disorders), from 2012 to 2014. In 2002, he was elected a Vice-President of the Ukrainian Ophthalmological Society. His research and practical activities were focused on the physiology of vision, early functional diagnosis of disorders of the eye and visual system, and efficacy of treating various eye diseases with low-intensity physical stimuli (e.g., electric stimulation, photic stimulation and muscle stimulation). Professor Ponomarchuk also conducted studies on the effects of autonomic nervous system dysfunction on the eye, and the results of these studies laid down the foundation for a new area of ophthalmology, vegetoophthalmology. He developed various sets of techniques (electrophysiology techniques; studies of the central and peripheral fields of vision, cerebral and ocular circulation, and light sensitivity) for pre-clinical diagnosis of visual system disorders and comprehensive color vision evaluation. These techniques are successfully used at the Filatov institute and many eye centers of Ukraine. Professor Ponomarchuk was an active inventor. In 1988, he began his collaboration with engineers of “Shtorm” Research Institute to develop a number of diagnostic and treatment devices (ophthalmological electric and photic stimulators “Fosfen”), which have been introduced in clinical practice and are now used in more than 250 locations in Ukraine and abroad. Valerii Semenovych originated the idea of phosphene effect-based electrodiagnostics of the major visual pathways in the mid-seventies, and since then, has been developing and implementing it into practice. At that time, the electrophysiology group at the Functional Diagnostics Laboratory used a 10-year-old diagnostic electric-pulse stimulator ELS-01. The outward appearance and methodological value of the device deteriorated year by year. In addition, attendees of laboratory-based refresher courses for ophthalmologists agreed that the methodology was appropriate but were dissatisfied that the device was not available on the market. In order to address their concern, Valerii Semenovych originated the idea to develop at least several diagnostic electric simulators. A technical design assignment for the device was developed, and Volodymyr Andriiovych Ivanov, a design engineer of “Shtorm” Research Institute, designed the device on the basis of this assignment. In 1988, a diagnostic electric-pulse stimulator was developed and named “Fosfen” (Phosphene) to denote the phenomenon employed in the operation of the device, a sensation of light produced by the effect of pulse current on the eye. The device has been successfully applied in the diagnostic assessment of tens of thousands patients with various eye and central nervous system diseases in various conditions of professional activity. Electric sensitivity of the visual system and critical frequency of phosphene disappearance were determined in patients with optic nerve atrophy, retinal disorders, ocular trauma and burns, amblyopia, refractive and accommodative abnormalities, systemic and regional vegetative dysfunction, etc. During thirty subsequent years, the device was improved with new functions and parameters that offered new diagnostic capabilities. Various types of “Fosfen” electric simulators were developed not only for diagnosis, but also for treatment of a number of visual system disorders. Since 1995, these ophthalmological stimulators have been twice exhibited and awarded a silver medal at the Exhibition of Economic Achievements of Ukraine in Kyiv. Hundreds of papers have been published, and dozens of reported have been presented at national and international conferences, and a number of Cand Sc (Med) theses and doctoral dissertations have been written by Valerii Semenovych and his colleagues on the basis of studies on the efficacy of a new method of diagnosis (“phosphene diagnostics”) and treatment (“phosphene stimulation”). Professor Ponomarchuk published around 300 articles, four monographs, and authored or co-authored 21 patents. He presented at numerous international conferences and congresses and published papers in journals in Bulgaria, Hungary, Poland, Russia, Spain, Italy and Germany. He was renowned for his unwavering commitment to mentorship of Ukrainian and foreign students, postdoctoral fellows, young investigators, and/or trainees specializing in ophthalmology. From 1998 to 2018, ten individuals (including those from India, Ghana, Syria and Tunis) completed their Cand Sc (Med) degrees, and one, a Dr Sc (Med) degree, under the supervision of Prof. Ponomarchuk. In addition, he reviewed 15 doctoral dissertations and 76 Cand Sc (Med) theses. Valerii Semenovych was successful in combining his research and clinical activities with mentorship and public activities. For years he has been delivering lectures and training sessions on physiology of the eye and methods of functional studies of the eye to doctors, post-graduate students, residents and students. From 1995 to 2000, he was professor at Physiology Department at the Mechnikov Odesa National University, with 37 term and diploma papers completed and defended under his supervision. For decades Professor Ponomarchuk has been editorial board member of the Journal of Ophthalmology (Ukraine). He has been involved in studying medicine and conducting healthcare activities at the city of Odesa for almost sixty years. Valerii Semenovych was a nice and bright person, gifted and hardworking scientist, wonderful clinician and talented mentor. He was admired for his kind heart, the way in which he cared about other people, brilliant mind, outstanding knowledge and hard work. His colleagues, pupils, listeners and patients respected him as a person of high professionalism and expertise, and great erudition and empathy. We extend our heartfelt condolences to the family and friends of Professor Ponomarchuk. Valerii Semenovych will truly be missed and will live in our hearts forever.
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Matolić, Tena, Danijel Jurakić, Hrvoje Podnar, Ivan Radman, and Željko Pedišić. "P01-17 Promotion of health-enhancing physical activity in Europe: a cross-sectional study among 536 sports associations." European Journal of Public Health 32, Supplement_2 (2022). http://dx.doi.org/10.1093/eurpub/ckac095.017.

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Abstract Background Sports associations may play an important role in the promotion of health-enhancing physical activity (HEPA) in Europe. However, no recent findings on their commitment to HEPA promotion are available. Therefore, we aimed to determine the level and correlates of the commitment of European sports associations to HEPA promotion. Methods Representatives of 1717 sports associations from 36 countries were invited to take part in a survey conducted within the Sports Club for Health (SCforH) 2015-17 project, and 536 (31%) agreed to participate. The participants were asked about their organisation's awareness of SCforH guidelines and its commitment (0-10) to the promotion of: elite sports; health-enhancing sports; health-enhancing exercise, and other types of HEPA. An overall HEPA promotion score was calculated as the arithmetic mean of the latter three. A multiple regression analysis was conducted with the overall HEPA promotion score as the outcome variable and organisation type (“national association of a specific sport” as the reference group [ref], “European sports federation”, “national umbrella sports organisation”, “national Olympic committee”, “national sport-for-all organisation”), headquarters in an EU member state (“no” [ref], “yes”), region of Europe (“Western” [ref], “Central-Eastern”, “Northern”, “Southern”), commitment to elite sports (“low” [ref], “medium”, “high”), and awareness of SCforH guidelines (“no” [ref], “yes”) as explanatory variables. Results The commitment to HEPA promotion was low (score: 0-3) in 32.1% (95% confidence interval [CI]: 28.1, 36.0), medium (4-6) in 39.7% (95% CI: 35.6, 43.9), and high (7-10) in 28.2% (95% CI: 24.4, 32.0) of sports associations. Being a national sport-for-all organisation (β = 1.68; 95% CI: 0.74, 2.62; p > 0.001), national Olympic committee (β = 1.48; 95% CI: 0.41, 2.55; p = 0.007), located in Central-Eastern Europe (β = 0.56; 95% CI: 0.01, 1.12; p = 0.047), and aware of the SCforH guidelines (β = 0.86; 95% CI: 0.35, 1.37; p > 0.001) was associated with greater commitment to HEPA promotion. Conclusion Relatively low commitment of European sports associations to HEPA promotion may be increased by raising awareness of the SCforH guidelines and by considering national sport-for-all organisations, national Olympic committees, and organisations in Central-Eastern Europe as role-models in this endeavour.
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Matolić, Tena, Danijel Jurakić, Hrvoje Podnar, Ivan Radman, and Željko Pedišić. "Promotion of health-enhancing physical activity in the sport sector: a study among representatives of 536 sports organisations from 36 European countries." BMC Public Health 23, no. 1 (2023). http://dx.doi.org/10.1186/s12889-023-15589-9.

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Abstract Background It is a common belief that most sports clubs and organisations are primarily focused on elite sports while placing less emphasis on the promotion of health-enhancing physical activity (HEPA). However, there is a lack of evidence on this topic in the scientific literature. Therefore, the aim of this study was to determine the level and correlates of the commitment of sports organisations in Europe to HEPA promotion. Methods Representatives of 536 sports organisations from 36 European countries responded to our survey. A multiple regression analysis was conducted with the commitment of sports organisation to HEPA promotion (0 [“not at all”] – 10 [“most highly”]) as the outcome variable and organisation type (“national sport association” reference group [ref], “European sports federation”, “national umbrella sports organisation”, “national Olympic committee”, “national sport-for-all organisation”), headquarters in a European Union member state (“no” [ref], “yes”), region of Europe (“Western” [ref], “Central and Eastern”, “Northern”, “Southern”), commitment to elite sports (“low” [ref], “medium”, “high”), and awareness of Sports Club for Health (SCforH) guidelines (“no” [ref], “yes”) as explanatory variables. Results Approximately 75.2% (95% confidence interval [CI]: 71.5, 78.8) of sports organisations were highly committed to elite sports. Only 28.2% (95% CI: 24.4, 32.0) of sports organisations reported a high commitment to HEPA promotion. A higher commitment to HEPA promotion was associated with the national Olympic committees (β = 1.48 [95% CI: 0.41, 2.55], p = 0.007), national sport-for-all organisations (β = 1.68 [95% CI: 0.74, 2.62], p < 0.001), location in Central and Eastern Europe (β = 0.56 [95% CI: 0.01, 1.12], p = 0.047), and awareness of SCforH guidelines (β = 0.86 [95% CI: 0.35, 1.37], p < 0.001). Conclusion From our findings, it seems that most sports organisations are primarily focused on elite sports. Coordinated actions at the European Union and national levels are needed to improve the promotion of HEPA through sports organisations. In this endeavour, it may be useful to consider national Olympic committees, national sport-for-all organisations, and relevant sports organisations in Central and Eastern Europe as role models and to raise the awareness of SCforH guidelines.
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Drummond, Murray, Sam Elliott, Claire Drummond, and Ivanka Prichard. "Youth sport and COVID-19: a potential generation lost." Emerald Open Research 1, no. 2 (2020). http://dx.doi.org/10.1108/eor-02-2023-0010.

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This conceptual/study protocol paper provides important context around the role of sport in Australia where sport provides aspects of community agency through participation, organisation and volunteerism. It provides a descriptive analysis of how sport assists young people in developing physical and mental ”fitness” through its community orientation. However, it also provides discussion around the potential of a “generation lost” to sport as a consequence of the coronavirus disease 2019 (COVID-19) pandemic. The conceptual nature of this paper means that the data collection underpinning this research has not yet been conducted. However, given that we have applied for human research ethics along with having accrued sporting clubs and organisations eager to be involved in the research, we are planning to roll out this research by mid 2020. The design will be based on mixed methods approach whereby large-scale surveys together with focus groups and interviews will be central to the research data collection process. This research is unique given the nature of the time in which it exists. The last global pandemic was around 100 years ago when sport did not play such a significant role in society. Understanding the implications of the pandemic on young people and to the sporting clubs and organisations will be key in re-establishing sport as a central component of community agency towards the physical and mental health of young people. The urgency of understanding this is key to assisting the loss of potential young people to sport and the benefits that go with it to the individual, the community, and society as a whole.
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Segbenya, Moses, Nana Yaw Oppong, and Sally Abena Baafi-Frimpong. "The role of national service in enhancing employability skills of tertiary graduates in Ghana: a case of national service personnel in the Central Region." Higher Education, Skills and Work-Based Learning ahead-of-print, ahead-of-print (2021). http://dx.doi.org/10.1108/heswbl-07-2020-0162.

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PurposeOne of the means to enhance the employability skills of tertiary graduates transiting into the job market has been the compulsory national service instituted by the Government of Ghana. The purpose of this study, therefore, is to examine the contribution of the mandatory national service to enhance the employability of tertiary graduates in Ghana.Design/methodology/approachThe study used the longitudinal descriptive survey design to sample 375 national service personnel (2018 and 2019 batches) of 13,874 service personnel posted to the Central Region of Ghana, and 31 employers.FindingsThe study found human relation, communication and experience to enter the job market were perceived higher by tertiary graduates in Ghana. It was also found that the preferred employers amongst tertiary graduates were the government, multinational companies and public schools. Skills mismatch between the acquired skills of tertiary graduates and the skills required by employers was also found. Responsible factor identified was the posting of personnel for national service without considering their academic background and future job aspirations. Tertiary graduates transiting into the job market after the national service preferred to be employed by the government because of the lack of entrepreneurial skills.Practical implicationsTherefore, it was recommended that the national service secretariat post national service personnel to organisations that reflect personnel's career aspiration.Originality/valueThis is original research carried out by the researchers and was not sponsored by any organisation/institution.
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Donaghy, Maureen M., and Jeffrey W. Paller. "Sustainability Politics and Housing Development in Urban Brazil and Ghana." International Journal of Politics, Culture, and Society, May 3, 2023. http://dx.doi.org/10.1007/s10767-023-09449-y.

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Abstract Rapid population growth in the Global South places extreme pressure on cities, making it very difficult for governments to provide the necessary housing to city dwellers. The short-term needs and demands of residents often contradict or challenge long-term central urban plans and sustainable solutions. Important but overlooked actors in the politics of sustainable urban development are community organisations that demand housing and rights to the city. Yet these organisations do not adopt the same strategies everywhere. This article examines the pathways of engagement adopted by organisations across different urban contexts and how they affect governance. These organisations contribute to sustainability politics by engaging local and national governments, allying with political parties and politicians, and informing and mobilising local populations. Drawing from a most different case design that compares São Paulo, Brazil with Accra, Ghana, we find that the ideology of the organisation, its relationship to the state and to society, and the credibility of multi-level institutions shape the success or failure of sustainable urban governance and development. We conclude that urban residents often seek change through pathways of engagement that can be generalised across diverse social contexts, but the underlying politics within civil society can undermine a sustainable urban future.
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Chadwick, Simon, Nick Burton, Paul Widdop, and Alex John Bond. "Networks, strategy and sport: the case of City Football Group." Journal of Strategy and Management, March 2, 2023. http://dx.doi.org/10.1108/jsma-01-2022-0015.

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PurposeThis study examines the networks and strategy of Manchester City Football Club and City Football Group, central to the group's emergence as a global entertainment organisation with a network of franchises worldwide.Design/methodology/approachThe study employs a case study design to examine both Manchester City Football Club and City Football Group (CFG)'s strategy. Drawing upon an extensive review of documentation pertaining to CFG's strategic vision and approach, a network analysis of the brand's constituent clubs, partners and state- and corporate-investors was conducted, providing a macro-level view of CFG's use of global franchising, media partnerships and commercial agreements to extend CFG and the City brand internationally.FindingsThe study's findings afford a unique insight into CFG's efforts to monetise and globalise through franchising, which provides insights into the convergence in sport of politics, entertainment and business. Namely, how the global strategy enacted by CFG and the Abu Dhabi government (its owner) has leveraged sporting properties successfully. In turn, it extends their geopolitical and economic networks and grows the parent City brand as a global entity.Research limitations/implicationsThe study's findings afford a unique insight into CFG's efforts to monetise and globalise through franchising. Namely, the global strategy enacted by CFG and the Abu Dhabi royal family (its owner) has leveraged sporting properties successfully. In turn, it extends their geopolitical and economic networks and grows the parent City brand as a global entity.Originality/valueThe research represents an important step in examining the strategy of football club ownership and global club networks within sport. In this respect, the present research provides a new way to understand sport in a globalised, digitised and geopoliticised operating environment.
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Saani, Abdul-Jaleel. "Socio-Cultural Factors and Competencies of Senior Staff in Public Universities: The Hierarchical Mediation Role of Staff Satisfaction and Sense of Belonging." Journal of Education, Society and Behavioural Science, July 20, 2022, 50–66. http://dx.doi.org/10.9734/jesbs/2022/v35i830448.

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The study examined the influence of socio-cultural factors of public universities on senior staff competencies, taking into consideration the hierarchical mediation role of staff satisfaction and sense of belongingness. The design employed was descriptive cross-sectional survey. A recommended sample of 356 permanent staff was obtained from a population of 3,159 permanent senior staff of three autonomous public universities in Ghana. After selecting three premium universities, one from each of the zones in Ghana, purposively, the proportional and computer random sampling procedures were used to select the senior staff. A questionnaire was the instrument used. In order to test the stated hypotheses, the data were analysed using statistical tools such as hierarchical multiple regression cum mediation analyses. The study found that socio-cultural factors such as social networks, reward/ promotion, discrimination free culture, orientation, control/power, roles/responsibilities and work value systems have weak influence on staff competencies. However, the influence becomes strong when staff satisfaction in the socio-cultural factors is considered sequentially. It is, therefore, recommended to head of departments, support units and central administration of the universities to ensure that there is even-handedness work environment with supportive social networking among all members of the university. This can be done through biannual organisation of inter-staff and inter-departmental social re-orientation activities and re-familiarisation parties with sporting, gaming and funfair activities. This intervention can be used as an administrative support system to help boost staff happiness.
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Danso, Samuel O., Alexander Manu, Justin Fenty, et al. "Population cause of death estimation using verbal autopsy methods in large-scale field trials of maternal and child health: lessons learned from a 20-year research collaboration in Central Ghana." Emerging Themes in Epidemiology 20, no. 1 (2023). http://dx.doi.org/10.1186/s12982-023-00120-7.

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AbstractLow and middle-income countries continue to use Verbal autopsies (VAs) as a World Health Organisation-recommended method to ascertain causes of death in settings where coverage of vital registration systems is not yet comprehensive. Whilst the adoption of VA has resulted in major improvements in estimating cause-specific mortality in many settings, well documented limitations have been identified relating to the standardisation of the processes involved. The WHO has invested significant resources into addressing concerns in some of these areas; there however remains enduring challenges particularly in operationalising VA surveys for deaths amongst women and children, challenges which have measurable impacts on the quality of data collected and on the accuracy of determining the final cause of death. In this paper we describe some of our key experiences and recommendations in conducting VAs from over two decades of evaluating seminal trials of maternal and child health interventions in rural Ghana. We focus on challenges along the entire VA pathway that can impact on the success rates of ascertaining the final cause of death, and lessons we have learned to optimise the procedures. We highlight our experiences of the value of the open history narratives in VAs and the training and skills required to optimise the quality of the information collected. We describe key issues in methods for ascertaining cause of death and argue that both automated and physician-based methods can be valid depending on the setting. We further summarise how increasingly popular information technology methods may be used to facilitate the processes described. Verbal autopsy is a vital means of increasing the coverage of accurate mortality statistics in low- and middle-income settings, however operationalisation remains problematic. The lessons we share here in conducting VAs within a long-term surveillance system in Ghana will be applicable to researchers and policymakers in many similar settings.
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Jensen, Lars Taagaard, and Evald Iversen. "Let the Games Begin." Forum for Idræt 23 (July 1, 2007). http://dx.doi.org/10.7146/ffi.v23i0.31668.

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Artiklen har fokus på lovgningsprocesserne af den tidligere og nuværende eliteidrætslov, i perioderne 1979-1984 og 2002-2004. Evald Iversen and Lasse Taagaard Jensen: Let the Games Begin – the elite sports laws of 1984 and 2002This article tries to develop an understanding of the interplay between the Danish Government (i.e. the Ministry of Culture) and the interest organisations within the area of elite sports. The central argument is that close cooperation exists between the actors in the field. The Government as well as the interest organisations possess resources that are interesting seen from their counterparts perspective. On the basis of the first elite sports law the elite sports organisation »Team Danmark« was created in 1984. Its success and the contentment from athletes at the elite level meant that Team Danmark was difficult to ignore when a second elite sport law was in the making in 2004. The organisation had marked itself as a new player in field of elite sports. The Minister of Culture and the Chairman of the National Olympic Committee and Sports Confederation of Denmark (Danmarks Idræts Forbund) had a firm association during the process which led to the newest legislation in 2004 – but eventually they could not control the legislation process. This was partly due to the other players involved and partly to these partners cooperation with the media. In the end this meant that the 2004 process became fragmented with several actors involved – even though the interplay between the state and the sports organisations continued to be intertwined with relatively few actors involved.
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Adusei-Mensah, Frank, Carina Tikkanen-Kaukanen, Jussi Kauhanen, et al. "Sub-chronic toxicity evaluation of top three commercial herbal antimalarial preparations in the Kumasi metropolis, Ghana." Bioscience Reports 40, no. 6 (2020). http://dx.doi.org/10.1042/bsr20192536.

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Abstract Purpose: Safety data on commonly used herbal medicinal (HM) products (HMPs) and marketed in Ghana are scarce. We assessed the sub-chronic toxicity of three most-patronised commercial antimalarial HMPs in Kumasi, Ghana. Method: Top three HMPs (designated as herbal products ‘A’ (HPA), ‘B’ (HPB) and ‘C’ (HPC)) were selected after a mini-survey and sub-chronic toxicity evaluation conducted in accordance with Organisation for Economic Co-operation and Development (OECD) 407 guidelines. Control rats received clean water while test groups received daily adult human dose (DAHD), 5× DAHD or 10× DAHD of either HPA, HPB or HPC for 30 days. Rats were killed on day 31 to obtain biochemical, haematology and histology samples for analysis. Data were analysed by one-way analysis of variance (ANOVA) and post hoc Tukey’s test. Results: The three HMPs produced alterations in liver morphology predominantly characterised by prominent foci of fatty change with scattered hepatocytes containing intracytoplasmic fat globules and congested central veins and sinusoids. The lungs showed alveolar with evidence of inflammation and foci of epithelial sloughing. Alveolar spaces were also obscured by debris and inflammatory cells. HPA and HPC produced scattered intensely congested heart vessels while HPB(10) produced haemorrhage and amorphous exudates within the heart. All HMPs produced neither treatment-related deaths nor significant change in haematological and biochemical parameters, except for HPA and HPB which decreased (P<0.05) aspartate aminotransferase (AST) and HPB, which elevated (P<0.05) fasting blood glucose (FBG). Conclusion: Data from the present study suggest the potential of the herbal products (HPs), HPA, HPB and HPC, to cause major organ-system dysfunction or damage. We advise cautious use of these products and recommend further safety evaluation in chronic toxicity models.
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McCarthy, Liam, Hans Vangrunderbeek, and David Piggott. "Principles of Good Assessment Practice in Coach Education: An Initial Proposal." International Sport Coaching Journal, 2021, 1–11. http://dx.doi.org/10.1123/iscj.2021-0009.

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Despite its obvious importance, we argue that assessment as a feature of coach education programmes has been overlooked in the peer-reviewed published literature. As a result, it is suggested that approaches to assessing sport coaches within coach education programmes can sometimes be ill considered and lead to suboptimal experiences for multiple stakeholders. To address this problem situation, we tentatively propose five interconnected principles of assessment in the first section of this article. These include the integration of teaching, learning, and assessment; assessment as a means of developing metacognitive skills; authentic/practice-based assessment; clearly and transparently foregrounding success criteria; and collaboration within assessment activities. By considering these principles, we suggest that there is much to be gained by the coach education community. In the second section, we showcase how these principles have been adopted within a football coach education programme in Flanders (Belgium). With this example, we explain why assessment became a central concern of the organisation and how they developed an effective assessment approach. Finally, we invite considered discussion and comments on our paper, with a view to starting a conversation in an area that is scarcely spoken about.
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Kolovou, Vasiliki, Nicola Bolton, and Diane Crone. "O.1.3-1 Senior stakeholder views and experience of cross-sector engagement and collaboration to improve long-term health and wellbeing in Wales." European Journal of Public Health 33, Supplement_1 (2023). http://dx.doi.org/10.1093/eurpub/ckad133.098.

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Abstract Purpose We aimed to explore the challenges and opportunities to developing and implementing a strategic long-term national physical activity, health and wellbeing strategy. Wales has created innovative legislation through the Wellbeing of Future Generations (Wales) Act 2015 (WBFGA) and continues to drive progress on long-term strategies for health and wellbeing, with physical activity as a key outcome. Methods Senior stakeholders (n = 11) that held leadership roles within the sport, environment, central/ local government, healthcare and public health participated in semi-structured, in-depth interviews (July - September 2022). The interviews were transcribed and analysed through Braun & Clarke’s (2014) thematic analysis using NVivo software. Results The major themes related to: influencing within and outside the leaders’ own organisation; advocating long-term health strategies; protecting the allocated resources to long-term health outcomes from short-term pressures; and disruptive changes such as Covid-19 and government election cycles. The participants felt that physical activity is relevant to multiple strategies and departments within government, so resources should be “pooled together” across central government budgets to meet the needs of the populations and deliver on long-term strategies. Spanning sector and organisation boundaries was viewed as essential by all senior leaders and some noted that partnerships should be led with purpose and authenticity. The innovative WBFGA was mentioned as the key facilitator for creating shared accountability and a shared vision for Wales. The relatively small size of Wales was noted as an additional facilitator to forging positive and long-standing relationships with individuals and organisations. The participants recognised a key element of their leadership role which was engaging and collaborating with strong intent and authenticity. Conclusions The value and role of spanning boundaries to promote and establish long-term strategies for physical activity, health and wellbeing remains largely uncaptured and not well understood. This study contributed to understanding the perspectives of senior leaders, from diverse sectors, on developing and implementing long-term health strategies. The contemporary shift towards whole systems approaches and long-term partnerships to deliver healthier future generations, will require better understanding of what works for engaging wider stakeholders and maintaining momentum to a shared agenda.
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White, Peter, and Benjamin O. Acheampong. "Planning and management in the Missional agenda of the 21st Century Church: A study of Lighthouse Chapel International." Verbum et Ecclesia 38, no. 1 (2017). http://dx.doi.org/10.4102/ve.v38i1.1699.

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Planning and management is an important aspect of every successful organisation. In a similar way as the church participates in the missio Dei, it is essential that we consider planning and management as part of the missional tools for the management of the various resources God has given the church. Doing this, church leadership must join in with the Father (God) and the Holy Spirit to know what he wants to accomplish in their context as they plan and manage God�s resources for missional purposes. In the light of this understanding, the article discusses the role of �planning and management in the missional agenda of the 21st century church� by using one of the fastest growing Neo-Pentecostal churches in Ghana, the Lighthouse Chapel International, as a case study. The central argument in this paper is that although leadership has a major role to play in missional planning, it is however a holistic and all-inclusive agenda. Missional planning includes the involvement of the Holy Spirit, congregational leadership, the entire congregation and the various resources the church is being endowed with by God.Intradisciplinary and/or interdisciplinary implications: The study is an interdisciplinary study between Missiology, Planning, and Management. The result from the study will enhance the Ecclesiastical Community to appreciate the importance of management and planning as they participate in the missio Dei.
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Formentos, Adrienne, Kenneth Ayuurebobi Ae-Ngibise, Solomon Nyame, and Kwaku Poku Asante. "Situational analysis of service provision for adolescents with mental and neurological disorders in in two districts of Ghana." International Journal of Mental Health Systems 15, no. 1 (2021). http://dx.doi.org/10.1186/s13033-021-00457-z.

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Abstract Background Prevalence among adolescents with mental disorders are about 20% worldwide. In 2012, Ghana enacted the Mental Health Act, Act 846 to regulate mental health care, but did not include specific programmatic details of service provision nor any measurable indicators for adolescent mental health. Currently no service programmes focused on adolescents and no aggregated data exists documenting prevalence of mental and neurological disorders among adolescents. In the Brong Ahafo region, mental health providers carry out simultaneous programmes to diagnose, treat, and counsel patients. There is a need to investigate how these service programmes are currently functioning as measured by World Health Organisation guidelines. This study therefore, investigated quality of service provision for adolescents with mental disorders in Kintampo North and South districts of central Ghana. Methods Mixed method approach of quantitative and qualitative data collection, organization, and analysis was implored. Quantitative method data collection used case registers to identify mental and neurological disorders among adolescents. Qualitative methods used in-depth interviews of service providers, primary caregivers, and users of healthcare on the services available to treat mental and neurological disorders among adolescents. A combination of quality standards tools was used to assess services. Results Epilepsy was the most common treated disorder among adolescents receiving services at the four facilities in the two districts. Providers and stakeholders had limited or no training in adolescent mental health. Validated diagnostic tools were not being used to rule out differential diagnosis; medication procurement was a challenge to consistent treatment. Data collection and analysis was not standardized. Providers, stakeholders, patients, and their primary caregivers reported challenges with funding, transportation logistics, and stigma against people with mental and neurological disorders. Conclusion There are few mental health service providers for people living with mental disorders in the two Kintampo districts, with no specific services for adolescents. The Mental Health Act 846 of 2012 is an important milestone in mental health care but there are not specific plans for its implementation. Community sensitization, education in mental health and neurological disorders, and advocacy against stigma are all successful programmes that have the potential to be scaled up.
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Tetteh, Lexis Alexander, Cletus Agyenim-Boateng, and Samuel Nana Yaw Simpson. "Institutional pressures and strategic response to auditing implementation of sustainable development goals: the role of public sector auditors." Journal of Applied Accounting Research, September 6, 2022. http://dx.doi.org/10.1108/jaar-05-2022-0101.

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PurposeThis paper aims to explore the role of public sectors auditors in strategically responding to institutional pressures to conduct a performance audit of Sustainable Development Goals (SDGs) implementation in Ghana.Design/methodology/approachTo gather in-depth and rich empirical data, semi-structured interviews were conducted with 12 senior and middle management auditors of Ghana's Supreme Audit Institution (SAI).FindingsThe findings indicate that the International Organisation of Supreme Audit Institutions, the government, auditees, political executives and the Audit Service Board all exert institutional pressure on Ghana's audit of SDG implementation. In response to these pressures, the SAI deploys acquiescence, compromise and manipulation strategies that result in the coupling, and in some cases, the loose coupling of SDG audit practices.Research limitations/implicationsObservation method of data collection would have given the researchers first-hand knowledge of the role of auditors, the institutional pressures to SDG audit and the strategic response to the institutional pressures. The authors were unable to accompany the public sector auditors to their field audits. This would have aided in obtaining more detailed empirical data.Practical implicationsThe findings suggest that external and internal factors affect public sector audit of SDG implementation. Because the SAI of Ghana is dependent on the central government for budgetary allocation and auditees for miscellaneous logistics, it is under coercive pressure to meet rent seeking demands of political executives. As a result, SAIs in emerging economies must revisit the other side of accountability by reinforcing a constructive dialogue with those held accountable, particularly politicians and auditees.Originality/valueThis study's contribution is the exploration and application of institutional theory and Oliver (1991) model for responding to institutional pressures to a novel research area, namely, SDG implementation audit by public sector auditors in an emerging economy.
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Anh, Nguyen Hoang, and Hoang Bao Tram. "Policy Implications to Improve the Business Environment to Encourage Female Entrepreneurship in the North of Vietnam." VNU Journal of Science: Economics and Business 33, no. 5E (2017). http://dx.doi.org/10.25073/2588-1108/vnueab.4078.

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Abstract: Nowadays, Vietnamese women are participating actively in parts of the economy that were previously deemed male domain. Women are involved in business activities at all levels in Vietnam, making significant contributions to the economic development of the country. By December 2011, there were 81,226 small and medium enterprises headed by women, accounting for 25% of the total number of enterprises in the country (GSO, 2013). In Vietnam, despite recent economic development, socio-cultural and legal barriers are still very difficult for women since the general perception in society is that a woman’s main duty is to be a good housewife and mother and they are also often perceived as weak, passive and irrational (VWEC, 2007). Even though the studies related to women entrepreneurship development are quite extensive, amongst them only a limited number of researches on the role of legal and socio - cultural barriers on women entrepreneurs in the context of Vietnam have been investigated. Thus, supported by the World Trade Institute (WTI) in Bern, Switzerland, the researchers have chosen this as the subject of this study. Based on a quantitative survey of 110 companies in Hanoi and adjacent areas, the research has taken legal and socio - cultural barriers and explored their effect on the development of women entrepreneurship in the context of Vietnam in order to indicate how women entrepreneurs perceive the impact of socio-cultural factors, economic impacts, and policy reforms on their entrepreneurial situations and initiatives, and to then provide policy implications for promoting women’s entrepreneurship and gender equality in Vietnam.
 Keywords
 Entrepreneurship, female entrepreneurs, gender equality, Vietnam
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 lity in Vietnam.
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Wan Zakaria, Wan Hazree, Noor Azila Azreen Md Radzi, and Hosni Hasan. "PO-293 Relationship Between Gross Motor Skill Proficiency and Health-Related Physical Fitness Among Children with Down Syndrome." Exercise Biochemistry Review 1, no. 5 (2018). http://dx.doi.org/10.14428/ebr.v1i5.13243.

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Objective It is objectified in this study to determine the relationship between the gross motor skill proficiency and the health-related physical fitness (HRPF) of musculoskeletal fitness, and body mass index (BMI) among children with Down syndrome (DS).
 Methods Thirty-two children (16 boys and 16 girls) with DS aged 9 to 12 years old are identified in an institution of DS in Kuala Lumpur, Malaysia. A-priori calculation for sample size determination has been conducted from previous studies (Teng, 2012; Hasan, Abdullah and Suun, 2012) and G*Power software (version 3.1, Heinrich-Heine-Universität Düsseldorf, Germany). The sample size to be used in this study is 32 children with DS from the above institution.
 In this sampling method, only the underweight and normal weight children with DS will be selected into the study according to the measurement tool of the body mass index-age-percentile and those who are psychologically and behaviorally fit to involve in the study will be the priority. Also, the children with DS whom afflicted with chronic disease (such congenital heart disease), physical disabilities (such as visual impairment, mobility impairment e.g pes planovalgus), and musculoskeletal injury are excluded from the study due its possible affect to the course of study. 
 A screening test will be conducted to identify the participant fit-study criteria into the conduction of the program. The screening tests and preliminary assessment include:
 
 Physical Activity Readiness Questionnaire (PAR-Q) for children adopted from the Department of Physical Education and Sport Science’s Research Ethic Unit, University of Limerick (University of Limerick, Department of Physical Education and Sport Science’s Research Ethic Unit (n.d.). 
 Medical screening of registered health documentation of Early Intervention Program (EIP) by Malaysia Ministry of Health with the affiliated institution.
 Body height and weight measurement for the evaluation of BMI.
 
 The selected participants will undergo a familiarisation process of which they will be guided their study conduction test via the skill demonstration and the verbal description. The familiarisation guidance will follow according to the guidelines of a complete motor proficiency assessment particularly the relatable physical training (Ulrich, 2000).
 The method of data collection is mechanical observation. The chosen participants of study will undergo the gross motor assessment of the Bruinink-Oseretsky Test of Motor Proficiency Short Form, 2nd Edition (BOT2 SF)(Bruininks, & Bruininks, 2005), and two HRPF tests of standing broad jump test (SBJ) (parameter of musculoskeletal), and BMI. The study instrument of BOT2 SF is assessing the gross motor composite of manual coordination, body coordination, and strength and agility.
 In the assessment of motor proficiency of BOT2, the manual coordination composite assesses the control and coordination of the arms and hands, especially for object manipulation. It has 2 subtest of manual dexterity subtest and upper-limb coordination subtest. It. The body coordination composite assessing the control and coordination of the large musculature that aids in posture and balance. This motor composite consists of bilateral coordination subtest and balance subtest. The strength and agility composite measures the control and coordination of the large musculature involved in locomotion. This motor composite has 2 subtests of strength subtest and running speed and agility subtest.
 Gross Motor Skill Proficiency Assessment.
 In the composite of body coordination, the participant is required to walk forward on a line and undergo the test of standing on one leg on the balance beam with eyes open for subtest balance. For the subtest of bilateral coordination of body coordination, the participant will need to jump in place of the same side synchronized and test of tapping feet and finger of same side synchronized. In manual coordination composite’s subtest of upper-limb coordination, the participant will be undergoing the test of dropping and catching a ball with both hand and second test of ball’s dribble with alternating hand. Whereas in the strength and agility’s composite, the participant will do one-legged stationary hop, knee push-ups and sit-ups.
 Standing Broad Jump
 The participants are required to do a horizontal jumping. The task performance standing broad jump’s horizontal distance is which, a jumping is successful when a person is able to jumps forward at least 5.08cm, both feet simultaneously (Palisano et al., 2000; Chow et al., 2014) and the longest horizontal distance will be recorded.
 Body Mass Index
 Participant’s height will be measured in centimeter (cm) using portable stadiometer (Seca 206, Wall Mounted Tape Measure; Seca Corporation Weighing and Measuring System, Hamburg Germany). The participant will have to remove their shoes and stand up straight toward the measurement stadiometer. Reading of the height will be recorded to the nearest 0.1 cm. Weight is measured in kilogram (kg) using digital floor scale (Seca 803, Digital Flat Floor Scale; Seca Corporation Weighing and Measuring System, Hamburg Germany). After the measurement, BMI is calculated manually using the kg/m2 formula and then it is translated to BMI-age-percentile by gender based on the growth chart provided by World Health Organisation. Children with BMI < 5th percentile is classified as underweight, and >5th to <85th percentile as normal.
 Hypothesis
 
 There is no significant relationship between the gross motor skill proficiency (composites of manual coordination, body coordination, and strength and agility) and HRPF (musculoskeletal fitness and BMI) among children with DS
 
 Results It is expected that the gross motor skill proficiency of children with DS is positively correlated with the SBJ test. However, the gross motor skill proficiency of the children with DS is anticipated that it will have a negative coorrelation with the measure of BMI. Descriptive statistics will be used to describe the central tendency, variability and frequency of the score. The Pearson correlation will be used to measure the relationship between the gross motor skill proficiency and HRPF’s parameter among the children with DS.
 Conclusions 
 Findings of this research will demonstrate the reciprocal significant the gross motor skill proficiency and HRPF among children with DS. By identified the importance parameters, more physical conditioning programs could be modeled for the children of DS such as muscular strength training, and an agility fitness training. It could be used as a a goal-directed training program to enhance the physical performance in any societal community of DS such as non-governmental organisation, or medical institution. This study could contributes to the development of motor learning and larger scope area toward adolescent group of DS.
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Hookway, Nicholas, Catherine Palmer, Matthew Wade, and Kevin Filo. ""I Decked Myself Out in Pink"." M/C Journal 26, no. 1 (2023). http://dx.doi.org/10.5204/mcj.2940.

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Introduction From the annual ‘Pink Test’ cricket match in Australia to Mother’s Day fun runs, there has been a proliferation of ‘pink’ uniformed charity events. This article analyses the pink uniform of the 2020 Cancer Council Tasmania’s Women’s first virtual 5K walk/run (W5K). The Women’s 5K event took take place virtually in September 2020 due to COVID-19 restrictions. The annual event, which runs through the CBD of Launceston, a regional city in Tasmania, typically attracts around 2,000 participants and is Cancer Council Tasmania’s major annual fundraiser. Cancer Council received 798 registrations for the 2020 virtual event and raised over $120,000. Locating the W5K pink uniform within the emergence of “embodied philanthropy” (Robert), this article analyses how pink uniforms were used by virtual walkers and runners to recreate the mass affective and community spectacle of the usually in-person event. Drawing upon Vilnai-Yavert and Rafaeli’s artifacts framework, the article extends the concept of “embodied philanthropy” to outline the instrumental, symbolic and aesthetic dimensions of the pink sports charity uniform. While acknowledging the risks of “pinkwashing” in reproducing narrow gender ideals and bright-siding cancer, the article argues the pink uniform was vital in staging a meaningful and impactful virtual event. Sports Uniforms Uniforms are central to the formation and expression of collective and organisational identities (Craik; Timmons and East; Joseph and Alex). The classic sociological articulation of uniforms is that they function to define boundaries, ensure conformity, and suppress individuality. Sport provides a key space to analyse how uniforms discipline individuals and bodies but also challenge and reject rules and bodily regulations. Sport is a window to examine how uniforms involve a tension between both tradition and innovation and regulation and experimentation (Craik 139). While research has examined sport fans and team uniforms there is little research on the sport charity uniform. Much of the sociological literature on sporting uniforms focusses on male football fans. Back et al. point out that “the notion of “wearing the shirt” summons the “deepest level of symbolic identity and commitment” (82). For dedicated fans, wearing their team’s apparel is a potent and embodied “emblem of locality and identity” (82). More recent research has focussed on the ways in which sporting uniforms can be used in social movements and political protest. These include the inclusion of LGBTQI ‘rainbow’ tops in basketball (Bagley and Liao) and the ways in which Serena Williams’s clothing choices were used to challenge traditional race, class and gender assumptions in tennis (Allen). Redressing the skewed focus on uniforms among male sports fans, Sveinson, Hoeber, and Toffoletti argue that pink merchandise and clothing are cultural artifacts worn and conceptualised by female fans as representing different aspects of their identity. Their findings show that women who follow professional sports teams tend to reject “pink and pretty” offerings, as they reproduce a traditional view of femininity that delegitimatises their fan identity. This laden symbolism is critical to understanding the pink uniform of the W5K. Pinkification of Cancer One of the most well-known aspects of the pink uniform is the “pink ribbon” campaign. Ribbon wearers acknowledge that they are connected to cancer in some way; as a survivor, a friend or relative, or as advocates committed to the medical research needed to find a cure for breast (and other) cancers. Moore’s ‘ribbon culture’ identifies four main symbolic uses of the ribbon: show solidarity with a cause or group; tool for community campaigns; a token of mourning; or to display ‘self-awareness’ in the wearer. The emergence of the pink uniform in sports charity can be linked to the Susan G Komen foundation, one of the early pioneers of cause-related marketing and the founder of the Race for the Cure, the earliest of sports charity events (Palmer). King suggests the colour pink was chosen for race merchandise as it conveyed traditional notions of femininity and was part of the Foundation’s strategy of normalising discussion of breast cancer. The associations between pink, breast cancer, and identity categories of women (mother, sister, daughter, etc.) have been key to the fundraising success of Komen, largely because they were implicitly positioned in opposition to other health promotion campaigns (e.g., AIDS) also competing for market attention in the 1980s and 1990s. While AIDS was associated with “deviant” identities of gay men, drug users, and sex workers, breast cancer was made visible “through straight, White, married, young to middle aged women” (King 107). Since this time many men’s sporting leagues and events globally have partnered with breast cancer and other “pink” initiatives. In Australia, the annual ‘Pink Test’ cricket match raises money for breast cancer care nurses, while in the US NFL players wear pink socks and gloves. The proliferation of pink events and associated merchandise has led to criticisms of “pinkwashing” (Lyon and Montgomery 223), whereby corporations exploit pink branding to promote products which contribute very little – if anything at all – to cancer research, education, and advocacy efforts (Carter; Devlin and Sheehan). Sociologists like Ehrenreich and Moore have been critical of this “pinkification”, suggesting that it “bright-sides” breast cancer – by relentlessly emphasising a positive resolve – while simultaneously amplifying concerns about the illness. Rather than “awareness raising”, Moore suggests the close association of pink ribbon culture with consumer beauty and fitness products (e.g., Estee Lauder; LessBounce sports bras) reinforces narrow ideals of femininity, but also adds to the pervasive dread of breast cancer in relation to these same ideals (for example, via chemotherapy-induced hair loss and mastectomies). The following section introduces the theoretical framework. Embodied Philanthropy and Material Artifacts Julie Robert’s “embodied philanthropy” provides a useful theoretical starting point for analysing the pink uniform of sports charity. Robert (1) describes embodied philanthropy as part of a cultural movement where people "pledge their bodies to raise funds for and awareness of a variety of causes". Embodied philanthropy often relies on the body to publicly display altruism and one’s own ‘will to health’. Embodied philanthropy thus offers a highly visible means of modeling “good citizenship”, particularly in practicing both care of the self and civic minded entrepreneurialism (Wade et al.). While embodied philanthropy draws attention to the body and its emerging role in charitable endeavours, it overlooks how material “things” such as clothes, costumes, and uniforms are integral to the embodied performances characteristic of sports charity events. Vilnai-Yavetz and Rafaeli’s interdisciplinary organisational artifacts framework provides a useful way to extend Robert’s focus on the body in philanthropy to include embodied artifacts such as uniforms and clothing. For this article, artifacts are conceptualised as material objects such as pink t-shirts, ribbons, and hats purposely worn for W5K participation and fundraising. Vilnai-Yavetz and Rafaeli posit three dimensions through which organisational artifacts produce meaning: 1) instrumentality: the “impact of an artifact on the tasks or goals of people, groups, or organisations” (12); 2) aesthetics: the “sensory experience an artifact elicits” (12); and 3) symbolism: the “meanings and associations an artifact elicits” (14). Vilnai-Yavetz and Rafaeli’s model offers a way of conceptualising the embodied role of uniform for understanding more short-term or ephemeral types of sporting community, such as the “neo-tribes” (Maffesoli) that form around fitness philanthropy events (e.g. annual fun runs). How then do people understand the role of the pink uniform when participating in sports charity events? What role does the pink uniform play instrumentally, aesthetically, and symbolically? Do cancer charities need to rethink their use of pink considering concerns about pinkwashing, bright-siding cancer, and reproducing constrictive gender ideals? The following section uses the findings from a wider qualitative interview-based study on motivations and experiences of participating and fundraising in the 2020 virtual W5 to help answer these questions. The interview sample comprised 12 women and one man with an age range of 32 to 75. Transcribed interviews were thematically analysed, guided by the theoretical framework. Recreating the ‘Sea of Pink’: Instrumental, Symbolic, and Aesthetic Dimensions of the Pink Sports Charity Uniform Most participants framed their virtual participation in terms of missing the in-person spectacle of the “sea of pink running through the streets” (Emily). In the context of this mass “absence” of pink, wearing and displaying artifacts such as pink T-shirts, ribbons, bandanas, hats, face paint, and dyed hair were assembled as an “informal” sports charity uniform. The following participants capture this creative use of the pink uniform: I had the pink shirt and then we had pink hats and my neighbour who’s had cancer came and she had pink on. (Grace) I decked myself out in pink and all the number and whatever else and yeah, I had a great time by myself. I had music going and yeah … I think I might have even had pink hair at the time. (Leah) These descriptions evoke Robert’s claim that embodied philanthropy leans heavily on the “showiness of the body for philanthropic ends” (4). However, rather than moralised displays of suffering or neoliberal models of self-responsibility, the pink uniform plays out as part of a rejection of more ‘elite’ forms of embodied philanthropy with the emphasis on ‘fun’, ‘play’, and ‘enjoyment’. The pink uniform figures as a rejection of martyr-like displays and expectations commonly observed in other forms of embodied philanthropy, with participants not expected to suffer for the cause but rather to gather, play, remember, and celebrate. Building on uniform as a feature of embodied philanthropy, the following section uses Vilnai-Yavetz and Rafaeli’s framework to analyse the instrumental, symbolic, and aesthetic dimensions of the W5K pink uniform. Instrumental Dimensions Instrumentality relates to how artifacts serve to achieve individual and organisational goals (Vilnai-Yavetz and Rafeili). Three key instrumental functions of the pink uniform can be identified in the participants’ stories. First, wearing and displaying artifacts such as pink T-shirts and hair-dye enabled participants to become producers of their own sports charity events. As Elizabeth said: “I would happily wear my t-shirt and do my own fun run”. Displaying the pink uniform enabled participants to stage their own “micro” fitness philanthropy event in the absence of the “sea of pink”. The pink uniform was central to participants and organisers being able to produce and stage individualised embodied philanthropy events without the corporeal ‘mass’ of the mass-participation event. Second, the pink uniform helped participants simulate the affective spectacle, ritual, and “neo-tribal” warmth (Maffesoli) of the face-to-face event. The pink uniform was key to producing a sense of ritualised ‘atmosphere’ and generating feelings of connection and solidarity. The shift to a virtual format meant greater reliance on participants producing imagery of their participation to generate a sense of online community and affective spectacle. Social media affordances, including the use of the #doitforher hashtag, were vital to creating this collective affect. Without sharing and circulating imagery of the pink uniform through social media, organisers would have struggled to host a meaningful and viable event. Chloe commented how “I felt the presence with the online kind of sharing of other people’s experiences, quite motivating and really wonderful … just being out and seeing other people in a sea of pink and doing their version of the event was quite special”. Third, participants used their own creative labour to craft and display pink uniforms that expressed their connection to the cause (fighting cancer) and organisation (Cancer Council). In Robert’s terms, the pink uniform transformed the body into a charitable “billboard” and “income generator”. For example, Penelope discussed how their running club made their own t-shirts for their event – complete with individual nicknames –, while Elizabeth described how they designed a stamp that featured a picture of herself wearing a Cancer Council t-Shirt to publicise the event. This echoes aforementioned claims that ‘wearing the shirt’ establishes symbolic identity and commitment. However, rather than generating feelings of allegiance to a club, the pink shirt expressed connection with the cause or organisation while also serving advocacy purposes. As Chloe said: “just getting out there in the pink top is raising awareness”. The t-shirt also operated as a communicator of “good citizenship”, implicitly enjoining others to support the cause (Palmer). Elizabeth, for instance, described wearing her pink Cancer Council T-shirt to an aged care facility where she volunteers to solicit “a couple of extra donations”, while Katie and Sandra explained how they wore pink shirts during their walk/runs as a way of gaining recognition and showing others “you’re doing that good work”. Symbolic Dimensions The pink charity uniform had powerful symbolic functions for participants. Participants discussed how wearing pink was linked to honouring loved ones who had died from cancer. Leah discussed how she ran her event wearing the same pink ribbon she wore at the funeral of her friend’s mother, who died from breast cancer. This aligns with Moore’s research, where ribbon wearing to signify mourning proves one of the key symbolic uses of ribbon culture. Zoe similarly expressed the links between wearing pink and rituals of reminiscence: “we both made sure we had some pink on … as we walked, we talked about [their friend] and her battle and why we were doing it … we were thinking of who we were walking for”. Pink was also worn by survivors of breast cancer such as Sandra who walked with her mum (also a breast cancer survivor) and friends: “we all had pink stuff. We painted pink on our faces. Walked the main road when we knew there was going to be a lot of traffic … so people could see us dressed in pink”. Sandra described “walking the streets with pink love hearts on our faces” as her most memorable moment of the event. While “pink ribbon culture” and the wider “pinkification” of cancer has been critiqued as “brightsiding” cancer and reinforcing narrow ideals of femininity (Ehrenreich; Moore), it is hard to deny the symbolic power of pink for these participants as a means to mourn, remember, and celebrate survivorship. The meaning of pink clothing as a gendered marker was also important in this research. While Sveinson et al. highlight problems that female sports fans have with pink merchandising, this was not an issue for the charity participants. There was a congruence between wearing pink and participants’ charitable identities. Despite pink being a close signifier of breast cancer fundraising (King), participants reflected on the importance of the W5K in supporting all cancers, particularly as breast cancer attracts “more donations” (Sandra) and “gets a lot of attention in the media” (Maureen). However, W5K’s pink branding did lead some participants, like Greg, to mistakenly believe the event is a “breast cancer race”, despite the target audience being all Tasmanians impacted upon by cancer. The feminine associations of pink – coupled with the event name – also meant some participants were unclear whether men could participate. Katie said “I love that they have the pink colouring” but it “wasn’t obvious to me that both men and women could do the walk”. Katie showed how there can be an incongruence between masculine identities and the “pink run” uniform. She commented: “my Dad was a bit reticent about wearing pink ...but he was willing to take it for the team for the day”. While Greg said he was a “metrosexual man” and “didn’t mind wearing a bit of pink”, he agreed the pink uniform created a strong impression the W5K was a “women’s only race”. Both Katie and Greg suggested that organisers should look to include more men wearing pink as part of promotional materials. Unlike Sveinson et al., who showed a tension between pink clothing and women’s fan identities, in the W5K men and women were generally comfortable wearing pink due to its higher-order symbolism as part of “fighting” cancer and “doing something good”. More widely, these findings highlight the unstable gendered meanings of pink and that rather than the pinkification of cancer simply reinforcing narrow gender ideals, it may also open possibilities, particularly for men, to express inclusive and ‘caring’ masculinities (Elliott). Aesthetic Dimensions The Cancer Council actively encourages fun and creativity in costumes for the W5K event. Images of this irreverent costuming and effervescent spectacle are re-circulated via social media to promote future participation. This is illustrated in the image below from Cancer Council’s Instagram account: Fig. 1: Instagram post by the Cancer Council While pink clothing is encouraged by the Cancer Council, individual comfort and expression is emphasised in efforts to make the event as inclusive as possible. Hence, some participants – especially ‘serious’ runners – dress in purely utilitarian modes, opting for pink running singlets, shorts, tights etc., while others embrace comically non-utilitarian styles, such as wearing tutus, feather boas, fairy wings, colourful wigs, face paint, or dyed hair. Unlike comparable events – like Nike’s women’s-only ‘She Runs the Night’ event, where all participants were required to wear identical Nike-branded pink singlets or t-shirts – the Cancer Council’s W5K encourages individual expression and creativity in clothing and adornments. In short, a kind of non-uniformity of uniform is actively promoted, so long as these displays can still be captured and circulated as signifiers of support for the cause. While the aesthetics of the ‘sea of pink’ inevitability reproduce narrow gendered tropes, it also resists others, including the ‘tailored modesty, neatness, demureness’ (Craik 13) expected of women in uniform, along with burdensome cultural ideals around the ‘fit’ and ‘feminine’ body. The lighthearted, intentionally comical pinkification – while introducing ambiguities about whether the W5K is a women’s only event – does potentially make it easier for men to participate, enabling them to shake off any stereotypical assumptions related to wearing ‘unmasculine’ colours and clothing. Greg said that ‘while I don’t think I wore pink on the day … I would’ve been happy to put some pompons on, and really jazz it up!’ Conclusion Using Cancer Council Tasmania’s first virtual 5k walk-run as an empirical case-study, the article discusses creative pink adornments as a unique sports charity uniform. Locating the pink uniform within the rise of global “pink events” and initiatives, the article suggests that the pink uniform provides a new lens to examine the material role of uniforms beyond existing research in the sociology of sport and leisure. Theoretically the article positions the emergence of the pink charity uniform as part of Robert’s “embodied philanthropy”. A key theoretical argument is that while Robert’s framework helps grasp the push toward the body-as-signifier in mass participation fundraising events, it downplays the role material artifacts such as clothing play in embodied sporting performances. It is suggested that Vilnai-Yavetz and Rafaeli’s organisational artifacts model provides a useful way to attend to the extra-corporeal aspects of “embodied philanthropy”, underlining the instrumental, symbolic, and aesthetic dimensions of uniforms as artifacts. Empirically the article highlights three key instrumental uses of the pink uniform for W5K participants. First, the uniform enabled participants to produce their own charity event; second, it helped recreate the affective spectacle and “neo-tribal” (Maffesoli) warmth of the physical event; and third, the uniform expressed connection to the cause or organisation and turned the body into a “charitable billboard” (Robert). Symbolically, the uniform, via practices such as wearing pink ribbons, helped foster rituals of mourning and remembrance. Notwithstanding persuasive critiques of pinkwashing, participants celebrated the use of pink, though some felt it sent an ambiguous message about whether men were welcome. Nonetheless, there was little identity incongruence between wearing pink and expressing sports charity identities. These findings highlight how the gendered meaning of pink artefacts are fluid and thus challenge ideas that the pinkification of cancer simply reinforces narrow gender ideals. For example, the men interviewed show how pink artefacts may work to symbolically and materially challenge traditional gendered orthodoxies and even help men express more progressive gendered identities. Aesthetically a “non-uniformity of uniform” was promoted, with the pink uniform working as a loosely aggregated symbolic system accommodating both utilitarian and non-utilitarian styles. While many theorists have raised concerns about the pinkification of cancer – both in its insistent positivity discourses and reproducing narrow gendered ideals – the aesthetics of the pink uniform in the W5K were overwhelmingly celebrated and embraced as light-hearted and fun: as material artifacts key to a joyously inclusive and community-building spectacle. References Back, Les, Tim Crabbe, and John Solomos. The Changing Face of Football: Racism, Identity and Multiculture in the English Game. Berg, 2001. Bagley, Meredith M., and Judy Liao. "Blocked Out: Athletic Voices and WNBA Uniform Politics." Sportswomen’s Apparel in the United States. Cham: Palgrave Macmillan, 2021. 57-74. Carter, Meg. "Backlash against 'Pinkwashing' of Breast Cancer Awareness Campaigns." BMJ: British Medical Journal 351 (2015). Craik, Jennifer. Uniforms Exposed: From Conformity to Transgression. Berg, 2005. Crawford, Garry. "The Career of the Sport Supporter: The Case of the Manchester Storm." Sociology 37.2 (2003): 219-237. Devlin, Michael, and Kim Sheehan. "A 'Crucial Catch': Examining Responses to NFL teams’ Corporate Social Responsibility Messaging on Facebook." Communication & Sport 6.4 (2018): 477-498. Ehrenreich, Barbara. Bright-Sided: How the Relentless Promotion of Positive Thinking Has Undermined America. Metropolitan Books, 2009. Fawbert, J. "Replica Football Shirts: A Case of Incorporation of Popular Dissent?" Social Science Teacher 27 (1997): 9-13. Joseph, Nathan, and Nicholas Alex. "The Uniform: A Sociological Perspective." American Journal of Sociology 77.4 (1972): 719-730. King, Samantha. "Pink Ribbons Inc.: The Emergence of Cause-Related Marketing and the Corporatization of the Breast Cancer Movement." Governing the Female Body: Gender, Health, and Networks of Power (2010): 85-111. Lyon, Thomas P., and A. Wren Montgomery. "The Means and End of Greenwash." Organization & Environment 28.2 (2015): 223-249. Moore, Sarah E.H. Ribbon Culture: Charity, Compassion and Public Awareness. Palgrave, 2008. Maffesoli, Michel. The Time of the Tribes. The Decline of Individualism in Mass Society. Sage, 1996. Palmer, C. Fitness Philanthropy: Sport, Charity and Everyday Giving. Cambridge Scholars Publishing, 2020. Robert, J. "Practices and Rationales of Embodied Philanthropy. International Journal of Nonprofit and Voluntary Sector Marketing 23.3 (2018): e1595. Shaonta’E, Allen. "Braids, Beads, Catsuits and Tutus: Serena Williams' Intersectional Resistance through Fashion." Athlete Activism. Routledge, 2021. 132-143. Sveinson, Katherine, Larena Hoeber, and Kim Toffoletti. "'If People Are Wearing Pink Stuff They’re Probably Not Real Fans': Exploring Women’s Perceptions of Sport Fan Clothing." Sport Management Review 22.5 (2019): 736-747. Timmons, Stephen, and Linda East. "Uniforms, Status and Professional Boundaries in Hospital." Sociology of Health & Illness 33.7 (2011): 1035-1049. Wade, Matthew, Nicholas Hookway, Kevin Filo, and Catherine Palmer. “Embodied Philanthropy and Sir Captain Tom Moore's 'Walk for the NHS'.” Journal of Philanthropy and Marketing 27.3 (2022): e1747. Vilnai-Yavetz, Iris, and Anat Rafaeli. "Managing Artifacts to Avoid Artifact Myopia". Artifacts and Organizations: Beyond Mere Symbolism. Eds. Anat Rafaeli and Michael G Pratt. Lawrence Erlbaum, 2006. 9–21.
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38

Marshall, P. David, and Sue Morris. "Game." M/C Journal 3, no. 5 (2000). http://dx.doi.org/10.5204/mcj.1869.

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What is game who got game Where's the game In life Behind the game Behind the game I got game She got game We got game They got game He got game -- He Got Game by Public Enemy(From the soundtrack to the 1998 Spike Lee film He Got Game) There is an interesting pattern that develops when a relatively new object of study is broached by cultural studies academics. A reflex response is to defend the reasons why you are giving time to studying these apparently innocuous pastimes. Defenses of television studies twenty-five years ago could have resembled the way that the new forms of games are now being investigated: a preamble of justification -- like an incredibly deep inhalation that has to precede a long-winded exhalation -- would be necessary before launching into the dance of critical analysis. Thankfully our authors have learned and progressed from their forebears at least in this issue (but probably not in every version of game material that you will see flowing outwards in the next few years) and our articles get to the heart of the game, conceptually, analytically and critically. What we're telling you is that this is a remarkable issue that, along with the online re-play conference of 1999, launches the study of games in the contemporary moment of new media game forms and their call and response to previous patterns of play and pastimes. The articles here represent cutting-edge thinking about games and we have, as your humble issue editors, collected those postures and positions in one place. The term pastime to describe playing games has become a bit antiquated, but we'd like to regenerate it here. Our various authors have obviously devoted an incredible number of hours to understanding the games that they describe: contemporary computer games, as much as learning the intricacies of a particular sport, often require an investment of time over weeks and months to achieve sometimes only limited mastery. A pastime has usually been relegated to rainy Saturday afternoons when children (or adults) couldn't work out what do with themselves and were trapped within the confines of the home. To pass the time the old standard board games would appear: from the Victorian Snakes and Ladders to the spirit of proprietorial capitalism of Monopoly; from the war dimensions of Risk and Chess to the mildly headache-producing Scrabble. Passing time could be seen as a description of what childhood has often been about: a transitional reality whose value is always questionable and debatable by others because it is seen as the foundation for the rest of life. Indeed, one element of the moral panic about contemporary computer games is a matter of adults trying to determine whether these games are valuable for their children's future employability in the information economy or a massive waste of time that can never be recovered (Marshall). The pastime, instead of being of peripheral importance has now moved centre-stage in contemporary life through the ubiquity of electronic games and the fact that these games no longer are clearly the province of adolescents but a major cultural reality for a very large population from the ages 5 to 50. The concept of game has similarly migrated, so that most of the authors who have written for this issue have dealt with video and computer games primarily and not with sport or board games or even television game shows, although we have our new and intriguing representative articles from some of these other domains. Several of our authors have been intrigued by how video and computer games have now become metaphors for contemporary life. Certainly recent films have used the game as the new way to deal with the fears and powers of general technological change. In "Flip Horizontal: Gaming as Redemption" José dos Santos Cabral Filho relies on Roger Callois's categories to debate the role of the game in the formation of identity in contemporary culture's continuous debate about the power of technology to determine, and the freedom that technology apparently endows to its users. "The Fortean Continuity of eXistenZ within a Virtual Environment" by Adam Dodd revisits the work of philosopher of the paranormal, Charles Fort, and explores the connections between his ontology of continuity and the movement of signs within a postmodern, virtual, networked environment, analysing Cronenberg's 'game' film eXistenZ and relationships between the body, media, truth and representation. In "Game" Rebecca Farley ponders the concepts of 'game' and 'play' and how these intersect with the values of the society in which games are produced and played, and argues for game theories that recognise the essential element central to all gaming experiences: the player. "The Knowledge Adventure: Game Aesthetics and Web Hieroglyphics" by Axel Bruns looks at the shifting aesthetic relationship between words and images in new media as exemplified by the Internet, as a focus for an examination of the influences computer gaming has brought to the Internet, and to computing in general. Our tapestry on the game weaves from this larger conceptual pattern into analytical reflection about the aesthetics and narratives in particular games. In "Odyssey Renewed: Towards a New Aesthetics of Video-Gaming", Jason Wilson identifies the limitations of critical approaches that focus mainly on the screen and on-screen events; he calls for an expanded aesthetics of gaming that recognises the possibilities for "hybrid, cyborg players to narrate performance, play and self" and then analyses how players access this in a variety of games. In "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game", Bernadette Flynn takes us on a guided tour through the virtual worlds of the exploration/adventure games Myst and The Crystal Key via the historic, visual structures of art, architecture and cinema, and examines how these past forms and influences are used to establish representational context, and position, and work to orient and narrate players through the ludic space. In "Computer Games and Narrative Progression", Mark Finn examines the varying degrees of success with which theories from existing media have been applied to computer games, and analyses a variety of console games, specifically using the concepts of narrative progression and subject positioning, showing how these are both enforced by the game and negotiated in the complex relationship between game and player. Computer games are highly diverse in terms of game genre, technology, interactivity and the positioning of the player -- physically, narratively, subjectively and ideologically. While certain analyses may be applied to games in general, some of the best work gets into the particularities of gameplay, success, pleasure and expertise. The two following articles each provide an in-depth analysis of a particular game -- how it is structured, how players interact with the game, and the ideological assumptions that are inherent in the game software. "The Fabric of Virtual Reality -- Courage, Rewards and Death in an Adventure MUD" by Daniel Pargman takes us inside the world of the online adventure MUD (Multi-User Domain) in his analysis of the text-based SvenskMUD, which has been running in Sweden for the last nine years. In "Settler Stories: Representational Ideologies in Computer Strategy Gaming" Nick Caldwell examines a real-time strategy (RTS) game, The Settlers, demonstrating how ideological assumptions about culture and production may be actualised in a virtual environment. Our final two articles deal with the fascinating intersection between games and media: how games are used to create media content, and how this repositioning as media spectacle influences and indeed dictates many aspects of the game. In "Technology and Sport" Greg Levine discusses the impact of media broadcast of sporting matches on televised sport through an analysis of Australian Rules football and looks at the broader effects of technological innovation on sport. Carol Morgan examines another meeting of game and media in "Capitalistic Ideology as an 'Interpersonal Game': The Case of Survivor", an analysis of this year's highly popular game show Survivor and the economic and social ideals that are implicit in, and perpetuated by that particular game. Oh, and then there is our final, final submission that you should not miss -- like an extra game level that you haven't discovered yet: this contribution comes from a person who actually failed in his attempt to capture what he wanted to say through an article for submission to the 'game' issue. Jesper Juul, along with 3D graphics by Mads Rydahl, has created a game instead that is designed for your pleasure and for those who have waded through the articles of game theory. It's called "Game Liberation" and its composed of four levels where you as game theorist have to blast away to destroy each theory that tries to colonise games and claim they have worked out their cultural significance. So cool down with a pleasant round of Space Invader-style shoot-em-up after a hard day of facing the faux-titans of media and cultural studies. Experience the zen-zone pleasure of games firsthand without leaving your comfort zone of intellectual gymnastics. We have tried to capture here some of the surface and depth of game culture -- if we can be so bold as to propose a new area of cultural study that is consolidating as a clear and interesting domain of popular culture and intellectual inquiry. As our articles demonstrate game culture does not fit comfortably into past forms of media analysis although there are insights about games that can be teased outwards from their relationship to visual/textual media forms. We invite your comments so that the analytical/critical process initiated by this issue can continue and encourage you to extrapolate outwards through your interventions and contribution on the Media-Culture list associated with M/C. Our authors are thirsty for discussion and debate. Although the issue is not quite like an adventure game, we invite you to point and click and investigate its various threads of game culture. P. David Marshall & Sue Morris -- 'Game' Issue Editors References Marshall, P. David. "Technophobia: Videogames, Computer Hacks and Cybernetics." Media International Australia 85 (1997): 70-8. Citation reference for this article MLA style: P. David Marshall, Sue Morris. "Editorial: 'Game'." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/edit.php>. Chicago style: P. David Marshall, Sue Morris, "Editorial: 'Game'," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/edit.php> ([your date of access]). APA style: P. David Marshall, Sue Morris. (2000) Editorial: 'game'. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/edit.php> ([your date of access]).
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39

Frankland, Mark. "Chatting in the Neighbourhood." M/C Journal 3, no. 4 (2000). http://dx.doi.org/10.5204/mcj.1858.

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This paper seeks to situate 'chat' in the context of an evolving media-scape. I will argue that for at least a century and half new media have been expanding the spatial scale of communications, and in so doing altering the local contexts in which individuals communicate. This development is closely aligned with the genesis and evolution of an urban form that is itself significantly reliant on these new types of mediated communication. Individuals pursuing their everyday life in this environment must, as a matter of course, negotiate a complex array of media and communications. In doing so, they must also move through a range of media spaces on a continuum from the local to the global. Chat -- defined here as informal face-to-face conversation conducted in the familiarity of a shared context1 -- is a form of communication that seems to have persisted despite the changes noted above. Chat, then, provides a point of comparison from which to assess the effect of mediated communication. It also provides a link to a local communications space. I will argue that this local communications space is where individuals 'make sense' of a communications environment that operates primarily on a scale well beyond the local and well beyond that which most of us can hope to affect. The Rise of the Global, the Decline of the Local Carey (1981) argues that in the United States during the 19th century, as local communications were supplanted by a centralised national communications grid, local cultures and local politics were also supplanted. For Carey, the example of the telegraph is particularly relevant. He notes that the telegraph enabled communication to move faster than transportation for the first time (Communications as Culture 204-5). Giving the example of the trading of commodities, Carey argues that this property made the telegraph a powerful agent of decentralisation. The speed with which the telegraph could deliver business information allowed it to eliminate spatial differences by connecting all places within its network on an equal basis. In his words, "the telegraph puts everyone in the same place for the purposes of trade; it made geography irrelevant" (Communications as Culture 217). Yet despite this property of the medium of telegraphy, the establishment of a telegraph system in the United States only served to reinforce the dominance of New York as the central hub in the national network of transport and communications. The predominance of New York was established as early as the 1840s with the development of significant canal and railroad systems and although: this pattern of information movement has been importantly altered since the 1840s, its persistence, at least in outline, is even more striking ... despite the enormous size of the United States, a particular pattern of geographic concentration developed that gave inordinate power to certain urban centres. This development undercut local and regional culture. (Carey, "Culture, Geography, and Communications" 82)2 Thus the new medium of telegraphy expanded the scale of communication, bringing with it both the capacity to extend the individual beyond his or her own locality and the ability to make a particular locality and the individuals in it irrelevant. Carey concludes that the way electronic communications were initially deployed in the United States intensified the strength of the central communications hub. This increased the spatial extension and power of some at the hub, but with powerful and negative consequences for many local communities. McLuhan similarly emphasised the transformative power particularly of electronic communications, as illustrated in his now famous statement: In a culture like ours, long accustomed to splitting and dividing all things as a means of control, it is sometimes a bit of a shock to be reminded that the medium is the message. This is merely to say that the personal and social consequences of any medium -- that is, of any extension of ourselves -- result from the new scale that is introduced into our affairs by each extension of ourselves, or by any new technology. (McLuhan 15) The Rise of the Urban and a More Mediated Local Context Baldastry's study The Commercialisation of News in the Nineteenth Century shows a similar triumph of a medium able to command an expanded spatial reach over a more localised medium. It also demonstrates the changing role of media in the social relations of an increasingly urbanised population. Baldastry contrasts an earlier and more local partisan press with what was, then, an emergent large scale, fully commercial press (Baldastry 139). While the partisan newspapers of the earlier part of the 19th century needed to raise money to publish, their primary motivation was politics. The partisan press expressed strong views and assumed an already existing stock of knowledge embedded in the small community which formed its readership: The prototypical partisan newspaper of the Jacksonian era had a small circulation (a few hundred), appeared weekly, and circulated within its own region. Its readers were the inhabitants of small villages and towns, and local farmers. Word of mouth supplied the everyday news. (Baldastry 49) Increased urbanisation during the 19th century created a large, more easily accessible and more literate mass market for newspapers and their advertisers. By the 1850s, virtually every family in New York City was buying a newspaper. By 1880, six cities consumed 50% of the country's daily sheets (Baldastry 49). At the same time urban dwellers had a greater need for the news of events in their cities because the greater complexity of social organisation and weakened face-to-face ties meant it could not be provided in the traditional way. It could be said that urbanisation created new roles for the newspaper as the surveyor and synthesiser of large and dispersed urban populations (Baldastry 142). Following Berland, it can also be argued that the mass circulation commercial newspaper was also a constituent element in this urban form.3 The new media space provided by the mass circulation newspaper can be seen as an enabling element in the new form of social and spatial organisation present in the city. From this perspective, the evolution of the mass circulation press was both a response to and an agent in the rapid expansion of large metropolitan centres. Local News Mediating the Global in Local Terms There is little doubt that the complexity, scale and amount of mediation has increased significantly since these times. It is, then, interesting to reflect on the role that chat, particularly face-to-face chat, continues to play in a more intensely mediated society. In a world where so much social interaction occurs through communications media, chat may be a subversive element to a certain extent. Its happenstance form is 'other' to mediated communications. It produces its own communicative space in a random and ad-hoc manner. It lies outside the market and the state. However, mediated communications form an important context for chat. In particular, I believe that the role that chat may play in empowering individuals as they traverse this increasingly complex media scape will be reinforced by the availability of local media, with news media being a critical example of local media. The local news, weather, sport and advertising carried by local newspapers and the local windows of radio and television are all important contexts for chat. One of the reasons for this is that we can assume some level of shared knowledge or interest about these topics. At one level, a globalised media may bring us all together; for example, United States produced film and television programming might provide something to chat about for people of many nations and across most localities within Australia. However, for most of us, the realm of our personal effectivity -- what we can hope to influence and what affects us -- is highly local in character. As the preceding discussion points out, and as supported by analysis of Australian media4, the economics of media mean that continued viability of local news can not be guaranteed. In contemplating the absence of local news media it is instructive to think of the gap this creates between the places where the big decisions are made -- the State, national and global metropoles -- and the reporting of the effects of these decisions in our various locales. While it is easy enough to criticise local media for being parochial (what media isn't?) such a gap is profoundly dis-empowering. Also absent is any active construction of the local; that is, the binding together which comes from near universal access to media with a local context. One example of how local news media can work to both construct a local identity and to act as an intermediary between the local and the global is provided by Richardson in her analysis of Tamworth's local newspaper. She argues that by constructing a local 'world view' the local newspaper exerts a strong influence on how people make sense of global phenomena. While not necessarily cohering with the reality of life in Tamworth, this local 'world view' significantly influences the way local people deal with a world beyond the town which is in many ways threatening. Thus, through the pages of the local news "the country has actually appropriated even assimilated many of the notions that are most often associated with change [globalisation] in today's society, it also seems that this assimilation is on the country's terms" (Richardson 4). Unmediated chat may then be viewed as a sort of micro-local communication5. It operates on a much smaller scale than even local news media. However, local media may well be a significant resource used by people chatting about, trying to make sense of and seeking to act in a world in which communications media are becoming increasingly global. Chat is then one aspect of a complex communications environment where individuals routinely navigate through a range of media spaces -- from the most local through to the most global -- in the course of a day. It can also be seen as a potential site for subversion, appropriation and assimilation of communications and media operating on larger scales. The notion of 'transition discourse', introduced by Wills, may be a productive way of beginning to think about this issue. Transition discourses are the processes of temporary cultures that are essential to explain change. Thus, transition discourses are also temporary mannerisms and body techniques of 'habitus'. "Habitus refers to specialised techniques and ingrained knowledges which enable people to negotiate the different departments of existence" (Wills 3, qtd. in Craik). Both chat and local media may then serve as transition discourses, helping us to assimilate a constantly changing media-scape. Footnotes Communications media such as the telephone and e-mail support types of chat that do not fit this definition. These contexts are worthy of separate investigation. It is relevant to note that Carey's (1981) work is in turn influenced by the Canadian communications theorist, Harold Innis. Innis was not only a seminal communications theorist in his own right but also a major influence on the more famous Marshall McLuhan. In particular, Carey's argument that technological innovation in the medium of communications is central to social change draws on Innis's binary opposition between space binding and time binding media. Here any given medium is biased in terms of control of time or of space. Importantly for this discussion, time-binding media are associated very closely with oral culture, while space-binding media such as the telegraph are associated with demise of oral culture. For example, stone tablets are difficult to transport but durable and thus time-biased; while paper is easy to transport, but far less durable and thus space-biased. This bias will affect the type of social organisation possible and promote the growth of some types of institutions at the expense of others. Space-binding media facilitate the growth of empire because they "encourage a concern with expansion and the present ... the growth of the state, the military, and decentralised and expansionist institutions" (Carey, "Harold Innis and Marshall McLuhan" 275). On the other hand, time-binding media are said to encourage a concern with cultural maintenance, the past, religion, hierarchical organisation and contractionist institutions (Carey, "Harold Innis and Marshall McLuhan" 275). Berland's argument is based on the example of the spatial impact of television on the suburban form of cities in the post World War Two era. See O'Regan and Frankland for discussions of the impact of changes within broadcast television on locality specific content in regional Australia and in the capital cities. It is, in part, dependent upon the way we move through the physical space of our towns and suburbs. References Baldastry, Gerald. The Commercialization of the News in the 19th Century. Wisconsin: U of Wisconsin P, 1992. Berland, Jody. "Angels Dancing: Cultural Technologies and the Production of Space." Cultural Studies. Ed. Lawrence Grossberg. New York: Routledge, 1992. 38-55. Carey, James. Communications as Culture. London: Unwin Hyman, 1989. ---. "Culture, Geography, and Communications: The Work of Harold Innis in an American Context." Culture, Communication and Dependency. W. Melody, L. Salter, and P. Heyer, eds. New Jersey: Ablex, 1981. 73-91. ---. "Harold Innis and Marshall McLuhan." McLuhan Pro and Con. Ed. R. Rosenthal. Baltimore: Pelican, 1969. 270-308. Craik, J. The Face of Fashion: Cultural Studies in Fashion. London: Routledge, 1994. Frankland, Mark. "Australian Television as Communications Space, Programming Space and Public Space." Unpublished doctoral dissertation, La Trobe University, Melbourne, 1999. Innis, Harold. Empire and Communications. London: Oxford UP, 1950. McLuhan, Marshall. Understanding the Media: The Extensions of Man. London: Sage, 1967. Warwick Mules. "Virtual Culture, Time and Images: Beyond Representation." M/C: A Journal of Media and Culture 3.2 (2000). 19 Aug. 2000 <http://www.api-network.com/mc/0005/images.php>. O'Regan, Tom."Towards a High Communication Policy: Assessing Recent Changes within Australian Broadcasting." Continuum 2.1 (1988): 135-58. Catherine Richardson. "The Politics of a Country Culture: State of Mind or State of Being?" M/C: A Journal of Media and Culture 3.2 (2000). 19 Aug. 2000 <http://www.api-network.com/mc/0005/country.php>. Nadine Wills. "Clothing Borders: Transition Discourses, National Costumes and the Boundaries of Culture." M/C: A Journal of Media and Culture 3.2 (2000). 19 Aug. 2000 <http://www.api-network.com/mc/0005/clothing.php>. Citation reference for this article MLA style: Mark Frankland. "Chatting in the Neighbourhood -- Does It Have a Place in the World of Globalised Media?." M/C: A Journal of Media and Culture 3.4 (2000). [your date of access] <http://www.api-network.com/mc/0008/media.php>. Chicago style: Mark Frankland, "Chatting in the Neighbourhood -- Does It Have a Place in the World of Globalised Media?," M/C: A Journal of Media and Culture 3, no. 4 (2000), <http://www.api-network.com/mc/0008/media.php> ([your date of access]). APA style: Mark Frankland. (2000) Chatting in the neighbourhood -- does it have a place in the world of globalised media?. M/C: A Journal of Media and Culture 3(4). <http://www.api-network.com/mc/0008/media.php> ([your date of access]).
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40

Brown, Andrew R. "Code Jamming." M/C Journal 9, no. 6 (2006). http://dx.doi.org/10.5204/mcj.2681.

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 Jamming culture has become associated with digital manipulation and reuse of materials. As well, the term jamming has long been used by musicians (and other performers) to mean improvisation, especially in collaborative situations. A practice that gets to the heart of both these meanings is live coding; where digital content (music and/or visuals predominantly) is created through computer programming as a performance. During live coding performances digital content is created and presented in real time. Normally the code from the performers screen is displayed via data projection so that the audience can see the unfolding process as well as see or hear the artistic outcome. This article will focus on live coding of music, but the issues it raises for jamming culture apply to other mediums also. Live coding of music uses the computer as an instrument, which is “played” by the direct construction and manipulation of sonic and musical processes. Gestural control involves typing at the computer keyboard but, unlike traditional “keyboard” instruments, these key gestures are usually indirect in their effect on the sonic result because they result in programming language text which is then interpreted by the computer. Some live coding performers, notably Amy Alexander, have played on the duality of the keyboard as direct and indirect input source by using it as both a text entry device, audio trigger, and performance prop. In most cases, keyboard typing produces notational description during live coding performances as an indirect music making, related to what may previously have been called composing or conducting; where sound generation is controlled rather than triggered. The computer system becomes performer and the degree of interpretive autonomy allocated to the computer can vary widely, but is typically limited to probabilistic choices, structural processes and use of pre-established sound generators. In live coding practices, the code is a medium of expression through which creative ideas are articulated. The code acts as a notational representation of computational processes. It not only leads to the sonic outcome but also is available for reflection, reuse and modification. The aspects of music described by the code are open to some variation, especially in relation to choices about music or sonic granularity. This granularity continuum ranges from a focus on sound synthesis at one end of the scale to the structural organisation of musical events or sections at the other end. Regardless of the level of content granularity being controlled, when jamming with code the time constraints of the live performance environment force the performer to develop succinct and parsimonious expressions and to create processes that sustain activity (often using repetition, iteration and evolution) in order to maintain a coherent and developing musical structure during the performance. As a result, live coding requires not only new performance skills but also new ways of describing the structures of and processes that create music. Jamming activities are additionally complex when they are collaborative. Live Coding performances can often be collaborative, either between several musicians and/or between music and visual live coders. Issues that arise in collaborative settings are both creative and technical. When collaborating between performers in the same output medium (e.g., two musicians) the roles of each performer need to be defined. When a pianist and a vocalist improvise the harmonic and melodic roles are relatively obvious, but two laptop performers are more like a guitar duo where each can take any lead, supportive, rhythmic, harmonic, melodic, textual or other function. Prior organisation and sensitivity to the needs of the unfolding performance are required, as they have always been in musical improvisations. At the technical level it may be necessary for computers to be networked so that timing information, at least, is shared. Various network protocols, most commonly Open Sound Control (OSC), are used for this purpose. Another collaboration takes place in live coding, the one between the performer and the computer; especially where the computational processes are generative (as is often the case). This real-time interaction between musician and algorithmic process has been termed Hyperimprovisation by Roger Dean. Jamming cultures that focus on remixing often value the sharing of resources, especially through the movement and treatment of content artefacts such as audio samples and digital images. In live coding circles there is a similarly strong culture of resource sharing, but live coders are mostly concerned with sharing techniques, processes and tools. In recognition of this, it is quite common that when distributing works live coding artists will include descriptions of the processes used to create work and even share the code. This practice is also common in the broader computational arts community, as evident in the sharing of flash code on sites such as Levitated by Jared Tarbell, in the Processing site (Reas & Fry), or in publications such as Flash Maths Creativity (Peters et al.). Also underscoring this culture of sharing, is a prioritising of reputation above (or prior to) profit. As a result of these social factors most live coding tools are freely distributed. Live Coding tools have become more common in the past few years. There are a number of personalised systems that utilise various different programming languages and environments. Some of the more polished programs, that can be used widely, include SuperCollider (McCartney), Chuck (Wang & Cook) and Impromptu (Sorensen). While these environments all use different languages and varying ways of dealing with sound structure granularity, they do share some common aspects that reveal the priorities and requirements of live coding. Firstly, they are dynamic environments where the musical/sonic processes are not interrupted by modifications to the code; changes can be made on the fly and code is modifiable at runtime. Secondly, they are text-based and quite general programming environments, which means that the full leverage of abstract coding structures can be applied during live coding performances. Thirdly, they all prioritise time, both at architectural and syntactic levels. They are designed for real-time performance where events need to occur reliably. The text-based nature of these tools means that using them in live performance is barely distinguishable from any other computer task, such as writing an email, and thus the practice of projecting the environment to reveal the live process has become standard in the live coding community as a way of communicating with an audience (Collins). It is interesting to reflect on how audiences respond to the projection of code as part of live coding performances. In the author’s experience as both an audience member and live coding performer, the reception has varied widely. Most people seem to find it curious and comforting. Even if they cannot follow the code, they understand or are reassured that the performance is being generated by the code. Those who understand the code often report a sense of increased anticipation as they see structures emerge, and sometimes opportunities missed. Some people dislike the projection of the code, and see it as a distasteful display of virtuosity or as a distraction to their listening experience. The live coding practitioners tend to see the projection of code as a way of revealing the underlying generative and gestural nature of their performance. For some, such as Julian Rohrhuber, code projection is a way of revealing ideas and their development during the performance. “The incremental process of livecoding really is what makes it an act of public reasoning” (Rohrhuber). For both audience and performer, live coding is an explicitly risky venture and this element of public risk taking has long been central to the appreciation of the performing arts (not to mention sport and other cultural activities). The place of live coding in the broader cultural setting is still being established. It certainly is a form of jamming, or improvisation, it also involves the generation of digital content and the remixing of cultural ideas and materials. In some ways it is also connected to instrument building. Live coding practices prioritise process and therefore have a link with conceptual visual art and serial music composition movements from the 20th century. Much of the music produced by live coding has aesthetic links, naturally enough, to electronic music genres including musique concrète, electronic dance music, glitch music, noise art and minimalism. A grouping that is not overly coherent besides a shared concern for processes and systems. Live coding is receiving greater popular and academic attention as evident in recent articles in Wired (Andrews), ABC Online (Martin) and media culture blogs including The Teeming Void (Whitelaw 2006). Whatever its future profile in the boarder cultural sector the live coding community continues to grow and flourish amongst enthusiasts. The TOPLAP site is a hub of live coding activities and links prominent practitioners including, Alex McLean, Nick Collins, Adrian Ward, Julian Rohrhuber, Amy Alexander, Frederick Olofsson, Ge Wang, and Andrew Sorensen. These people and many others are exploring live coding as a form of jamming in digital media and as a way of creating new cultural practices and works. References Andrews, R. “Real DJs Code Live.” Wired: Technology News 6 July 2006. http://www.wired.com/news/technology/0,71248-0.html>. Collins, N. “Generative Music and Laptop Performance.” Contemporary Music Review 22.4 (2004): 67-79. Fry, Ben, and Casey Reas. Processing. http://processing.org/>. Martin, R. “The Sound of Invention.” Catapult. ABC Online 2006. http://www.abc.net.au/catapult/indepth/s1725739.htm>. McCartney, J. “SuperCollider: A New Real-Time Sound Synthesis Language.” The International Computer Music Conference. San Francisco: International Computer Music Association, 1996. 257-258. Peters, K., M. Tan, and M. Jamie. Flash Math Creativity. Berkeley, CA: Friends of ED, 2004. Reas, Casey, and Ben Fry. “Processing: A Learning Environment for Creating Interactive Web Graphics.” International Conference on Computer Graphics and Interactive Techniques. San Diego: ACM SIGGRAPH, 2003. 1. Rohrhuber, J. Post to a Live Coding email list. livecode@slab.org. 10 Sep. 2006. Sorensen, A. “Impromptu: An Interactive Programming Environment for Composition and Performance.” In Proceedings of the Australasian Computer Music Conference 2005. Eds. A. R. Brown and T. Opie. Brisbane: ACMA, 2005. 149-153. Tarbell, Jared. Levitated. http://www.levitated.net/daily/index.html>. TOPLAP. http://toplap.org/>. Wang, G., and P.R. Cook. “ChucK: A Concurrent, On-the-fly, Audio Programming Language.” International Computer Music Conference. ICMA, 2003. 219-226 Whitelaw, M. “Data, Code & Performance.” The Teeming Void 21 Sep. 2006. http://teemingvoid.blogspot.com/2006/09/data-code-performance.html>. 
 
 
 
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41

Flynn, Bernadette. "Towards an Aesthetics of Navigation." M/C Journal 3, no. 5 (2000). http://dx.doi.org/10.5204/mcj.1875.

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Introduction Explorations of the multimedia game format within cultural studies have been broadly approached from two perspectives: one -- the impact of technologies on user interaction particularly with regard to social implications, and the other -- human computer interactions within the framework of cybercultures. Another approach to understanding or speaking about games within cultural studies is to focus on the game experience as cultural practice -- as an activity or an event. In this article I wish to initiate an exploration of the aesthetics of player space as a distinctive element of the gameplay experience. In doing so I propose that an understanding of aesthetic spatial issues as an element of player interactivity and engagement is important for understanding the cultural practice of adventure gameplay. In approaching these questions, I am focussing on the single-player exploration adventure game in particular Myst and The Crystal Key. In describing these games as adventures I am drawing on Chris Crawford's The Art of Computer Game Design, which although a little dated, focusses on game design as a distinct activity. He brings together a theoretical approach with extensive experience as a game designer himself (Excalibur, Legionnaire, Gossip). Whilst at Atari he also worked with Brenda Laurel, a key theorist in the area of computer design and dramatic structure. Adventure games such as Myst and The Crystal Key might form a sub-genre in Chris Crawford's taxonomy of computer game design. Although they use the main conventions of the adventure game -- essentially a puzzle to be solved with characters within a story context -- the main focus and source of pleasure for the player is exploration, particularly the exploration of worlds or cosmologies. The main gameplay of both games is to travel through worlds solving clues, picking up objects, and interacting with other characters. In Myst the player has to solve the riddle of the world they have entered -- as the CD-ROM insert states "Now you're here, wherever here is, with no option but to explore." The goal, as the player must work out, is to release the father Atrus from prison by bringing magic pages of a book to different locations in the worlds. Hints are offered by broken-up, disrupted video clips shown throughout the game. In The Crystal Key, the player as test pilot has to save a civilisation by finding clues, picking up objects, mending ships and defeating an opponent. The questions foregrounded by a focus on the aesthetics of navigation are: What types of representational context are being set up? What choices have designers made about representational context? How are the players positioned within these spaces? What are the implications for the player's sense of orientation and navigation? Architectural Fabrication For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. The creation of a digital architecture in adventure games mimics the Pompeii wall paintings with their interplay of extruded and painted features. In visualising the space of a cosmology, the environment starts to be coded like the urban or built environment with underlying geometry and textured surface or dressing. In The Making of Myst (packaged with the CD-ROM) Chuck Carter, the artist on Myst, outlines the process of creating Myst Island through painting the terrain in grey scale then extruding the features and adding textural render -- a methodology that lends itself to a hybrid of architectural and painted geometry. Examples of external architecture and of internal room design can be viewed online. In the spatial organisation of the murals of Pompeii and later Rome, orthogonals converged towards several vertical axes showing multiple points of view simultaneously. During the high Renaissance, notions of perspective developed into a more formal system known as the construzione legittima or legitimate construction. This assumed a singular position of the on-looker standing in the same place as that occupied by the artist when the painting was constructed. In Myst there is an exaggeration of the underlying structuring technique of the construzione legittima with its emphasis on geometry and mathematics. The player looks down at a slight angle onto the screen from a fixed vantage point and is signified as being within the cosmological expanse, either in off-screen space or as the cursor. Within the cosmology, the island as built environment appears as though viewed through an enlarging lens, creating the precision and coldness of a Piero della Francesca painting. Myst mixes flat and three-dimensional forms of imagery on the same screen -- the flat, sketchy portrayal of the trees of Myst Island exists side-by-side with the monumental architectural buildings and landscape design structures created in Macromodel. This image shows the flat, almost expressionistic trees of Myst Island juxtaposed with a fountain rendered in high detail. This recalls the work of Giotto in the Arena chapel. In Joachim's Dream, objects and buildings have depth, but trees, plants and sky -- the space in-between objects -- is flat. Myst Island conjures up the realm of a magic, realist space with obsolete artefacts, classic architectural styles (the Albert Hall as the domed launch pad, the British Museum as the library, the vernacular cottage in the wood), mechanical wonders, miniature ships, fountains, wells, macabre torture instruments, ziggurat-like towers, symbols and odd numerological codes. Adam Mates describes it as "that beautiful piece of brain-deadening sticky-sweet eye-candy" but more than mere eye-candy or graphic verisimilitude, it is the mix of cultural ingredients and signs that makes Myst an intriguing place to play. The buildings in The Crystal Key, an exploratory adventure game in a similar genre to Myst, celebrate the machine aesthetic and modernism with Buckminster Fuller style geodesic structures, the bombe shape, exposed ducting, glass and steel, interiors with movable room partitions and abstract expressionist decorations. An image of one of these modernist structures is available online. The Crystal Key uses QuickTime VR panoramas to construct the exterior and interior spaces. Different from the sharp detail of Myst's structures, the focus changes from sharp in wide shot to soft focus in close up, with hot-spot objects rendered in trompe l'oeil detail. The Tactility of Objects "The aim of trompe l'oeil -- using the term in its widest sense and applying it to both painting and objects -- is primarily to puzzle and to mystify" (Battersby 19). In the 15th century, Brunelleschi invented a screen with central apparatus in order to obtain exact perspective -- the monocular vision of the camera obscura. During the 17th century, there was a renewed interest in optics by the Dutch artists of the Rembrandt school (inspired by instruments developed for Dutch seafaring ventures), in particular Vermeer, Hoogstraten, de Hooch and Dou. Gerard Dou's painting of a woman chopping onions shows this. These artists were experimenting with interior perspective and trompe l'oeil in order to depict the minutia of the middle-class, domestic interior. Within these luminous interiors, with their receding tiles and domestic furniture, is an elevation of the significance of rhyparography. In the Girl Chopping Onions of 1646 by Gerard Dou the small things are emphasised -- the group of onions, candlestick holder, dead fowl, metal pitcher, and bird cage. Trompe l'oeil as an illusionist strategy is taken up in the worlds of Myst, The Crystal Key and others in the adventure game genre. Traditionally, the fascination of trompe l'oeil rests upon the tension between the actual painting and the scam; the physical structures and the faux painted structures call for the viewer to step closer to wave at a fly or test if the glass had actually broken in the frame. Mirian Milman describes trompe l'oeil painting in the following manner: "the repertory of trompe-l'oeil painting is made up of obsessive elements, it represents a reality immobilised by nails, held in the grip of death, corroded by time, glimpsed through half-open doors or curtains, containing messages that are sometimes unreadable, allusions that are often misunderstood, and a disorder of seemingly familiar and yet remote objects" (105). Her description could be a scene from Myst with in its suggestion of theatricality, rich texture and illusionistic play of riddle or puzzle. In the trompe l'oeil painterly device known as cartellino, niches and recesses in the wall are represented with projecting elements and mock bas-relief. This architectural trickery is simulated in the digital imaging of extruded and painting elements to give depth to an interior or an object. Other techniques common to trompe l'oeil -- doors, shadowy depths and staircases, half opened cupboard, and paintings often with drapes and curtains to suggest a layering of planes -- are used throughout Myst as transition points. In the trompe l'oeil paintings, these transition points were often framed with curtains or drapes that appeared to be from the spectator space -- creating a painting of a painting effect. Myst is rich in this suggestion of worlds within worlds through the framing gesture afforded by windows, doors, picture frames, bookcases and fireplaces. Views from a window -- a distant landscape or a domestic view, a common device for trompe l'oeil -- are used in Myst to represent passageways and transitions onto different levels. Vertical space is critical for extending navigation beyond the horizontal through the terraced landscape -- the tower, antechamber, dungeon, cellars and lifts of the fictional world. Screen shots show the use of the curve, light diffusion and terracing to invite the player. In The Crystal Key vertical space is limited to the extent of the QTVR tilt making navigation more of a horizontal experience. Out-Stilling the Still Dutch and Flemish miniatures of the 17th century give the impression of being viewed from above and through a focussing lens. As Mastai notes: "trompe l'oeil, therefore is not merely a certain kind of still life painting, it should in fact 'out-still' the stillest of still lifes" (156). The intricate detailing of objects rendered in higher resolution than the background elements creates a type of hyper-reality that is used in Myst to emphasise the physicality and actuality of objects. This ultimately enlarges the sense of space between objects and codes them as elements of significance within the gameplay. The obsessive, almost fetishistic, detailed displays of material artefacts recall the curiosity cabinets of Fabritius and Hoogstraten. The mechanical world of Myst replicates the Dutch 17th century fascination with the optical devices of the telescope, the convex mirror and the prism, by coding them as key signifiers/icons in the frame. In his peepshow of 1660, Hoogstraten plays with an enigma and optical illusion of a Dutch domestic interior seen as though through the wrong end of a telescope. Using the anamorphic effect, the image only makes sense from one vantage point -- an effect which has a contemporary counterpart in the digital morphing widely used in adventure games. The use of crumbled or folded paper standing out from the plane surface of the canvas was a recurring motif of the Vanitas trompe l'oeil paintings. The highly detailed representation and organisation of objects in the Vanitas pictures contained the narrative or symbology of a religious or moral tale. (As in this example by Hoogstraten.) In the cosmology of Myst and The Crystal Key, paper contains the narrative of the back-story lovingly represented in scrolls, books and curled paper messages. The entry into Myst is through the pages of an open book, and throughout the game, books occupy a privileged position as holders of stories and secrets that are used to unlock the puzzles of the game. Myst can be read as a Dantesque, labyrinthine journey with its rich tapestry of images, its multi-level historical associations and battle of good and evil. Indeed the developers, brothers Robyn and Rand Miller, had a fertile background to draw on, from a childhood spent travelling to Bible churches with their nondenominational preacher father. The Diorama as System Event The diorama (story in the round) or mechanical exhibit invented by Daguerre in the 19th century created a mini-cosmology with player anticipation, action and narrative. It functioned as a mini-theatre (with the spectator forming the fourth wall), offering a peek into mini-episodes from foreign worlds of experience. The Musée Mechanique in San Francisco has dioramas of the Chinese opium den, party on the captain's boat, French execution scenes and ghostly graveyard episodes amongst its many offerings, including a still showing an upper class dancing party called A Message from the Sea. These function in tandem with other forbidden pleasures of the late 19th century -- public displays of the dead, waxwork museums and kinetescope flip cards with their voyeuristic "What the Butler Saw", and "What the Maid Did on Her Day Off" tropes. Myst, along with The 7th Guest, Doom and Tomb Raider show a similar taste for verisimilitude and the macabre. However, the pre-rendered scenes of Myst and The Crystal Key allow for more diorama like elaborate and embellished details compared to the emphasis on speed in the real-time-rendered graphics of the shoot-'em-ups. In the gameplay of adventure games, animated moments function as rewards or responsive system events: allowing the player to navigate through the seemingly solid wall; enabling curtains to be swung back, passageways to appear, doors to open, bookcases to disappear. These short sequences resemble the techniques used in mechanical dioramas where a coin placed in the slot enables a curtain or doorway to open revealing a miniature narrative or tableau -- the closure of the narrative resulting in the doorway shutting or the curtain being pulled over again. These repeating cycles of contemplation-action-closure offer the player one of the rewards of the puzzle solution. The sense of verisimilitude and immersion in these scenes is underscored by the addition of sound effects (doors slamming, lifts creaking, room atmosphere) and music. Geographic Locomotion Static imagery is the standard backdrop of the navigable space of the cosmology game landscape. Myst used a virtual camera around a virtual set to create a sequence of still camera shots for each point of view. The use of the still image lends itself to a sense of the tableauesque -- the moment frozen in time. These tableauesque moments tend towards the clean and anaesthetic, lacking any evidence of the player's visceral presence or of other human habitation. The player's navigation from one tableau screen to the next takes the form of a 'cyber-leap' or visual jump cut. These jumps -- forward, backwards, up, down, west, east -- follow on from the geographic orientation of the early text-based adventure games. In their graphic form, they reveal a new framing angle or point of view on the scene whilst ignoring the rules of classical continuity editing. Games such as The Crystal Key show the player's movement through space (from one QTVR node to another) by employing a disorientating fast zoom, as though from the perspective of a supercharged wheelchair. Rather than reconciling the player to the state of movement, this technique tends to draw attention to the technologies of the programming apparatus. The Crystal Key sets up a meticulous screen language similar to filmic dramatic conventions then breaks its own conventions by allowing the player to jump out of the crashed spaceship through the still intact window. The landscape in adventure games is always partial, cropped and fragmented. The player has to try and map the geographical relationship of the environment in order to understand where they are and how to proceed (or go back). Examples include selecting the number of marker switches on the island to receive Atrus's message and the orientation of Myst's tower in the library map to obtain key clues. A screenshot shows the arrival point in Myst from the dock. In comprehending the landscape, which has no centre, the player has to create a mental map of the environment by sorting significant connecting elements into chunks of spatial elements similar to a Guy Debord Situationist map. Playing the Flaneur The player in Myst can afford to saunter through the landscape, meandering at a more leisurely pace that would be possible in a competitive shoot-'em-up, behaving as a type of flaneur. The image of the flaneur as described by Baudelaire motions towards fin de siècle decadence, the image of the socially marginal, the dispossessed aristocrat wandering the urban landscape ready for adventure and unusual exploits. This develops into the idea of the artist as observer meandering through city spaces and using the power of memory in evoking what is observed for translation into paintings, writing or poetry. In Myst, the player as flaneur, rather than creating paintings or writing, is scanning the landscape for clues, witnessing objects, possible hints and pick-ups. The numbers in the keypad in the antechamber, the notes from Atrus, the handles on the island marker, the tower in the forest and the miniature ship in the fountain all form part of a mnemomic trompe l'oeil. A screenshot shows the path to the library with one of the island markers and the note from Atrus. In the world of Myst, the player has no avatar presence and wanders around a seemingly unpeopled landscape -- strolling as a tourist venturing into the unknown -- creating and storing a mental map of objects and places. In places these become items for collection -- cultural icons with an emphasised materiality. In The Crystal Key iconography they appear at the bottom of the screen pulsing with relevance when active. A screenshot shows a view to a distant forest with the "pick-ups" at the bottom of the screen. This process of accumulation and synthesis suggests a Surrealist version of Joseph Cornell's strolls around Manhattan -- collecting, shifting and organising objects into significance. In his 1982 taxonomy of game design, Chris Crawford argues that without competition these worlds are not really games at all. That was before the existence of the Myst adventure sub-genre where the pleasures of the flaneur are a particular aspect of the gameplay pleasures outside of the rules of win/loose, combat and dominance. By turning the landscape itself into a pathway of significance signs and symbols, Myst, The Crystal Key and other games in the sub-genre offer different types of pleasures from combat or sport -- the pleasures of the stroll -- the player as observer and cultural explorer. References Battersby, M. Trompe L'Oeil: The Eye Deceived. New York: St. Martin's, 1974. Crawford, C. The Art of Computer Game Design. Original publication 1982, book out of print. 15 Oct. 2000 <http://members.nbci.com/kalid/art/art.php>. Darley Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Lunenfeld, P. Digital Dialectic: New Essays on New Media. Cambridge, Mass.: MIT P 1999. Mates, A. Effective Illusory Worlds: A Comparative Analysis of Interfaces in Contemporary Interactive Fiction. 1998. 15 Oct. 2000 <http://www.wwa.com/~mathes/stuff/writings>. Mastai, M. L. d'Orange. Illusion in Art, Trompe L'Oeil: A History of Pictorial Illusion. New York: Abaris, 1975. Miller, Robyn and Rand. "The Making of Myst." Myst. Cyan and Broderbund, 1993. Milman, M. Trompe-L'Oeil: The Illusion of Reality. New York: Skira Rizzoli, 1982. Murray, J. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon and Schuster, 1997. Wertheim, M. The Pearly Gates of Cyberspace: A History of Cyberspace from Dante to the Internet. Sydney: Doubleday, 1999. Game References 7th Guest. Trilobyte, Inc., distributed by Virgin Games, 1993. Doom. Id Software, 1992. Excalibur. Chris Crawford, 1982. Myst. Cyan and Broderbund, 1993. Tomb Raider. Core Design and Eidos Interactive, 1996. The Crystal Key. Dreamcatcher Interactive, 1999. Citation reference for this article MLA style: Bernadette Flynn. "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/navigation.php>. Chicago style: Bernadette Flynn, "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]). APA style: Bernadette Flynn. (2000) Towards an aesthetics of navigation -- spatial organisation in the cosmology of the adventure game. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]).
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42

Strungaru, Simona. "The Blue Beret." M/C Journal 26, no. 1 (2023). http://dx.doi.org/10.5204/mcj.2969.

Full text
Abstract:
When we think of United Nations (UN) peacekeepers, the first image that is conjured in our mind is of an individual sporting a blue helmet or a blue beret (fig. 1). While simple and uncomplicated, these blue accessories represent an expression and an embodiment resembling that of a warrior, sent to bring peace to conflict-torn communities. UN peacekeeping first conceptually emerged in 1948 in the wake of the Arab-Israeli war that ensued following the United Kingdom’s relinquishing of its mandate over Palestine, and the proclamation of the State of Israel. “Forged in the crucible of practical diplomacy” (Rubinstein 16), unarmed military observers were deployed to Palestine to monitor the hostilities and mediate armistice agreements between Israel and its Arab neighbours. This operation, the United Nations Truce Supervision Organization (UNTSO), significantly exemplified the diplomatic and observational capabilities of military men, in line with the UN Charter’s objectives of international peace and security, setting henceforth a basic archetype for international peacekeeping. It was only in 1956, however, that peacekeeping formally emerged when armed UN forces deployed to Egypt to supervise the withdrawal of forces occupying the Suez Canal (informally known as the ‘Second Arab-Israeli’ war). Here, the formation of UN peacekeeping represented an international pacifying mechanism comprised of multiple third-party intermediaries whereby peaceful resolution would be achieved by transcending realist instincts of violence for political attainment in favour of applying a less-destructive liberal model of persuasion, compromise, and perseverance (Howard). ‘Blue helmet’ peacekeeping operations continue to be regarded by the UN as an integral subsidiary instrument of its organisation. At present, there are 12 active peacekeeping operations led by the UN Department of Peacekeeping across the world (United Nations Peacekeeping). Fig. 1: United Nations Mission in South Sudan (UNMISS) sporting blue berets (https://www.gov.uk/government/news/uk-troops-awarded-un-medals-for-south-sudan-peacekeeping-mission) But where did the blue helmets and berets originate from? Rubinstein details a surprisingly mundane account of the origins of the political accessory that is now a widely recognised symbol for UN peacekeepers’ uniforms. Peacekeepers’ uniforms initially emerged from the ad hoc need to distinguish UN troops from those of the armed forces in a distinctive dress during the 1947 UNTSO mission by any means and material readily available, such as armbands and helmets (Henry). The era of early peacekeeping operations also saw ‘observers’ carry UN flags and paint their vehicle white with ‘UN’ written in large black letters in order to distinguish themselves. The blue helmets specifically came to be adorned during the first peacekeeping operation in 1956 during the Suez crisis. At this time, Canada supplied a large number of non-combatant troops whose uniform was the same as the belligerent British forces, party to the conflict. An effort to thus distinguish the peacekeepers was made by spray-painting surplus World War II American plastic helmet-liners, which were available in quantity in Europe, blue (Urquhart; Rubenstein). The two official colours of the UN are ‘light blue’ and ‘white’. The unique light “UN” blue colour, in particular, was approved as the background for the UN flag in the 1947 General Assembly Resolution 167(II), alongside a white emblem depicting a map of the world surrounded by two olive branches. While the UN’s use of the colour was chosen as a “practical effect of identifying the Organization in areas of trouble and conflict, to any and all parties concerned”, the colour blue was also specifically chosen at this time as “an integral part of the visual identity of the organisation” representing “peace in opposition to red, for war” (United Nations). Blue is seen to be placed in antithesis to the colour red across several fields including popular culture, and even within politics, as a way to typically indicate conflict between two warring groups. Within popular culture, for example, many films in the science fiction, fantasy, or horror genres, use a clearly demarcated, dichotomous ‘red vs. blue’ colour scheme in their posters (fig. 2). This is also commonly seen in political campaign posters, for example during the 2021 US presidential election (fig. 3). Fig. 2: Blue and red colour schemes in film posters (left to right: Star Wars: The Force Awakens (2015), Captain Marvel (2019), and The Dead Don’t Die (2019)) Fig. 3: Biden (Democratic party) vs. Trump (Republican party) US presidential election (https://www.abc.net.au/news/2020-10-15/us-election-political-parties-explained-democrats-vs-republicans/12708296) This dichotomy can be traced back to the high Middle Ages between the fourteenth and seventeenth century where the colour blue became a colour associated with “moral implications”, rivalling both the colours black and red which were extremely popular in clothing during the eras of the late Middle Ages and early Renaissance (Pastoureau 85). This ‘moral metamorphosis’ in European society was largely influenced by the views of Christian Protestant reformers concerning the social, religious, and artistic use of the colour blue (Pastoureau). A shift in the use of blue and its symbolic connotations may also be seen, for example, in early Christian art and iconography, specifically those deriving from depictions of the Virgin Mary; according to Pastoureau (50), this provides the “clearest illustration of the social, religious, and artistic consequences of blue's new status”. Up until the eighteenth century, the colour blue, specifically ‘sky blue’ or light blue tones resemblant of the “UN” shade of blue, had minimal symbolic or aesthetic value, particularly in European culture and certainly amongst nobility and the upper levels of society. Historically, light blue was typically associated with peasants’ clothing. This was due to the fact that peasants would often dye their clothes using the pigment of the woad herb; however, the woad would poorly penetrate cloth fibres and inevitably fade under the effects of sunlight and soap, thereby resulting in a ‘bland’ colour (Pastoureau). Although the blue hues worn by the nobility and wealthy were typically denser and more solid, a “new fashion” for light blue tones gradually took hold at the courts of the wealthy and the bourgeoisie, inevitably becoming deeply anchored in Western European counties (Pastoureau). Here, the reorganisation of the colour hierarchy and reformulation of blue certainly resembles Pastoureau’s (10) assertion that “any history of colour is, above all, a social history”. Within the humanities, colour represents a social phenomenon and construction. Colour thus provides insights into the ways society assigns meaning to it, “constructs its codes and values, establishes its uses, and determines whether it is acceptable or not” (Pastoureau, 10). In this way, although colour is a naturally occurring phenomenon, it is also a complex cultural construct. That the UN and its subsidiary bodies, including the Department of Peacekeeping, deliberately assigned light blue as its official organisational colour therefore usefully illustrates a significant social process of meaning-making and cultural sociology. The historical transition of light blue’s association from one of poverty in and around the eighteenth century to one of wealth in the nineteenth century may perhaps also be indicative of the next transitional era for light blue in the twentieth and twenty-first centuries, representative of the amalgamation or unity between the two classes. Representing the ambitions not only of the organisation, but rather of the 193 member-states, of attaining worldwide peace, light blue may be seen as a colour of peace, as well as one of the people, for the people. This may be traced back, according to Pastoureau, as early as the Middle Ages where the colour blue was seen a colour of ‘peace’. Colours, however, do not solely determine social and cultural relevance in a given historical event. Rather, fabrics and clothing too offer “the richest and most diverse source of artifacts” in understanding history and culture. Artifacts such as UN peacekeepers’ blue berets and helmets necessarily incorporate economic, social, ideological, aesthetic, and symbolic aspects of both colour and material into the one complete uniform (Pastoureau). While the ‘UN blue’ is associated with peace, the beret, on the other hand, has been described as “an ally in the battlefield” (Kliest). The history of the beret is largely rooted in the armed forces – institutions typically associated with conflict and violence – and it continues to be a vital aspect of military uniforms worn by personnel from countries all around the globe. Given that the large majority of UN peacekeeping forces are made up of military personnel, peacekeeping, as both an action and an institution, thus adds a layer of complexity when discussing artifact symbolism. Here, a peacekeeper’s uniform uniquely represents the embodiment of an amalgamation of two traditionally juxtaposing concepts: peace, nurture, and diplomacy (often associated with ‘feminine’ qualities) versus conflict, strength, and discipline (often associated with ‘masculine’ qualities). A peacekeeper’s uniform thus represents the UN’s institutionalisation of “soldiers for peace” (Howard) who are, as former UN Secretary-General Dag Hammarskjold proclaimed, “the front line of a moral force” (BBC cited in Howard). Aside from its association with the armed forces, the beret has also been used as a fashion symbol by political revolutionaries, such as members of the ‘Black Panther Party’ (BPP) founded in the 1960s during the US Civil Rights Movement, as well as Che Guevara, prominent Leftist figure in the Cuban Revolution (see fig. 4). For, Rosabelle Forzy, CEO of beret and headwear fashion manufacturing company ‘Laulhère’, the beret is “emblematic of non-conformism … worn by people who create, commit, militate, and resist” (Kliest). Fig. 4: Berets worn by political revolutionaries (Left to right: Black Panthers Party (BPP) protesting outside of a New York courthouse (https://www.dailymail.co.uk/news/article-2988897/Black-Panther-double-cop-killer-sues-freedom-plays-FLUTE-Murderer-demands-parole-changed-fury-victim-s-widow.html), and portrait of Che Guevara) In a way, the UN’s ‘blue beret’ too bears a ‘non-conformist’ visage as its peacekeepers neither fit categorisations as ‘revolutionaries’ nor as traditional ‘soldiers’. Peacekeepers personify a cultural phenomenon that operates in a complex environment (Rubinstein). While peacekeepers retain their national military (usually camouflage) uniforms during missions, the UN headwear is a symbol of non-conformity in response to sociological preconceptions regarding military culture. In the case of peacekeeping, the implementation and longevity of peacekeepers’ uniforms has occurred through a process of what Rubinstein (50) refers to as ‘cultural’ or ‘symbolic inversion’ wherein traditional notions of military rituals and symbolism have been appropriated or ‘inverted’ and given a new meaning by the UN. In other words, the UN promotes the image of soldiers acting without the use of force in service of peace in order to encode an image of a “world transformed” through the contribution of peacekeeping toward the “elaboration of an image of an international community acting in a neutral, consensual manner” (Rubinstein, 50). Cultural inversion therefore creates a socio-political space wherein normative representations are reconfigured and conditioned as acceptable. Rubinstein argues, however, that the UN’s need to integrate individuals with such diverse backgrounds and perceptions into a collective peacekeeper identity can be problematic. Rubinstein (72) adds that the blue beret is the “most obvious evidence” of an ordinary symbol investing ‘legitimacy’ in peacekeeping through ritual repetition which still holds its cultural relevance to the present day. Arguably, institutional uniforms are symbols which profoundly shape human experience, validating contextual action according to the symbol’s meanings relevant to those wearing it. In this way, uniform symbolism not only allows us to make sense of our daily experiences, but allows us to construct and understand our identities and our interactions with others who are also part of the symbolic culture we are situated in. Consider, for example, a police officer. A police officer’s uniform not only grants them membership to the policing institution but also necessarily grants them certain powers, privileges, and jurisdictions within society which thereby impact on the way they see the world and interact with it. Necessarily, the social and cultural identity one acquires from wearing a specific uniform only effectively functions by “investing differences”, however large or small, into these symbols that “distinguish us from others” (Rubinstein, 74). For example, a policeman’s badge is a signifier that they are, in fact, part of an exclusive group that the majority of the citizenry are not. To this extent, the use of uniforms is not without its controversies or without the capacity to be misused as a tool of discrimination in a ‘them’ versus ‘us’ scenario. Referring to case regarding the beret, for example, in 2000 then US Army Chief of Staff, General Eric Shineski, announced that the black beret – traditionally worn exclusively by specialised US Army units such as ‘Rangers’ – would become a standardised part of the US Army uniform for all soldiers and would denote a “symbol of unity”. General Shineski’s decision for the new headgear symbolised “the half-million-strong army’s transition to a lighter, more agile force that can respond more rapidly to distant trouble spots” (Borger). This was, however, met with angry backlash particularly from the Rangers who stated that they “were being robbed of a badge of pride” as “the beret is a symbol of excellence … that is not to be worn by everybody” (Borger). Responses to the proposition pointed to the problem of ‘low morale’ that the military faced, which could not be fixed just by “changing hats” (Borger). In this case, the beret was identified and isolated as a tool for coordinating perceptions (Rubinstein, 78). Here, the use of uniforms is as much about being external identifiers and designating a group from another as it is about sustaining a group by means of perpetuating what Rubinstein conceptualises as ‘self-legitimation’. This occurs in order to ensure the survival of a group and is similarly seen as occurring within UN peacekeeping (Joseph & Alex). Within peacekeeping the blue beret is an effective symbol used to perpetuate self-legitimacy across various levels of the UN which construct systems, or a ‘community’, of reinforcement largely rooted on organisational models of virtue and diplomacy. In the broadest sense, the UN promotes “a unique responsibility to set a global standard” in service to creating a unified and pacific world order (Guterres). As an integral instrument of international action, peacekeeping is, by extension, necessarily conditioned and supported by this cultural model whereby the actions of individual peacekeepers are strategically linked to the symbolic capital at the broadest levels of the organisation to manage the organisation’s power and legitimacy. The image of the peacekeeper, however, is fraught with problems and, as such, UN peacekeepers’ uniforms represent discrepancies and contradictions in the UN’s mission and organisational culture, particularly with relation to the UN’s symbolic construction of community and cooperation amongst peacekeepers. Given that peacekeeping troops are made up of individuals from different ethnic, cultural, and professional backgrounds, conditions for cultural interaction become challenging, if not problematic, and may necessarily lead to cross-cultural misunderstandings, miscommunication, and conflict. This applies to the context of peacekeeper deployment to host nations amongst local communities with whom they are also culturally unfamiliar (Rubinstein, "Intervention"). According to Rubinstein ("Intervention", 528), such operations may “create the conditions under which criminal activities or the institution of neo-colonial relationships can emerge”. Moncrief adds to this by also suggesting that a breakdown in conduct and discipline during missions may also contribute to peacekeepers engaging in violence during missions. Consequently, multiple cases of misdemeanour by UN peacekeepers have been reported across the years including peacekeeper involvement in bribery, weapons trading, and gold smuggling (Escobales). One of the most notorious acts of misconduct and violence that continues to be reported in the present day, however, is of peacekeepers perpetrating sexual exploitation and abuse against host women and children. Between 2004 and 2016, for example, “the UN received almost 2,000 allegations of sexual exploitation and abuse” (Essa). According to former chief of operations at the UN’s Emergency Co-ordination Centre, Andrew Macleod, this figure may be, however, much more disturbing, estimating in general that approximately “60,000 rapes had been carried out by UN staff in the past decade” (Zeffman). An article in the Guardian reported that a 12-year-old girl had been hiding in a bathroom during a house search in a Muslim enclave of the capital, Bangui [in the Central African Republic] … . A man allegedly wearing the blue helmet and vest of the UN peacekeeping forces took her outside and raped her behind a truck. (Smith & Lewis) In the article, the assailant’s uniform (“the blue helmet and vest”) is not only described as literal imagery to contextualise the grave crime that was committed against the child. In evoking the image of the blue helmet and vest, the author highlights the uniform as a symbolic tool of power which was misused to perpetuate harm against the vulnerable civilian ‘other’. In this scenario, like many others, rather than representing peace and hope, the blue helmet (or beret) instead illustrates the contradictions of the UN peacekeeper’s uniform. Here, the uniform has consequently come to be associated as a symbol of violence, fear, and most significantly, betrayal, for the victim(s) of the abuse, as well as for much of the victim’s community. This discrepancy was also highlighted in a speech presented by former Ambassador of the UK Mission to the UN, Matthew Rycroft, who stated that “when a girl looks up to a blue helmet, she should do so not in fear, but in hope”. For many peacekeepers perpetrating sexual exploitation and abuse, particularly transactional sex, however, they “do not see themselves as abusing women”. This is largely to do with the power and privileges peacekeepers are afforded, such as ‘immunity’ – that is, a peacekeeper is granted immunity from trial or prosecution for criminal misconduct by the host nation’s judicial system. Over the years, scholarly research regarding peacekeepers’ immunity has highlighted a plethora of organisational problems within the UN, including lack of perpetrator accountability, and internal investigation or follow-up. More so, it has undoubtedly “contributed to a culture of individuals committing sexual violence knowing that they will get away with it” (Freedman). When a peacekeeper wears their uniform, they are thus imbued with the power and charged with the responsibility to properly embody and represent the values of the UN; “if [peacekeepers] don’t understand how powerful a position they are in, they will never understand what they do is actually wrong” (Elks). As such, unlike other traditional institutional uniforms, such as that of a soldier or a police officer, a peacekeeper’s uniform stands out as an enigma. One the one hand, peacekeepers channel the peaceful and passive organisational values of the UN by wearing the blue beret or helmet, whilst at the same time, they continue to sport the national military body uniform of their home country. Questions pertaining to the peacekeeper’s uniform arise and require further exploration: how can peacekeepers disassociate from their disciplined military personas and learnt combat skills if they continue to wear military camouflage during peacekeeping missions? Is the addition of the blue beret or helmet enough to reconfigure the body of the peacekeeper from one of violence, masculinity, and offence to that of peace, nurture, and diplomacy? Certainly, a range of factors are pertinent to an understanding of peacekeepers’ behaviour and group culture. But whether these two opposing identities can cohesively create or reconstitute a third identity using the positive skills and attributes of both juxtaposing institutions remains elusive. Nonetheless, the blue beret is a symbol of international hope, not only for vulnerable populations, but also for the world population collectively, as it represents neutral third-party member states working together to rebuild the world through non-combative means. References Borger, Julian. “Elite Forces Fear the Coming of the Egalitarian Beret.” The Guardian 19 Oct. 2000. <https://www.theguardian.com/world/2000/oct/19/julianborger>. Elks, Sonia. “Haitians Say Underaged Girls Were Abused by U.N. Peacekeepers.” Reuters 19 Dec. 2019. <https://www.reuters.com/article/us-haiti-women-peacekeepers-idUSKBN1YM27W>. Escobales, Roxanne. “UN Peacekeepers 'Traded Gold and Guns with Congolese rebels'.” The Guardian 28 Apr. 2008. <https://www.theguardian.com/world/2008/apr/28/congo.unitednations>. Essa, Azad. “Why Do Some Peacekeepers Rape? The Full Report.” Al Jazeera 10 Aug. 2017. <https://www.aljazeera.com/features/2017/8/10/why-do-some-peacekeepers-rape-the-full-report>. Freedman, Rosa. “Why Do peacekeepers Have Immunity in Sex Abuse Cases?” CNN 25 May 2015. <https://edition.cnn.com/2015/05/22/opinions/freedman-un-peacekeepers-immunity/index.html>. Guterres, António. Address to High-Level Meeting on the United Nations Response to Sexual Exploitation and Abuse. United Nations. 18 Sep. 2017. <https://www.un.org/sg/en/content/sg/speeches/2017-09-18/secretary-generals-sea-address-high-level-meeting>. Henry, Charles P. Ralph Bunche: Model Negro or American Other? New York: New York UP, 1999. Howard, Lise Morjé. Power in Peacekeeping. Cambridge: Cambridge UP, 2019. Joseph, Nathan, and Nicholas Alex. "The Uniform: A Sociological Perspective." American Journal of Sociology 77.4 (1972): 719-730. Kliest, Nicole. “Why the Beret Never Goes Out of Style.” TZR 6 April 2021. <https://www.thezoereport.com/fashion/history-berets-hat-trend>. Rubinstein, Robert A. "Intervention and Culture: An Anthropological Approach to Peace Operations." Security Dialogue 36.4 (2005): 527-544. DOI: 10.1177/0967010605060454. ———. Peacekeeping under Fire: Culture and Intervention. Routledge, 2015. Rycroft, Matthew. "When a Girl Looks Up to a Blue Helmet, She Should Do So Not in Fear, But in Hope." 10 Mar. 2016. <https://www.gov.uk/government/speeches/when-a-girl-looks-up-to-a-blue-helmet-she-should-do-so-not-in-fear-but-in-hope>. Smith, David, and Paul Lewis. "UN Peacekeepers Accused of Killing and Rape in Central African Republic." The Guardian 12 Aug. 2015. <https://www.theguardian.com/world/2015/aug/11/un-peacekeepers-accused-killing-rape-central-african-republic>. United Nations. :United Nations Emblem and Flag." N.d. <https://www.un.org/en/about-us/un-emblem-and-flag>. United Nations Peacekeeping. “Where We Operate.” N.d. <https://peacekeeping.un.org/en/where-we-operate>. Urquhart, Brian. Ralph Bunche: An American Life. New York: W.W. Norton & Co. 1993. Zeffman, Henry. “Charity Sex Scandal: UN Staff ‘Responsible for 60,000 rapes in a Decade’.” The Times 14 Feb. 2018. <https://www.thetimes.co.uk/article/un-staff-responsible-for-60-000-rapes-in-a-decade-c627rx239>.
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Hackett, Lisa J., and Jo Coghlan. "The Mutability of Uniform." M/C Journal 26, no. 1 (2023). http://dx.doi.org/10.5204/mcj.2968.

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The word ‘uniform’ can be a noun, adjective, or verb. As a noun it relates to prescribed dress, often in occupational settings. As an adjective it relates the sameness between objects and thoughts. As a verb it means to make the same. Underlying each grammatical usage is the concept sameness, to align thoughts, ideas, and physicality. In society where heightened individualism is a key characteristic, the persistence of ‘uniform-ness’ is an intriguing area of research. This issue of M/C Journal embraces the range of meanings that word uniform encompasses, and examines how they present in our culture(s) and how they are represented in the media. In the opening to their book Uniform: Clothing and Discipline in the Modern World, Jane Tynan and Lisa Godson argue that “as state, society, and nation converged towards the end of the nineteenth century uniform became part of a modern culture increasingly concerned with regulating time, space, and bodies” (Tynan and Godson 6). The modern state demanded uniformity of ideas and thought, underpinned by the rationalism that dominated the enlightenment. To dress in a uniform was to transform the body into that rational, uniform being. At the same time uniformity “suppresses individuality”, controlling social interaction (Joseph and Alex 723-24), and centralising the organisation or state in our social lives. As an item of dress, uniforms are distinctive. Yet they only become distinctive when they become different from everyday dress, such as spurs on Cavalry officers who have no horses or wigs on lawyers when everyone else has dispensed with them (Hobsbawm 4). Dress in general is governed by unwritten social rules, perhaps none so pervasive as being required to dress to your gender. The history of uniform reveals that occupational dress often demarked the appropriate gender for the job. Early military uniforms were masculine, nanny uniforms feminine. Uniform explicates status of both the wearer and the non-wearer, who then becomes the ‘other’, the outsider or the non-conformer. The dichotomy between wearer and non-wearer is not so clear, however, as the power of the uniform also provides the means through which the non-conformer can subvert its meanings through incorrect wearing of the uniform. Similarly, too, we see others subverting uniform social norms to make their political points or for political gain. As Jennifer Craik states, “there is a constant play between the intended symbolisms of uniforms … and the informal codes of wearing and denoting uniforms” (Craik 7). As one of “modernity’s practices; [uniforms represent] resistance to tradition and the embrace of rationality” (Tynan and Godson 1-2). Yet, as the twentieth century progressed, we can see uniforms and uniformity of thought being co-opted to create ‘tradition’ and ‘ritual’ particularly around the state (see Cannadine; Hobsbawn). Concurrently, formal occupational dress for many workers entered a decline near the beginning of the twentieth century (Williams-Mitchell 101), yet other forms of uniform arose. A tendency arose towards what Jennifer Craik calls the ‘quasi-uniform’, those “modes of dress that are consensually imposed as appropriate” (17), for example the business suit, a wedding dress or gym wear. This mode of uniform shifts the dynamic from a top-down directive (such as that in an institution or by government) to a more democratic one, where the general populace seemingly consents to, and socially police. With the advent of film, television, and later the Internet, the access to information has led to what some argue as the homogenisation of culture, albeit one that is dominated by particular western cultures. This too can be seen in international diplomacy. First the League of Nations, and then the United Nations, standardised international dialogue between countries. Uniform processes were put in place, with institutions such as the International Court playing a pivotal role. The English language came to dominate, with over 67 countries counting it as an official language, and many others having it in common use. This was arguably as a result of its primacy in both media and diplomatic communications, creating a uniform language which paradoxically retains its localised character. Although this too may be dissipating as this primacy is being challenged through the reinvigoration of languages from former colonies, from Irish to the Indigenous Australian languages, and the growing populations speaking Spanish and Chinese. Diversity too is being demanded in our media and politics, through more balanced and nuanced representations of people. Uniforms are often products of their time, and in their physical form can appear as from another era, staying static while fashion swiftly moves on. The butler or the chauffeur can look like a relic from a previous age. So too can uniform ways of thinking. The recent changing of state school uniform polices in Australia from gendered to gender-neutral clothing reflects how uniforms can be slow to catch up to social norms of women wearing trousers and shorts for sport, leisure, and work. This reflects not only the clothing, but the institutional beliefs that underpinned uniform policy. In reflection of the ways that uniform has changed, for this edition we have chosen to present the feature article followed by the articles in chronological order. The feature article addresses much of the shift in uniforms. This is followed by ten articles which explore several different types of uniform, both physical and metaphysical, revealing how uniforms have changed in society in the last 125 years. This issue’s feature article takes up the theme of how a dress code has developed into an imposed uniform in parliaments, and how female politicians have challenged the gender norms embedded in these codes. Taking a longitudinal view, “Parliamentary Dress: Gendered Contestation of the Political Uniform” by Jo Coghlan and Lisa J. Hackett first situates the development of parliamentary dress in its historical context that assumes masculine attire. It then highlights how female politicians have used these codes to both signal their adherence to norms and their rejection of the same norms. It further examines the ways that prominent female politicians have subverted the parliamentary uniform to make political statements. Our first article, “The Inculcative Power of Australian Cadet Corps Uniforms in the 1900s and 1910s” by Nathan Wise and Lisa J. Hackett, takes us to the start of the twentieth century and examines how military uniforms entered the classroom in the years leading up to, and during, the First World War. It notes how cadet programmes were part of a wider social movement that sought to instil middle-class values throughout society. By donning uniforms, it was believed, boys would also ‘wear’ the ideology prescribed within them. It also served as a signifier to wider society of the status of these boys and the future possibility of service to their country. The experience of the First World War and the mass-uniforming of the population provided a blue-print for the organisation of labour during wartime. Trends that were established during the First World War developed further, perhaps driven by the social and political upheavals of the inter-war years; the Roaring 20s, the Great Depression, the rise of Fascism. Among this was the continuation of the idea that schoolboys undertake Army cadet programmes as part of their education. Some schools had continued this after the First World War, whilst others would introduce it at the start of the war. Liam Barnsdale’s article “Trooping the (School) Colour: Australian School Cadet Uniforms and Masculine Identities during the Second World War” examines how the cadet programmes within schools increased in popularity during the war period. Central to this was the debate over uniforming boys in appropriate uniforms. As Barnsdale points out, Australia had no official uniform for use by cadets. Instead, individual schools designed their own uniforms, which often revealed the ideology of the school rather than the armed forces. The result was that in Australia cadet uniforms were diverse in their offerings. Founded in the dying days of the Second World War, uniformity of political ideals was encapsulated in the fledging United Nations. Replacing the League of Nations which was founded to maintain world peace, the United Nations has proven to be more effective and long-lasting than its predecessor. The central mission of peacekeeping brought about a new form of military uniform, the distinctive blue berets worn by the United Nations Peace Keepers. Simone Strungaru’s article “The Blue Beret: Representations and Symbolism of UN Peacekeeper’s Uniforms” examines the history of the distinctive uniform. Here Strungaru reveals the rich symbolism that the blue beret leverages in forging a distinctive identity for the men and women who wear it. The centrality of military uniforms in historical state events, such as wars, have meant that their iconography has often been linked to the grand ceremonies of state. David Cannadine argued in 1983 that ceremonies surrounding the British royal family have become “so well stage managed” that the British (and arguably Australians) believe they are good at tradition and ritual (Cannadine 160). The next article in our volume examines the careful management of a royal visit to an Australian beach. Donna Lee Brien’s article “Planning Queen Elizabeth II’s Visit to Bondi Beach in 1954: An Object-Inspired History” examines the material remnants of uniform and how it provides a gateway to historical knowledge. Brien’s examination starts with a commemorative medal handed out to school children as part of the royal visit to Bondi Beach. This medal deliberately ties the school uniform to royalty through the use of a signifier usually worn as a military achievement. This tangible connection allows the organisers to assign royalist identities to the school uniform. Brien’s article further extrapolates how other uniforms, such as those worn by Surf Life Savers, Nurses, and a Pipe Band were used in a carefully orchestrated display of royal pageantry at the beach. A pageantry that was uniquely Imperial and Australian all at once. Xiang Gao’s article “A ‘Uniform’ for all States? International Norm Diffusion and Localisation” takes up how norms within different countries have evolved, arguing that such norms become a type of ‘national uniform’. While states adhere to international norms such as those enshrined in the United Nations, they also have to negotiate with domestic actors and the ideals held by them. Thus, norms have to adapt to local sensibilities. The ability of a state to define its own norms on the international stage is affected by its relative positioning in international relations and diplomacy. Gao argues that more powerful states have increased capacity to define and challenge normative behaviour than smaller powers. The results of this can be seen through international treaties: for example, climate change negotiations. Uniformness and uniforms are not just the apparatus of the state, they also exist to identify members of groups that hold themselves apart from society. From subcultural uniforms to religious cults denoting their affiliation to a power beyond the mortal realm, uniforms have been utilised to exclude both the wearer from society and outsiders from the group. In their article “The Clothes Maketh the Cult: The Myth of the Cult and Pop Culture”, Huw Nolan, Jenny Wise, and Lesley McLean examine how the cult ‘uniform’ is used in popular culture as a device to denote cults as ‘the other’. Pope Francis uses his uniform as a way of challenging international norms when it comes to environmental issues, as argued in Aidan Moir’s article: “The Pope’s New Clothes: The Brand Politics of the Papal Uniform in Popular Culture”. Pope Francis, Moir argues, has deliberately chosen modest religious vestments to signify his environmental ethics and his emulation of his namesake, St Francis of Assisi. This uniform also marks a shift away from the more ornate vestments preferred by his predecessor, Pope Benedict. Moir also notes how each pope has personalised their uniform through the use of accessories, noting both John Paul II and Benedict conspicuously wearing accessories from established brand names such as Prada or Rolex. Pope Francis’s aesthetic rejects these items of conspicuous consumption, creating a humbler appearance, reducing the distance between the Catholic leader and his flock. Uniformity does not necessarily mean homogeneity, but rather, as Fredericks and Bradfield argue, a collective whole that can work together. Their article, “‘Uniting Hearts’: The Uluru Statement from the Heart and the Need for a Uniformed Front for a Constitutionally Enshrined First Nations’ Voice to Parliament” also introduces to our discussion how digital icons, a unique feature of contemporary life, become virtual uniforms, signalling the ideological position of the communicator. The ‘Uluru heart’ icon can be both worn physically and shared online to denote support for the Uluru Statement. The simple use of a recognisable symbol communicates identity and allows for widespread dissemination of support for the Uluru Statement. Nicholas Hookway continues the discussion on the use of uniform to denote support for social causes in his article “‘I decked myself out in pink’: Examining the Role of the Pink Uniform in a Virtual Sports Charity Event”. This article also demonstrates the mutability of the uniform: by adhering to the colour pink, individuals have a wide scope of clothing choices, accessories, makeup, and hair colour, etc., to choose from. Examining the pink uniform through the concept of embodied philanthropy, Hookway demonstrates how sports participants are able to create their own uniform, creating a community among themselves. This article also shows how a uniform can be created that allows for high levels of individualisation, a significant change to the reformers of the late nineteenth and early twentieth centuries. This lack of ‘uniformity’ within the uniform appears to have had little negative effect on the wearer’s sense of purpose or unity. The article also shows how, despite pink’s association with femininity, men were prepared to wear the uniform colour to show their support of the cause. The association of the colour with cancer replaces other sociological meanings in this context. The final article in this issue offers a look at how attempts to create a social uniform can be foiled through the lack of a distinctive character, despite the availability of distinct iconography. In “Ayo, Bisexual Check: Bi Bobs, Cuffed Jeans, and Prototypes for a Bisexual Uniform on TikTok”, Collin Knopp-Schwyn examines the difficulties of establishing a uniform when the intended audience struggles to understands its meaning. Despite this, the author locates where the online bisexual community have developed a distinct style that promises the become a prototype for a recognisable bisexual uniform. The articles in this issue provide a comprehensive investigation into various facets of what uniform means both historically and contemporarily. A discernible shift away from highly regimented styles to distinct looks has occurred as society integrates the twin desires of inclusivity and individuality with the long held social need to be part of a recognisable group. References Cannadine, David. "The Context, Performance and Meaning of Ritual: The British Monarchy and the 'Invention of Tradition', c. 1820–1977." The Invention of Tradition. Eds. Eric Hobsbawm and Terence Ranger. Canto ed. Cambridge: Cambridge UP, 1992. 101-64. Craik, Jennifer. Uniforms Exposed. Oxford: Berg, 2005. Hobsbawm, Eric. "Introduction: Inventing Traditions." The Invention of Tradition. Eds. Eric Hobsbawm and Terence Ranger. Canto ed. Cambridge: Cambridge UP, 1992. 1-14. Joseph, Nathan, and Nicholas Alex. "The Uniform: A Sociological Perspective." The American Journal of Sociology 77.4 (1972): 719-30. Tynan, Jane, and Lisa Godson. "Understanding Uniform: An Introduction." Uniform: Clothing and Discipline in the Modern World. Eds. Jane Tynan and Lisa Godson. London and New York: Bloomsbury, 2019. Williams-Mitchell, Christobel. Dressed for the Job: The Story of Occupational Costume. Poole, Dorset: Blandford Press, 1982.
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Moore, Kyle. "Painting the Town Blue and Green: Curating Street Art through Urban Mobile Gaming." M/C Journal 18, no. 4 (2015). http://dx.doi.org/10.5204/mcj.1010.

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Released in 2012 as an Android only open-beta, Ingress is an alternate-reality game for mobile devices. Developed by Niantic Labs, a subsidiary of Google, Ingress now has 7 million users worldwide (Ingress) on both Android and Apple operating systems. Players are aligned to one of two opposing factions, the Resistance (Blue) and the Enlightened (Green). Working on behalf of their faction, individual players interact with “portals” in order to establish dominance over material environments. Portals are located at places of educational or historical value, public artworks, “hyper-local” locations, public libraries, and also places of worship (Google, “Candidate Portal Criteria”). Players take on the role of portal creators, submitting potential portals to the game developers after confirming their location in the game (Google, “New Portal Submissions”).Portals become the primary point of interaction for players, bridging the digital world of the game with the players’ surrounding material environments. Players may gain inventory by hacking portals in order to destroy and (re)claim portals. Territories are claimed by forging links between fully developed portals in order to establish control fields. Portals play an important part not only of the game but in situating the practice of play within the larger sociocultural and material framework of the urban environment. Players navigate their material environment, using portals and digital representations of such spaces alongside their existing knowledge of local environments, to engage with their immediate location as efficiently as possible. While numerous public landmarks are currently used as portals, the primary interest of this paper is the role street art plays within the game, and within the larger practice of curating the city. This paper addresses the practice of playing Ingress as a form of situated play—that is, the notion that play is underscored by sociocultural and material circumstance, while simultaneously contributing to a new shared understanding of what constitutes urban play and the conditions that underscore it. In doing so, this paper firstly addresses the notion of play as a situated practice, mobilising concepts from the field of human–computer interaction as well as cultural studies analyses of games and gaming culture. This framework is applied to the practice of playing Ingress with specific focus on the role street art has in the practice of playing. The discussion of urban play as a means of exhibiting street art is extended to discuss the cultural practice of street art itself, with both occupying the liminal space struggle over the functionality of public space. Both practices occupy this liminal space between subversive use of urban environments and a form of legitimate art—a debate which has been central to forms of urban gaming. By focusing on the role of street art in urban mobile gaming, this paper addresses the cultural function of both practices, while addressing larger questions of curatorship within the urban environment. That is: how can the practice of play, as informed by the practice of street art, be thought of as a means of curating urban spaces? This paper goes on to argue that the practice of urban play may be viewed as a form of curation via the practice of re-reading, re-mixing, and re-mediating urban environments—establishing a new shared understanding of street art, urban environments, and urban play. In this paper I argue that urban mobile games such as Ingress are best thought of as a situated practice. The idea of situated practice is drawn from the fields of game studies and human–computer interaction, and the concept of situated learning. Firstly, situated practice draws from the concept of situated gaming, a term established by Yates and Littleton to understand the cultural niches in which video gaming takes place. For Yates and Littleton, these cultural niches arise from an interaction between gaming, gamers, and gaming culture—all of which are discursively constructed and culturally relative practices. Apperley (Gaming) expands on these ideas to define situated gaming as, firstly, an inclusion of the materiality of embodied gaming experiences and, secondly, an intersection of local gaming cultures and a larger global gaming ecology. Drawing from Suchman’s concept of situated actions, such interactions with technology must be understood as contextualised within specific sociocultural and material circumstances. Dourish expands on Suchman’s work and suggests thinking less about these contexts and more on the practice of technological engagement, of making meaning out of our interaction with technology. This use of “practice” is influenced by the work of Lave and Wenger, who situate learning within a social setting, what they term a “community of practice”. In short, then, the act of playing Ingress is not only an interaction with underlying sociocultural and material circumstance which constitute the urban and play but also a process of generating a shared understanding of both the urban and play within this specific context.Fig. 1: A view of Ingress’s map showing nearby portal using navigation function.Playing with Street Art Ingress functions foremost as a form of urban play; it is a mobile game with location-aware capabilities. The practice of playing games within urban environments is often compared to historically situated forms of urban exploration, such as the Situationist International practice of dérive—a form of urban drifting that is often compared to contemporary forms of mobile-mediated urban play (de Souza e Silva and Hjorth; Flanagan; Stevens). Ingress players, in their creation and constant interaction with portals, assist in the mapping of material environments—benefiting both communities of play and the game’s designers, Niantic Labs and parent company Google. Players are able to submit portals to the game’s developers if their proposed portal meets the satisfaction of the developer’s portal requirements. Portals may be erected at “a location with a cool story, a place in history or educational value … a cool piece of art or unique architecture … a hidden gem of hyper-local spot” (Google, Candidate Portal criteria). A large number of public marks form the basis of Ingress portals, alongside plaques and prominent signage. Significantly, through their submission of portals players are participating in legitimising the history of a number of locations, ensuring up-to-date mapping of locations and landmarks. While a number of other landmarks form the basis of Ingress’s dense map of material environments, this paper is primarily concerned with the role public art plays in the practice of urban play and the curatorial possibilities of urban play. Given the portal criteria put in place by the game’s developers, Ingress pays a certain amount of attention to the historical, sociocultural, and material circumstance which constitute specific locations. As a mobile game, Ingress occupies a certain place within the history of playing in urban environments. Such historical practices have been previously discussed at length, drawing comparisons between practices of urban mobility which are themselves situated in specific historical and sociocultural movements (de Souza e Silva and Hjorth; Flanagan; Stevens). Ingress, via its inclusion of street art as a potential anchor for digital portals, draws on this historical struggle over urban environments and the inherent questions of functionality and organisation which emerge from this struggle. For Stenros, Montola, and Mäyrä (262), pervasive gaming, a form of urban mobile gaming, occupies a similar cultural space to that of street art or graffiti. They argue that both practices are located within a larger struggle over public space—a struggle grounded in urbanisation, legislation, and cultural norms. Drawing comparisons between more contemporary forms of urban mobility, such as the practice/sport of parkour or skateboarding, and the historically situated flâneur or urban stroller, the authors suggest that pervasive forms of gaming and play occupy a similar liminal space and are grounded in questions of urban functionality. Similarly, the urban space may become a gallery or canvas, a space that may be subject to curatorship that is not bound to institutional bodies. The organisation and experience of urban environments then becomes deeply involved in a contested ownership and questions of functionality that are at the heart of urban play.Within the context of Australia, the struggle over the legitimacy of both street art and video games has been subject to ongoing legal discourses. The liminal relationship between gaming and street art is perhaps best illustrated by the 2006 game Marc Ecko’s Getting Up: Contents Under Pressure. The game was granted an MA15+ rating under the existing model of video game regulation but was later refused classification due to its depiction of antisocial behaviour. The game’s rating was appealed by the Queensland Local Government Association. Apperley (“Video”) provides further details on this issue, situating the legislative decision within the historical and political context of Australia at the time, and offering insight into the means in which Getting Up represented street art as a legitimate art form. The game’s narrative, a dystopian future where graffiti is mobilised as a form of social protest against authoritarian bodies, is similar to that of the 2002 game Jet Set Radio Future. However, unlike Jet Set, Getting Up was grounded in a detailed representation of graffiti subcultures. Getting Up’s refused classification is symbolic of the later Australian landscape in which video games and street art occupy a liminal space between art form and artistic practice. The key issue, that of antisocial behaviour, links to the notion of cultural norms and the functionality, organisation, and representations within urban spaces and, moreover, within spaces of play. This struggle for legitimacy is key to understanding the relationship between street art and urban play. Despite the struggle to overcome the functionality of urban environments, street art retains levels of value as a form of cultural heritage. Both Merrill and MacDowall discuss the cultural functions of graffiti and street art, focusing on what Merrill terms a turn towards “post-graffiti”—a shift from the historical and cultural roots of street art and the practice of tagging (373). Such a turn is exemplified by an increased public interest: a legitimisation of artistic practices. Perhaps the most notable figure of such a shift is the Bristol artist Banksy, who is most famous for stencil based art. Graffiti and street art have arguably moved beyond their function as a subversive and subcultural movement, occupying a more legitimate space within urban environments and general public discourse. Within the context of Ingress, street art holds the potential to exist as a digital node of equal value to historical plaques, public libraries, or large commissioned public artworks. This shift, argues Merrill (385) allows for street art and graffiti to be viewed as a form of alternative heritage to urban environments and cultural movements within specific locations. For MacDowell (476), graffiti may be viewed as a form of folk art, subject to new-found romanticism within the context of this “post-graffiti” turn. That is, as a form of alternative heritage, graffiti and street art signify historically situated sociocultural movements and the roots of the practice itself. Games such as Ingress, then, not only legitimate street art as a form of cultural heritage via their inclusion in a non-hierarchical network alongside longstanding institutionalised buildings and artworks but also allow players to participate in an archiving of street art through interactive cartography. The practice of playing Ingress, then, is not only a means of viewing and exploring existing street art but also a direct process in achieving and curating historically situated works of art. Fig. 2: Portal information illustrating possible actions, portal level, and resonator information. Urban Play and “the New Curatorship”Having considered the role of graffiti or street art within urban play as a form of cultural heritage, as a means of linking to the roots of the practice itself and signifying a struggle over the urban environment as a space of predetermined functions, the question then is: what role does the practice of curatorship have within this mesh of interconnected practices? For Bennett and Beudel, the work of the curator, as a caretaker of cultural heritage, is often institutionalised. Within the context of the city, such institutionalisation is itself a symptom of the city as a spectacle. The authors argue that there is the potential for art to be present on a range of surfaces within the urban environment, and call into question the role of the curator within this process.As Groys notes, since Duchamp, the ontological division between the labour of making art and displaying art has collapsed. Public urban spaces, as designed spaces regulated by institutional bodies, are subject to the changing practice of audiences. That is, those who inhabit and experience the urban environment itself now have the possibility to participate or subvert traditional curatorial structures. Drawing on the etymology of the word “curate” as related to “cure,” Groys (53) suggests that the exhibition practice is thus a cure to the powerlessness of the image—a contextualisation of the image within new institutionalised frameworks for a viewing public. Who, then, in the network of relations that is urban play, constitutes this public? Ingress players function as one faction of a public who view, inhabit, move through, and experience the urban environment and any subsequent street art within. As such, they have the potential to take on a curatorial role within the organisation of street art—recontextualising such artworks and generating a new shared understanding of the sociocultural and material conditions which contribute to a broad understanding of the urban and urban play. As such, these forms of digitally mediated urban play blur boundaries between production, consumption, and play. Players, regardless of whether they had a hand in submitting portals to the game’s developers, are articulating a collectively organised database of public art. The practice of curation, as described by Potter, is essential for contemporary digital gaming practices. Players are constantly participating in transmedia landscapes, articulating their literacies through the practice of arranging, assembling, cataloguing, collecting, distributing, and disassembling digital media (Apperley “Glitch” 240; Potter 175). Within Apperley’s example of Minecraft, play unites creativity and the curatorial as one activity. Within the context of Ingress, the practice of play brings together the practice of cartography and of the curatorial. Players, as individuals and as larger localised or global factions, participate in a global mapping of material space, expanding Google’s already extensive collection of cartographic data. Players are more concerned with exploring and territorialising within the context of local spaces, at the level of the national or regional. Such practices are an articulation of localised bodies of knowledge and often of local histories and contexts. Street art forms an integral part of this sociocultural and material fabric which underscores the practice of play. Thus, urban spaces are not subject to a transformative process, but rather to a collective curatorship whereby street art, and its embedded cultural heritage, form a key foundation of how play is performed within urban environments. Through the practice of arranging, assembling, cataloguing, collecting, distributing, and disassembling, the practices of urban play may be thought of as what Potter terms “new curatorship.” Potter’s notion of curatorship is grounded in the identity formation of young children through their use of social media and articulation of digital literacy practices. With playful urban practices such as Ingress, this practice is an articulation of urban literacies: of understanding the rich cultural heritage of specific locations, and of constituting the player’s identity as tied to these specific locations. Players no longer perform merely as an audience for existing forms of urban or street art. Alongside the technological infrastructures put in place by the game’s developers, Niantic Labs and Google, players may be viewed as actively participating in a curatorial process. Players, in their articulation of complex systems and archives of street art, through the ability to constantly update, document, and construct urban narratives with street art at their core, may be viewed as co-curating urban environments. Working together with developers, street artists, and urban planners, players are constantly re-developing and sharing a new shared understanding of urban environments and the complex network of relations which constitutes the urban environment and the practice of urban play.Fig. 3: Players may vote on and contribute new photographs to maintain accurate records of art.Conclusion To play Ingress is to participate in a situated practice of play. Here, play is grounded in material and sociocultural circumstance, with street art and graffiti representing just one of many practices which inform contemporary urban play. Within the context of Ingress, street art is played with as an object within the game (a portal), but it also occupies a similar liminal space. Both urban games and street art have been subject to ongoing debates about the functionality of urban spaces and appropriate behaviour within these spaces. Ingress also taps into street art as a form of cultural heritage; it represents shifts in power dynamics, local histories, and a range of other significant local histories. To play with street art is to acknowledge its roots, both on an international and local level. With the ability to digitally archive these histories and locations, as well as engage in the cartographic practice of urban play, Ingress players can thus be thought of as curators of the city. Through the lens of new curatorship, urban play can be thought of as a form of re-reading of urban environments, as a process of exhibiting a new-found shared understanding of specific locations and public artworks. Street art and graffiti are just one of many sociocultural and material circumstances which inform the practice of urban play. During play, there is a critical reflection on the role street art has, not only during the current context of play but also more broadly as a key component of contemporary urban landscapes. Street art functions as a form of cultural heritage, as an element of urban exploration, and as a point of reference for navigating city spaces. Ingress brings together these interrelated forms of organising and sharing experiences of urban environments, through the practice of curation. Such practices are reflexively intertwined with playing urban mobile games as such Ingress. As such, the act of playing Ingress is, in essence, a form of urban literacy, as a practice of understanding the rich and complex sociocultural conditions which contribute to our understanding of urban environments. It is a practice of collecting, assembling, and exhibiting a range of locations. The practice of playing Ingress is a collective curation of city spaces on a global scale.References Apperley, Thomas. “Glitch Sorting: Minecraft, Curation, and the Post Digital.” Postdigital Aesthetics: Art, Computation and Design. Ed. David M. Berry and Michael Dieter. London: Palgrave Macmillan, 2015. 232–44.———. “Video Games in Australia.” The Video Game Explosion: A History from PONG to Playstation and Beyond. Ed. Mark J.P. Wolf. USA: Greenwood P, 2008. 22–29.———. Gaming Rhythms: Play and Counterplay from the Situated to the Global. Amsterdam: Institute of Network Cultures, 2009.Bennett, Jill, and Saskia Beudel. Curating Sydney: Imagining the City’s Future. Sydney: UNSW P, 2014.De Souza e Silva, Adriana, and Larissa Hjorth. “Playful Urban Spaces: A Historical Approach to Mobile Games.” Simulation & Gaming 40.5 (2009): 602–25. Dourish, Paul. “What We Talk about When We Talk about Context.” Personal Ubiquitous Computing 8.1 (2004): 19–30.Flanagan, Mary. Critical Play: Radical Game Design. Cambridge, MA: MIT P, 2009.———. “Locating Play and Politics: Real World Games & Activism.” Leonardo Electronic Almanac 16.2–3 (2008). 5 June 2015 ‹http://www.leonardo.info/LEA/perthDAC/MFlanagan_LEA160203.pdf›.Groys, Boris. Going Public. Ed. Julieta Aranda, Brian Kuan Wood, and Anton Vidokle. Berlin: Sternberg Press, 2010.Google. “Candidate Portal Criteria.” 2015. 5 June 2015 ‹https://support.google.com/ingress/answer/3066197?hl=en›. ———. “New Portal Submissions.” 2015. 5 June 2015 ‹https://support.google.com/ingress/answer/2808254?hl=en›. Lave, Jean, and Etienne Wenger. Situated Learning: Legitimate Peripheral Participation. Cambridge: Cambridge UP, 1991.MacDowall, Lachlan. “In Praise of 70K: Cultural Heritage and Graffiti Style.” Continuum 20.4 (2006): 471–84.Merrill, Samuel. “Keeping It Real? Subcultural Graffiti, Street Art, Heritage and Authenticity.” International Journal of Heritage Studies 21.4 (2015): 369–89.Niantic Labs. Ingress. Android Mobile Application. 2012.Potter, John. Digital Media and Learner Identity: The New Curatorship. New York: Palgrave Macmillan, 2012.Stenros, Jaakko, Markus Montola, and Frans Mäyrä. “Pervasive Games in Media Culture.” Pervasive Games: Theory and Design. Eds. Markus Montola, Jakko Stenros, and Annika Waern. Amsterdam: CRC P, 2009.Stevens, Quentin. The Ludic City: Exploring the Potential of Public Spaces. New York: Routledge, 2007.Suchman, Lucy. Human-Machine Reconfigurations: Plans and Situated Actions. 2nd ed. Cambridge: Cambridge UP, 2006.———. Plans and Situated Actions: The Problem of Human-Machine Communication. Cambridge: Cambridge UP, 1987.Yates, Simeon J., and Karen Littleton. “Understanding Computer Game Cultures: A Situated Approach.” Information, Communication & Society 2.4 (1999): 566–83.
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Egliston, Ben. "Building Skill in Videogames: A Play of Bodies, Controllers and Game-Guides." M/C Journal 20, no. 2 (2017). http://dx.doi.org/10.5204/mcj.1218.

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IntroductionIn his now-seminal book, Pilgrim in the Microworld (1983), David Sudnow details his process of learning to play the game Breakout on the Atari 2600. Sudnow develops an account of his graduation from a novice (having never played a videogame prior, and middle-aged at time of writing) to being able to fluidly perform the various configurative processes involved in an acclimated Breakout player’s repertoire.Sudnow’s account of videogame skill-development is not at odds with common-sense views on the matter: people become competent at videogames by playing them—we get used to how controllers work and feel, and to the timings of the game and those required of our bodies, through exposure. We learn by playing, failing, repeating, and ultimately internalising the game’s rhythms—allowing us to perform requisite actions. While he does not put it in as many words, Sudnow’s account affords parity to various human and nonhuman stakeholders involved in videogame-play: technical, temporal, and corporeal. Essentially, his point is that intertwined technical systems like software and human-interface devices—with their respective temporal rhythms, which coalesce and conflict with those of the human player—require management to play skilfully.The perspective Sudnow develops here is no doubt important, but modes of building competency cannot be strictly fixed around a player-videogame relationship; a relatively noncontroversial view in game studies. Videogame scholars have shown that there is currency in understanding how competencies in gameplay arise from engaging with ancillary objects beyond the thresholds of player-game relations; the literature to date casting a long shadow across a broad spectrum of materials and practices. Pursuing this thread, this article addresses the enterprise (and conceptualisation) of ‘skill building’ in videogames (taken as the ability to ‘beat games’ or cultivate the various competencies to do so) via the invocation of peripheral objects or practices. More precisely, this article develops the perspective that we need to attend to the impacts of ancillary objects on play—positioned as hybrid assemblage, as described in the work of writers like Sudnow. In doing so, I first survey how the intervention of peripheral game material has been researched and theorised in game studies, suggesting that many accounts deal too simply with how players build skill through these means—eliding the fact that play works as an engine of many moving parts. We do not simply become ‘better’ at videogames by engaging peripheral material. Furthering this view, I visit recent literature broadly associated with disciplines like post-phenomenology, which handles the hybridity of play and its extension across bodies, game systems, and other gaming material—attending to how skill building occurs; that is, through the recalibration of perceptual faculties operating in the bodily and temporal dimensions of videogame play. We become ‘better’ at videogames by drawing on peripheral gaming material to augment how we negotiate the rhythms of play.Following on from this, I conclude by mobilising post-phenomenological thinking to further consider skill-building through peripheral material, showing how such approaches can generate insights into important and emerging areas of this practice. Following recent games research, such as the work of James Ash, I adopt Bernard Stiegler’s formulation of technicity—pointing toward the conditioning of play through ancillary gaming objects: focusing particularly on the relationship between game skill, game guides, and embodied processes of memory and perception.In short, this article considers videogame skill-building, through means beyond the game, as a significant recalibration of embodied, temporal, and technical entanglements involved in play. Building Skill: From Guides to BodiesThere is a handsome literature that has sought to conceptualise the influence of ancillary game material, which can be traced to earlier theories of media convergence (Jenkins). More incisive accounts (pointing directly at game-skill) have been developed since, through theoretical rubrics such as paratext and metagaming. A point of congruence is the theme of relation: the idea that the locus of understanding and meaning can be specified through things outside the game. For scholars like Mia Consalvo (who popularised the notion of paratext in game studies), paratexts are a central motor in play. As Consalvo suggests, paratexts are quite often primed to condition how we do things in and around videogames; there is a great instructive potential in material like walkthrough guides, gaming magazines and cheating devices. Subsequent work has since made productive use of the concept to investigate game-skill and peripheral material and practice. Worth noting is Chris Paul’s research on World of Warcraft (WoW). Paul suggests that players disseminate high-level strategies through a practice known as ‘Theorycraft’ in the game’s community: one involving the use of paratextual statistics applications to optimise play—the results then disseminated across Web-forums (see also: Nardi).Metagaming (Salen and Zimmerman 482) is another concept that is often used to position the various extrinsic objects or practices installed in play—a concept deployed by scholars to conceptualise skill building through both games and the things at their thresholds (Donaldson). Moreover, the ability to negotiate out-of-game material has been positioned as a form of skill in its own right (see also: Donaldson). Becoming familiar with paratextual resources and being able to parse this information could then constitute skill-building. Ancillary gaming objects are important, and as some have argued, central in gaming culture (Consalvo). However, critical areas are left unexamined with respect to skill-building, because scholars often fail to place paratexts or metagaming in the contexts in which they operate; that is, amongst the complex technical, embodied and temporal conjunctures of play—such as those described by Sudnow. Conceptually, much of what Sudnow says in Microworld undergirds the post-human, object-oriented, or post-phenomenological literature that has begun to populate game studies (and indeed media studies more broadly). This materially-inflected writing takes seriously the fact that technical objects (like videogames) and human subjects are caught up in the rhythms of each other; digital media exists “as a mode or cluster of operations in consort with matter”, as Anna Munster tells us (330).To return to videogames, Patrick Crogan and Helen Kennedy argue that gameplay is about a “technicity” between human and nonhuman things, irreducible to any sole actor. Play is a confluence of metastable forces and conditions, a network of distributed agencies (see also Taylor, Assemblage). Others like Brendan Keogh forward post-phenomenological approaches (operating under scholars like Don Ihde)—looking past the subject-centred nature of videogame research. Ultimately, these theorists situate play as an ‘exploded diagram’, challenging anthropocentric accounts.This position has proven productive in research on ‘skilled’ or ‘high-level’ play (fertile ground for considering competency-development). Emma Witkowski, T.L. Taylor (Raising), and Todd Harper have suggested that skilled play in games emerges from the management of complex embodied and technical rhythms (echoing the points raised prior by Sudnow).Placing Paratexts in PlayWhile we have these varying accounts of how skill develops within and beyond player-game relationships, these two perspectives are rarely consolidated. That said, I address some of the limited body of work that has sought to place the paratext in the complex and distributed conjunctures of play; building a vocabulary and framework via encounters with what could loosely be called post-phenomenological thinking (not dissimilar to the just surveyed accounts). The strength of this work lies in its development of a more precise view of the operational reality of playing ‘with’ paratexts. The recent work of Darshana Jayemanne, Bjorn Nansen, and Thomas Apperley theorises the outward expansion of games and play, into diverse material, social, and spatial dimensions (147), as an ‘aesthetics of recruitment’. Consideration is given to ‘paratextual’ play and skill. For instance, they provide the example of players invoking the expertise they have witnessed broadcast through Websites like Twitch.tv or YouTube—skill-building operating here across various fronts, and through various modalities (155). Players are ‘recruited’, in different capacities, through expanded interfaces, which ultimately contour phenomenological encounters with games.Ash provides a fine-grained account in research on spatiotemporal perception and videogames—one much more focused on game-skill. Ash examines how high-level communities of players cultivate ‘spatiotemporal sensitivity’ in the game Street Fighter IV through—in Stiegler’s terms—‘exteriorising’ (Fault) game information into various data sets—producing what he calls ‘technicity’. In this way, Ash suggests that these paratextual materials don’t merely ‘influence play’ (Technology 200), but rather direct how players perceive time, and habituate exteriorised temporal rhythms into their embodied facility (a translation of high-level play). By doing so, the game can be played more proficiently. Following the broadly post-phenomenological direction of these works, I develop a brief account of two paratextual practices. Like Ash, I deploy the work of Stiegler (drawing also on Ash’s usage). I utilise Stiegler’s theoretical schema of technicity to roughly sketch how some other areas of skill-building via peripheral material can be placed within the context of play—looking particularly at the conditioning of embodied faculties of player anticipation, memory and perception through play and paratext alike. A Technicity of ParatextThe general premise of Stiegler’s technicity is that the human cannot be thought of independent from their technical supplements—that is, ‘exterior’ technical objects which could include, but are not limited to, technologies (Fault). Stiegler argues that the human, and their fundamental memory structure is finite, and as such is reliant on technical prostheses, which register and transmit experience (Fault 17). This technical supplement is what Stiegler terms ‘tertiary retention’. In short, for Stiegler, technicity can be understood as the interweaving of ‘lived’ consciousness (Cinematic 21) with tertiary retentional apparatus—which is palpably felt in our orientations in and toward time (Fault) and space (including the ‘space’ of our bodies, see New Critique 11).To be more precise, tertiary retention conditions the relationship between perception, anticipation, and subjective memory (or what Stiegler—by way of phenomenologist Edmund Husserl, whose work he renovates—calls primary retention, protention, and secondary retention respectively). As Ash demonstrates (Technology), Stiegler’s framework is rich with potential in investigating the relationship between videogames and their peripheral materials. Invoking technicity, we can rethink—and expand on—commonly encountered forms of paratexts, such as game guides or walkthroughs (an example Consalvo gives in Cheating). Stiegler’s framework provides a means to assess the technical organisation (through both games and paratexts) of embodied and temporal conditions of ‘skilled play’. Following Stiegler, Consalvo’s example of a game guide is a kind of ‘exteriorisation of play’ (to the guide) that adjusts the embodied and temporal conditions of anticipation and memory (which Sudnow would tell us are key in skill-development). To work through an example, if I was playing a hard game (such as Dark Souls [From Software]), the general idea is that I would be playing from memories of the just experienced, and with expectations of what’s to come based on everything that’s happened prior (following Stiegler). There is a technicity in the game’s design here, as Ash would tell us (Technology 190-91). By way of Stiegler (and his reading of Heidegger), Ash argues a popular trend in game design is to force a technologically-mediated interplay between memory, anticipation, and perception by making videogames ‘about’ a “a future outside of present experience” (Technology 191), but hinging this on past-memory. Players then, to be ‘skilful’, and move forward through the game environment without dying, need to manage cognitive and somatic memory (which, in Dark Souls, is conventionally accrued through trial-and-error play; learning through error incentivised through punitive game mechanics, such as item-loss). So, if I was playing against one of the game’s ‘bosses’ (powerful enemies), I would generally only be familiar with the way they manoeuvre, the speed with which they do so, and where and when to attack based on prior encounter. For instance, my past-experience (of having died numerous times) would generally inform me that using a two-handed sword allows me to get in two attacks on a boss before needing to retreat to avoid fatal damage. Following Stiegler, we can understand the inscription of videogame experience in objects like game guides as giving rise to anticipation and memory—albeit based on a “past that I have not lived but rather inherited as tertiary retentions” (Cinematic 60). Tertiary retentions trigger processes of selection in our anticipations, memories, and perceptions. Where videogame technologies are traditionally the tertiary retentions in play (Ash, Technologies), the use of game-guides refracts anticipation, memory, and perception through joint systems of tertiary retention—resulting in the outcome of more efficiently beating a game.To return to my previous example of navigating Dark Souls: where I might have died otherwise, via the guide, I’d be cognisant to the timings within which I can attack the boss without sustaining damage, and when to dodge its crushing blows—allowing me to eventually defeat it and move toward the stage’s end (prompting somatic and cognitive memory shifts, which influence my anticipation in-game). Through ‘neurological’ accounts of technology—such as Stiegler’s technicity—we can think more closely about how playing with a skill-building apparatus (like a game guide) works in practice; allowing us to identify how various situations ingame can be managed via deferring functions of the player (such as memory) to exteriorised objects—shifting conditions of skill building. The prism of technicity is also useful in conceptualising some of the new ways players are building skill beyond the game. In recent years, gaming paratexts have transformed in scope and scale. Gaming has shifted into an age of quantification—with analytics platforms which harvest, aggregate, and present player data gaining significant traction, particularly in competitive and multiplayer videogames. These platforms perform numerous operations that assist players in developing skill—and are marketed as tools for players to improve by reflecting on their own practices and the practices of others (functioning similarly to the previously noted practice of TheoryCraft, but operating at a wider scale). To focus on one example, the WarCraftLogs application in WoW (Image 1) is a highly-sophisticated form of videogame analytics; the perspective of technicity providing insights into its functionality as skill-building apparatus.Image 1: WarCraftLogs. Image credit: Ben Egliston. Following Ash’s use of Stiegler (Technology), quantifying the operations that go into playing WoW can be conceptualised as what Stiegler calls a system of traces (Technology 196). Because of his central thesis of ‘technical existence’, Stiegler maintains that ‘interiority’ is coincident with technical support. As such, there is no calculation, no mental phenomena, that does not arise from internal manipulation of exteriorised symbols (Cinematic 52-54). Following on with his discussion of videogames, Ash suggests that in the exteriorisation of gameplay there is “no opposition between gesture, calculation and the representation of symbols” (Technology 196); the symbols working as an ‘abbreviation’ of gameplay that can be read as such. Drawing influence from this view, I show that ‘Big Data’ analytics platforms like WarCraftLogs similarly allow users to ‘read’ play as a set of exteriorised symbols—with significant outcomes for skill-building; allowing users to exteriorise their own play, examine the exteriorised play of others, and compare exteriorisations of their own play with those of others. Image 2: WarCraftLogs Gameplay Breakdown. Image credit: Ben Egliston.Image 2 shows a screenshot of the WarCraftLogs interface. Here we can see the exteriorisation of gameplay, and how the platform breaks down player inputs and in-game occurrences (written and numeric, like Ash’s game data). The screenshot shows a ‘raid boss’ (where players team up to defeat powerful computer-controlled enemies)—atomising the sequence of inputs a player has made over the course of the encounter. This is an accurate ledger of play—a readout that can speak to mechanical performance (specific ingame events occurred at a specific time), as well as caching and providing parses of somatic inputs and execution (e.g. ability to trace the rates at which players expend in-game resources can provide insights into rapidity of button presses). If information falls outside what is presented, players can work with an Application Programming Interface to develop customised readouts (this is encouraged through other game-data platforms, like OpenDota in Dota 2). Through this system, players can exteriorise their own input and output or view the play of others—both useful in building skill. The first point here—of exteriorising one’s own experience—resonates with Stiegler’s renovation of Husserl's ‘temporal object’—that is, an object that exists in and is formed through time—through temporal fluxes of what appears, what happens and what manifests itself in disappearing (Cinematic 14). Stiegler suggests that tertiary retentional apparatus (e.g. a gramophone) allow us to re-experience a temporal object (e.g. a melody) which would otherwise not be possible due to the finitude of human memory.To elaborate, Stiegler argues that primary memories recede into secondary memory (which is selective reactivation of perception), but through technologies of recording, (such as game-data) we can re-experience these things verbatim. So ultimately, games analytics platforms—as exteriorised technologies of recording—facilitate this after-the-fact interplay between primary and secondary memory where players can ‘audit’ their past performance, reflecting on well-played encounters or revising error. These platforms allow the detailed examination of responses to game mechanics, and provide readouts of the technical and embodied rhythms of play (which can be incorporated into future play via reading the data). Beyond self-reflection, these platforms allow the examination of other’s play. The aggregation and sorting of game-data makes expertise both visible and legible. To elaborate, players are ranked on their performance based on all submitted log-data, offering a view of how expertise ‘works’.Image 3: Top-Ranking Players in WarCraftLogs. Image credit: Ben Egliston.Image 3 shows the top-ranked players on an encounter (the top 10 of over 100,000 logs), which means that these players have performed most competently out of all gameplay parses (the metric being most damage dealt per-second in defeating a boss). Users of the platform can look in detail at the actions performed by top players in that encounter—reading and mobilising data in a similar manner to game-guides; markedly different, however, in terms of the scope (i.e. there are many available logs to draw from) and richness of the data (more detailed and current—with log rankings recalibrated regularly). Conceptually, we can also draw parallels with previous work (see: Ash, Technology)—where the habituation of expert game data can produce new videogame technicities; ways of ‘experiencing’ play as ‘higher-level’ organisation of space and time (Ash, Technology). So, if a player wanted to ‘learn from the experts’ they would restructure their own rhythms of play around high-level logs which provide an ordered readout of various sequences of inputs involved in playing well. Moreover, the platform allows players to compare their logs to those of others—so these various introspective and outward-facing uses can work together, conditioning anticipations with inscriptions of past-play and ‘prosthetic’ memories through other’s log-data. In my experience as a WoW player, I often performed better (or built skill) by comparing and contrasting my own detailed readouts of play to the inputs and outputs of the best players in the world.To summarise, through technicity, I have briefly shown how exteriorising play shifts the conditions of skill-building from recalibrating msnesic and anticipatory processes through ‘firsthand’ play, to reworking these functions through engaging both games and extrinsic objects, like game guides and analytics platforms. Additionally, by reviewing and adopting various usages of technicity, I have pointed out how we might more holistically situate the gaming paratext in skill building. Conclusion There is little doubt—as exemplified through both scholarly and popular interest—that paratextual videogame material reframes modes of building game skill. Following recent work, and by providing a brief account of two paratextual practices (venturing the framework of technicity, via Stiegler and Ash—showing the complication of memory, perception, and anticipation in skill-building), I have contended that videogame-skill building—via paratextual material—can be rendered a process of operating outside of, but still caught up in, the complex assemblages of time, bodies, and technical architectures described by Sudnow at this article’s outset. Additionally, by reviewing and adopting ideas associated with technics and post-phenomenology, this article has aimed to contribute to the development of more ‘complete’ accounts of the processes and practices comprising skill building regimens of contemporary videogame players.References Ash, James. “Technology, Technicity and Emerging Practices of Temporal Sensitivity in Videogames.” Environment and Planning A 44.1 (2012): 187-201.———. “Technologies of Captivation: Videogames and the Attunement of Affect.” Body and Society 19.1 (2013): 27-51.Consalvo, Mia. Cheating: Gaining Advantage in Videogames. Cambridge: Massachusetts Institute of Technology P, 2007. Crogan, Patrick, and Helen Kennedy. “Technologies between Games and Culture.” Games and Culture 4.2 (2009): 107-14.Donaldson, Scott. “Mechanics and Metagame: Exploring Binary Expertise in League of Legends.” Games and Culture (2015). 4 Jun. 2015 <http://journals.sagepub.com/doi/abs/10.1177/1555412015590063>.From Software. Dark Souls. Playstation 3 Game. 2011.Harper, Todd. The Culture of Digital Fighting Games: Performance and Practice. New York: Routledge, 2014.Jayemanne, Darshana, Bjorn Nansen, and Thomas H. Apperley. “Postdigital Interfaces and the Aesthetics of Recruitment.” Transactions of the Digital Games Research Association 2.3 (2016): 145-72.Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006.Keogh, Brendan. “Across Worlds and Bodies.” Journal of Games Criticism 1.1 (2014). Jan. 2014 <http://gamescriticism.org/articles/keogh-1-1/>.Munster, Anna. “Materiality.” The Johns Hopkins Guide to Digital Media. Eds. Marie-Laure Ryan, Lori Emerson, and Benjamin J. Robertson. Baltimore: Johns Hopkins UP, 2014. 327-30. Nardi, Bonnie. My Life as Night Elf Priest: An Anthropological Account of World of Warcraft. Ann Arbor: Michigan UP, 2010. OpenDota. OpenDota. Web browser application. 2017.Paul, Christopher A. “Optimizing Play: How Theory Craft Changes Gameplay and Design.” Game Studies: The International Journal of Computer Game Research 11.2 (2011). May 2011 <http://gamestudies.org/1102/articles/paul>.Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge: Massachusetts Institute of Technology P, 2004.Stiegler, Bernard. Technics and Time, 1: The Fault of Epimetheus. Stanford: Stanford UP, 1998.———. For a New Critique of Political Economy. Cambridge: Polity, 2010.———. Technics and Time, 3: Cinematic Time and the Question of Malaise. Stanford: Stanford UP, 2011.Sudnow, David. Pilgrim in the Microworld. New York: Warner Books, 1983.Taylor, T.L. “The Assemblage of Play.” Games and Culture 4.4 (2009): 331-39.———. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. Cambridge: Massachusetts Institute of Technology P, 2012.WarCraftLogs. WarCraftLogs. Web browser application. 2016.Witkowski, Emma. “On the Digital Playing Field: How We ‘Do Sport’ with Networked Computer Games.” Games and Culture 7.5 (2012): 349-74.
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A.Wilson, Jason. "Performance, anxiety." M/C Journal 5, no. 2 (2002). http://dx.doi.org/10.5204/mcj.1952.

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In a recent gaming anthology, Henry Jenkins cannot help contrasting his son's cramped, urban, media-saturated existence with his own idyllic, semi-rural childhood. After describing his own Huck Finn meanderings over "the spaces of my boyhood" including the imaginary kingdoms of Jungleoca and Freedonia, Jenkins relates his version of his son's experiences: My son, Henry, now 16 has never had a backyard He has grown up in various apartment complexes, surrounded by asphalt parking lots with, perhaps, a small grass buffer from the street… Once or twice, when I became exasperated by my son's constant presence around the house I would … tell him he should go out and play. He would look at me with confusion and ask, where? … Who wouldn't want to trade in the confinement of your room for the immersion promised by today's video games? … Perhaps my son finds in his video games what I found in the woods behind the school, on my bike whizzing down the hills of suburban backstreets, or settled into my treehouse with a good adventure novel intensity of experience, escape from adult regulation; in short, "complete freedom of movement". (Jenkins 1998, 263-265) Games here are connected with a shrinking availability of domestic and public space, and a highly mediated experience of the world. Despite his best intentions, creeping into Jenkins's piece is a sense that games act as a poor substitute for the natural spaces of a "healthy" childhood. Although "Video games did not make backyard play spaces disappear", they "offer children some way to respond to domestic confinement" (Jenkins 1998, 266). They emerge, then, as a palliation for the claustrophobic circumstances of contemporary urban life, though they offer only unreal spaces, replete with "lakes of fire … cities in the clouds … [and] dazzling neon-lit Asian marketplaces" (Jenkins 1998, 263), where the work of the childish imagination is already done. Despite Jenkins's assertion that games do offer "complete freedom of movement", it is hard to shake the feeling that he considers his own childhood far richer in exploratory and imaginative opportunities: Let me be clear I am not arguing that video games are as good for kids as the physical spaces of backyard play culture. As a father, I wish that my son would come home covered in mud or with scraped knees rather than carpet burns ... The psychological and social functions of playing outside are as significant as the impact of "sunshine and good exercise" upon our physical well-being. (Jenkins 1998, 266) Throughout the piece, games are framed by a romantic, anti-urban discourse: the expanding city is imagined as engulfing space and perhaps destroying childhood itself, such that "'sacred' places are now occupied by concrete, bricks or asphalt" (Jenkins 1998, 263). Games are complicit in this alienation of space and experience. If this is not quite Paul Virilio's recent dour contention that modern mass media forms work mainly to immobilise the body of the consumer--Virilio, luckily, has managed to escape the body-snatchers--games here are produced as a feeble response to an already-effected urban imprisonment of the young. Strikingly, Jenkins seems concerned about his son's "unhealthy" confinement to private, domestic space, and his inability to imaginatively possess a slice of the world outside. Jenkins's description of his son's confinement to the world of "carpet burns" rather than the great outdoors of "scraped knees" and "mud" implicitly leaves the distinction between domestic and public, internal and external, and even the imagined passivity of the domestic sphere as against the activity of the public intact. For those of us who see games as productive activities, which generate particular, unique kinds of pleasure in their own right, rather than as anaemic replacements for lost spaces, this seems to reduce a central cultural form. For those of us who have at least some sympathy with writers on the urban environment like Raban (1974) and Young (1990), who see the city's theatrical and erotic possibilities, Jenkins's fears might seem to erase the pleasures and opportunities that city life provides. Rather than seeing gamers and children (the two groups only partially overlap) as unwitting agents in their own confinement, we can arrive at a slightly more complex view of the relationship between games and urban space. By looking at the video games arcade as it is situated in urban retail space, we can see how gameplay simultaneously acts to regulate urban space, mediates a unique kind of urban performance, and allows sophisticated representations, manipulations and appropriations of differently conceived urban spaces. Despite being a long-standing feature of the urban and retail environment, and despite also being a key site for the "exhibition" of a by-now central media form, the video game arcade has a surprisingly small literature devoted to it. Its prehistory in pinball arcades and pachinko parlours has been noted (by, for example, Steven Poole 2000) but seldom deeply explored, and its relations with a wider urban space have been given no real attention at all. The arcade's complexity, both in terms of its positioning and functions, may contribute to this. The arcade is a space of conflicting, contradictory uses and tendencies, though this is precisely what makes it as important a space as the cinema or penny theatre before it. Let me explain why I think so. The arcade is always simultaneously a part of and apart from the retail centres to which it tends to attach itself.1 If it is part of a suburban shopping mall, it is often located on the ground floor near the entrance, or is semi-detached as cinema complexes often are, so that the player has to leave the mall's main building to get there, or never enter. If it is part of a city or high street shopping area, it is often in a side street or a street parallel to the main retail thoroughfare, or requires the player to mount a set of stairs into an off-street arcade. At other times the arcade is located in a space more strongly marked as liminal in relation to the city -- the seaside resort, sideshow alley or within the fences of a theme park. Despite this, the videogame arcade's interior is usually wholly or mostly visible from the street, arcade or thoroughfare that it faces, whether this visibility is effected by means of glass walls, a front window or a fully retractable sliding door. This slight distance from the mainstream of retail activity and the visibility of the arcade's interior are in part related to the economics of the arcade industry. Arcade machines involve relatively low margins -- witness the industry's recent feting and embrace of redemption (i.e. low-level gambling) games that offer slightly higher turnovers -- and are hungry for space. At the same time, arcades are dependent on street traffic, relentless technological novelty and their de facto use as gathering space to keep the coins rolling in. A balance must be found between affordability, access and visibility, hence their positioning at a slight remove from areas of high retail traffic. The story becomes more complicated, though, when we remember that arcades are heavily marked as deviant, disreputable spaces, whether in the media, government reports or in sociological and psychological literature. As a visible, public, urban space where young people are seen to mix with one another and unfamiliar and novel technologies, the arcade is bound to give rise to adult anxieties. As John Springhall (1998) puts it: More recent youth leisure… occupies visible public space, is seen as hedonistic and presents problems within the dominant discourse of 'enlightenment' … [T]he most popular forms of entertainment among the young at any given historical moment tend also to provide the focus of the most intense social concern. A new medium with mass appeal, and with a technology best understood by the young… almost invariably attracts a desire for adult or government control (160-161, emphasis mine) Where discourses of deviant youth have also been employed in extending the surveillance and policing of retail space, it is unsurprising that spaces seen as points for the concentration of such deviance will be forced away from the main retail thoroughfares, in the process effecting a particular kind of confinement, and opportunity for surveillance. Michel Foucault writes, in Discipline and Punish, about the classical age's refinements of methods for distributing and articulating bodies, and the replacement of spectacular punishment with the crafting of "docile bodies". Though historical circumstances have changed, we can see arcades as disciplinary spaces that reflect aspects of those that Foucault describes. The efficiency of arcade games in distributing bodies in rows, and side by side demonstrates that" even if the compartments it assigns become purely ideal, the disciplinary space is always, basically, cellular" (Foucault 1977, 143). The efficiency of games from Pong (Atari:1972) to Percussion Freaks (Konami: 1999) in articulating bodies in play, in demanding specific and often spectacular bodily movements and competencies means that "over the whole surface of contact between the body and the object it handles, power is introduced, fastening them to one another. It constitutes a body weapon, body-tool, body-machine complex" (Foucault 1977,153). What is extraordinary is the extent to which the articulation of bodies proceeds only through a direct engagement with the game. Pong's instructions famously read only "avoid missing ball for high score"--a whole economy of movement, arising from this effort, is condensed into six words. The distribution and articulation of bodies also entails a confinement in the space of the arcade, away from the main areas of retail trade, and renders occupants easily observable from the exterior. We can see that games keep kids off the streets. On the other hand, the same games mediate spectacular forms of urban performance and allow particular kinds of reoccupation of urban space. Games descended or spun off from Dance Dance Revolution (Konami: 1998) require players to dance, in time with thumping (if occasionally cheesy) techno, and in accordance with on-screen instructions, in more and more complex sequences on lit footpads. These games occupy a lot of space, and the newest instalment (DDR has just issued its "7th Mix") is often installed at the front of street level arcades. When played with flair, games such as these are apt to attract a crowd of onlookers to gather, not only inside, but also on the footpath outside. Indeed games such as these have given rise to websites like http://www.dancegames.com/au which tells fans not only when and where new games are arriving, but whether or not the positioning of arcades and games within them will enable a player to attract attention to their performance. This mediation of cyborg performance and display -- where success both achieves and exceeds perfect integration with a machine in urban space -- is particularly important to Asian-Australian youth subcultures, which are often marginalised in other forums for youthful display, like competitive sport. International dance gamer websites like Jason Ho's http://www.ddrstyle.com , which is emblazoned with the slogan "Asian Pride", explicitly make the connection between Asian youth subcultures and these new kinds of public performance. Games like those in the Time Crisis series, which may seem less innocuous, might be seen as effecting important inversions in the representation of urban space. Initially Time Crisis, which puts a gun in the player's hand and requires them to shoot at human figures on screen, might even be seen to live up to the dire claims made by figures like Dave Grossman that such games effectively train perpetrators of public violence (Grossman 1995). What we need to keep in mind, though, is that first, as "cops", players are asked to restore order to a representation of urban space, and second, that that they are reacting to images of criminality. When criminality and youth are so often closely linked in public discourse (not to mention criminality and Asian ethnicity) these games stage a reversal whereby the young player is responsible for performing a reordering of the unruly city. In a context where the ideology of privacy has progressively marked public space as risky and threatening,2 games like Time Crisis allow, within urban space, a performance aimed at the resolution of risk and danger in a representation of the urban which nevertheless involves and incorporates the material spaces that it is embedded in.This is a different kind of performance to DDR, involving different kinds of image and bodily attitude, that nevertheless articulates itself on the space of the arcade, a space which suddenly looks more complex and productive. The manifest complexity of the arcade as a site in relation to the urban environment -- both regulating space and allowing spectacular and sophisticated types of public performance -- means that we need to discard simplistic stories about games providing surrogate spaces. We reify game imagery wherever we see it as a space apart from the material spaces and bodies with which gaming is always involved. We also need to adopt a more complex attitude to urban space and its possibilities than any narrative of loss can encompass. The abandonment of such narratives will contribute to a position where we can recognise the difference between the older and younger Henrys' activities, and still see them as having a similar complexity and richness. With work and luck, we might also arrive at a material organisation of society where such differing spaces of play -- seen now by some as mutually exclusive -- are more easily available as choices for everyone. NOTES 1 Given the almost total absence of any spatial study of arcades, my observations here are based on my own experience of arcades in the urban environment. Many of my comments are derived from Brisbane, regional Queensland and urban-Australian arcades this is where I live but I have observed the same tendencies in many other urban environments. Even where the range of services and technologies in the arcades are different in Madrid and Lisbon they serve espresso and alcohol (!), in Saigon they often consist of a bank of TVs equipped with pirated PlayStation games which are hired by the hour their location (slightly to one side of major retail areas) and their openness to the street are maintained. 2 See Spigel, Lynn (2001) for an account of the effects and transformations of the ideology of privacy in relation to media forms. See Furedi, Frank (1997) and Douglas, Mary (1992) for accounts of the contemporary discourse of risk and its effects. References Douglas, M. (1992) Risk and Blame: Essays in Cultural Theory. London ; New York : Routledge. Foucault, M. (1979) Discipline and Punish: The Birth of the Prison. Trans. Alan Sheridan. Harmondsworth, England: Penguin,. Furedi, F.(1997) Culture of Fear: Risk-taking and the Morality of Low Expectation. London ; Washington : Cassell. Grossman, D. (1995) On Killing: The Psychological Cost of Learning to Kill in War and Society. Boston: Little, Brown. Jenkins, H. (1998) Complete freedom of movement: video games as gendered play spaces. In Jenkins, Henry and Justine Cassell (eds) From Barbie to Mortal Kombat : Gender and Computer Games. Cambridge, Mass.: MIT Press. Poole, S. (2000) Trigger Happy: The Inner Life of Videogames. London: Fourth Estate. Raban, J. (1974) Soft City. London: Hamilton. Spigel, L. (2001) Welcome to the Dreamhouse: Popular Media and the Postwar Suburbs. Durham and London: Duke University Press. Springhall, J. (1998) Youth, Popular Culture and Moral Panics : Penny Gaffs to Gangsta-rap, 1830-1996. New York: St. Martin's Press. Young, I.M. (1990) Justice and the Politics of Difference. Princeton, NJ: Princeton University Press. Websites http://www.yesterdayland.com/popopedia/s... (Time Crisis synopsis and shots) http://www.dancegames.com/au (Site for a network of fans revealing something about the culture around dancing games) http://www.ddrstyle.com (website of Jason Ho, who connects his dance game performances with pride in his Asian identity). http://www.pong-story.com (The story of Pong, the very first arcade game) Games Dance Dance Revolution, Konami: 1998. Percussion Freaks, Konami: 1999. Pong, Atari: 1972. Time Crisis, Namco: 1996. Links http://www.dancegames.com/au http://www.yesterdayland.com/popopedia/shows/arcade/ag1154.php http://www.pong-story.com http://www.ddrstyle.com Citation reference for this article MLA Style Wilson, Jason A.. "Performance, anxiety" M/C: A Journal of Media and Culture 5.2 (2002). [your date of access] < http://www.media-culture.org.au/0205/performance.php>. Chicago Style Wilson, Jason A., "Performance, anxiety" M/C: A Journal of Media and Culture 5, no. 2 (2002), < http://www.media-culture.org.au/0205/performance.php> ([your date of access]). APA Style Wilson, Jason A.. (2002) Performance, anxiety. M/C: A Journal of Media and Culture 5(2). < http://www.media-culture.org.au/0205/performance.php> ([your date of access]).
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47

McGowan, Lee. "Piggery and Predictability: An Exploration of the Hog in Football’s Limelight." M/C Journal 13, no. 5 (2010). http://dx.doi.org/10.5204/mcj.291.

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Lincolnshire, England. The crowd cheer when the ball breaks loose. From one end of the field to the other, the players chase, their snouts hovering just above the grass. It’s not a case of four legs being better, rather a novel way to attract customers to the Woodside Wildlife and Falconry Park. During the matches, volunteers are drawn from the crowd to hold goal posts at either end of the run the pigs usually race on. With five pigs playing, two teams of two and a referee, and a ball designed to leak feed as it rolls (Stevenson) the ten-minute competition is fraught with tension. While the pig’s contributions to “the beautiful game” (Fish and Pele 7) have not always been so obvious, it could be argued that specific parts of the animal have had a significant impact on a sport which, despite calls to fall into line with much of the rest of the world, people in Australia (and the US) are more likely to call soccer. The Football Precursors to the modern football were constructed around an inflated pig’s bladder (Price, Jones and Harland). Animal hide, usually from a cow, was stitched around the bladder to offer some degree of stability, but the bladder’s irregular and uneven form made for unpredictable movement in flight. This added some excitement and affected how ball games such as the often violent, calico matches in Florence, were played. In the early 1970s, the world’s oldest ball was discovered during a renovation in Stirling Castle, Scotland. The ball has a pig’s bladder inside its hand-stitched, deer-hide outer. It was found in the ceiling above the bed in, what was then Mary Queens of Scots’ bedroom. It has since been dated to the 1540s (McGinnes). Neglected and left in storage until the late 1990s, the ball found pride of place in an exhibition in the Smiths Art Gallery and Museum, Stirling, and only gained worldwide recognition (as we will see later) in 2006. Despite confirmed interest in a number of sports, there is no evidence to support Mary’s involvement with football (Springer). The deer-hide ball may have been placed to gather and trap untoward spirits attempting to enter the monarch’s sleep, or simply left by accident and forgotten (McGinnes in Springer). Mary, though, was not so fortunate. She was confined and forgotten, but only until she was put to death in 1587. The Executioner having gripped her hair to hold his prize aloft, realised too late it was a wig and Mary’s head bounced and rolled across the floor. Football Development The pig’s bladder was the central component in the construction of the football for the next three hundred years. However, the issue of the ball’s movement (the bounce and roll), the bladder’s propensity to burst when kicked, and an unfortunate wife’s end, conspired to push the pig from the ball before the close of the nineteenth-century. The game of football began to take its shape in 1848, when JC Thring and a few colleagues devised the Cambridge Rules. This compromised set of guidelines was developed from those used across the different ‘ball’ games played at England’s elite schools. The game involved far more kicking, and the pig’s bladders, prone to bursting under such conditions, soon became impractical. Charles Goodyear’s invention of vulcanisation in 1836 and the death of prestigious rugby and football maker Richard Lindon’s wife in 1870 facilitated the replacement of the animal bladder with a rubber-based alternative. Tragically, Mr Lindon’s chief inflator died as a result of blowing up too many infected pig’s bladders (Hawkesley). Before it closed earlier this year (Rhoads), the US Soccer Hall of Fame displayed a rubber football made in 1863 under the misleading claim that it was the oldest known football. By the late 1800s, professional, predominantly Scottish play-makers had transformed the game from its ‘kick-and-run’ origins into what is now called ‘the passing game’ (Sanders). Football, thanks in no small part to Scottish factory workers (Kay), quickly spread through Europe and consequently the rest of the world. National competitions emerged through the growing need for organisation, and the pig-free mass production of balls began in earnest. Mitre and Thomlinson’s of Glasgow were two of the first to make and sell their much rounder balls. With heavy leather panels sewn together and wrapped around a thick rubber inner, these balls were more likely to retain shape—a claim the pig’s bladder equivalent could not legitimately make. The rubber-bladdered balls bounced more too. Their weight and external stitching made them more painful to header, but also more than useful for kicking and particularly for passing from one player to another. The ball’s relatively quick advancement can thereafter be linked to the growth and success of the World Cup Finals tournament. Before the pig re-enters the fray, it is important to glance, however briefly, at the ball’s development through the international game. World Cup Footballs Pre-tournament favourites, Spain, won the 2010 FIFA World Cup, playing with “an undistorted, perfectly spherical ball” (Ghosh par. 7), the “roundest” ever designed (FIFA par.1). Their victory may speak to notions of predictability in the ball, the tournament and the most lucrative levels of professional endeavour, but this notion is not a new one to football. The ball’s construction has had an influence on the way the game has been played since the days of Mary Queen of Scots. The first World Cup Final, in 1930, featured two heavy, leather, twelve-panelled footballs—not dissimilar to those being produced in Glasgow decades earlier. The players and officials of Uruguay and Argentina could not agree, so they played the first half with an Argentine ball. At half-time, Argentina led by two goals to one. In the second half, Uruguay scored three unanswered goals with their own ball (FIFA). The next Final was won by Italy, the home nation in 1934. Orsi, Italy’s adopted star, poked a wildly swerving shot beyond the outstretched Czech keeper. The next day Orsi, obligated to prove his goal was not luck or miracle, attempted to repeat the feat before an audience of gathered photographers. He failed. More than twenty times. The spin on his shot may have been due to the, not uncommon occurrence, of the ball being knocked out of shape during the match (FIFA). By 1954, the Federation Internationale de Football Association (FIFA) had sought to regulate ball size and structure and, in 1958, rigorously tested balls equal to the demands of world-class competition. The 1950s also marked the innovation of the swerving free kick. The technique, developed in the warm, dry conditions of the South American game, would not become popular elsewhere until ball technology improved. The heavy hand-stitched orb, like its early counterparts, was prone to water absorption, which increased the weight and made it less responsive, particularly for those playing during European winters (Bray). The 1970 World Cup in Mexico saw football progress even further. Pele, arguably the game’s greatest player, found his feet, and his national side, Brazil, cemented their international football prominence when they won the Jules Rimet trophy for the third time. Their innovative and stylish use of the football in curling passes and bending free kicks quickly spread to other teams. The same World Cup saw Adidas, the German sports goods manufacturer, enter into a long-standing partnership with FIFA. Following the competition, they sold an estimated six hundred thousand match and replica tournament footballs (FIFA). The ball, the ‘Telstar’, with its black and white hexagonal panels, became an icon of the modern era as the game itself gained something close to global popularity for the first time in its history. Over the next forty years, the ball became incrementally technologically superior. It became synthetic, water-resistant, and consistent in terms of rebound and flight characteristics. It was constructed to be stronger and more resistant to shape distortion. Internal layers of polyutherane and Syntactic Foam made it lighter, capable of greater velocity and more responsive to touch (FIFA). Adidas spent three years researching and developing the 2006 World Cup ball, the ‘Teamgeist’. Fourteen panels made it rounder and more precise, offering a lower bounce, and making it more difficult to curl due to its accuracy in flight. At the same time, audiences began to see less of players like Roberto Carlos (Brazil and Real Madrid CF) and David Beckham (Manchester United, LA Galaxy and England), who regularly scored goals that challenged the laws of physics (Gill). While Adidas announced the 2006 release of the world’s best performing ball in Berlin, the world’s oldest was on its way to the Museum fur Volkerkunde in Hamburg for the duration of the 2006 FIFA World Cup. The Mary Queen of Scot’s ball took centre spot in an exhibit which also featured a pie stand—though not pork pies—from Hibernian Football Club (Strang). In terms of publicity and raising awareness of the Scots’ role in the game’s historical development, the installation was an unrivalled success for the Scottish Football Museum (McBrearty). It did, however, very little for the pig. Heads, not Tails In 2002, the pig or rather the head of a pig, bounced and rolled back into football’s limelight. For five years Luis Figo, Portugal’s most capped international player, led FC Barcelona to domestic and European success. In 2000, he had been lured to bitter rivals Real Madrid CF for a then-world record fee of around £37 million (Nash). On his return to the Catalan Camp Nou, wearing the shimmering white of Real Madrid CF, he was showered with beer cans, lighters, bottles and golf balls. Among the objects thrown, a suckling pig’s head chimed a psychological nod to the spear with two sharp ends in William Golding’s story. Play was suspended for sixteen minutes while police tried to quell the commotion (Lowe). In 2009, another pig’s head made its way into football for different reasons. Tightly held in the greasy fingers of an Orlando Pirates fan, it was described as a symbol of the ‘roasting’ his team would give the Kaiser Chiefs. After the game, he and his friend planned to eat their mascot and celebrate victory over their team’s most reviled competitors (Edwards). The game ended in a nil-all draw. Prior to the 2010 FIFA World Cup, it was not uncommon for a range of objects that European fans might find bizarre, to be allowed into South African league matches. They signified luck and good feeling, and in some cases even witchcraft. Cabbages, known locally for their medicinal qualities, were very common—common enough for both sets of fans to take them (Edwards). FIFA, an organisation which has more members than the United Nations (McGregor), impressed their values on the South African Government. The VuVuZela was fine to take to games; indeed, it became a cultural artefact. Very little else would be accepted. Armed with their economy-altering engine, the world’s most watched tournament has a tendency to get what it wants. And the crowd respond accordingly. Incidentally, the ‘Jabulani’—the ball developed for the 2010 tournament—is the most consistent football ever designed. In an exhaustive series of tests, engineers at Loughborough University, England, learned, among other things, the added golf ball-like grooves on its surface made the ball’s flight more symmetrical and more controlled. The Jabulani is more reliable or, if you will, more predictable than any predecessor (Ghosh). Spanish Ham Through support from their Governing body, the Real Federación Española de Fútbol, Spain have built a national side with experience, and an unparalleled number of talented individuals, around the core of the current FC Barcelona club side. Their strength as a team is founded on the bond between those playing on a weekly basis at the Catalan club. Their style has allowed them to create and maintain momentum on the international stage. Victorious in the 2008 UEFA European Football Championship and undefeated in their run through the qualifying stages into the World Cup Finals in South Africa, they were tournament favourites before a Jabulani was rolled into touch. As Tim Parks noted in his New York Review of Books article, “The Shame of the World Cup”, “the Spanish were superior to an extent one rarely sees in the final stages of a major competition” (2010 par. 15). They have a “remarkable ability to control, hold and hide the ball under intense pressure,” and play “a passing game of great subtlety [ ... to] patiently wear down an opposing team” (Parks par. 16). Spain won the tournament having scored fewer goals per game than any previous winner. Perhaps, as Parks suggests, they scored as often as they needed to. They found the net eight times in their seven matches (Fletcher). This was the first time that Spain had won the prestigious trophy, and the first time a European country has won the tournament on a different continent. In this, they have broken the stranglehold of superpowers like Germany, Italy and Brazil. The Spanish brand of passing football is the new benchmark. Beautiful to watch, it has grace, flow and high entertainment value, but seems to lack something of an organic nature: that is, it lacks the chance for things to go wrong. An element of robotic aptitude has crept in. This occurred on a lesser scale across the 2010 FIFA World Cup finals, but it is possible to argue that teams and players, regardless of nation, have become interchangeable, that the world’s best players and the way they play have become identikits, formulas to be followed and manipulated by master tacticians. There was a great deal of concern in early rounds about boring matches. The world’s media focused on an octopus that successfully chose the winner of each of Germany’s matches and the winner of the final. Perhaps, in shaping the ‘most’ perfect ball and the ‘most’ perfect football, the World Cup has become the most predictable of tournaments. In Conclusion The origins of the ball, Orsi’s unrepeatable winner and the swerving free kick, popular for the best part of fifty years, are worth remembering. These issues ask the powers of football to turn back before the game is smothered by the hunt for faultlessness. The unpredictability of the ball goes hand in hand with the game. Its flaws underline its beauty. Football has so much more transformative power than lucrative evolutionary accretion. While the pig’s head was an ugly statement in European football, it is a symbol of hope in its South African counterpart. Either way its removal is a reminder of Golding’s message and the threat of homogeneity; a nod to the absence of the irregular in the modern era. Removing the curve from the free kick echoes the removal of the pig’s bladder from the ball. The fun is in the imperfection. Where will the game go when it becomes indefectible? Where does it go from here? Can there really be any validity in claiming yet another ‘roundest ball ever’? Chip technology will be introduced. The ball’s future replacements will be tracked by satellite and digitally-fed, reassured referees will determine the outcome of difficult decisions. Victory for the passing game underlines the notion that despite technological advancement, the game has changed very little since those pioneering Scotsmen took to the field. Shouldn’t we leave things the way they were? Like the pigs at Woodside Wildlife and Falconry Park, the level of improvement seems determined by the level of incentive. The pigs, at least, are playing to feed themselves. Acknowledgments The author thanks editors, Donna Lee Brien and Adele Wessell, and the two blind peer reviewers, for their constructive feedback and reflective insights. The remaining mistakes are his own. References “Adidas unveils Golden Ball for 2006 FIFA World Cup Final” Adidas. 18 Apr. 2006. 23 Aug. 2010 . Bray, Ken. “The science behind the swerve.” BBC News 5 Jun. 2006. 19 Aug. 2010 http://news.bbc.co.uk/2/hi/uk_news/magazine/5048238.stm>. Edwards, Piers. “Cabbage and Roasted Pig.” BBC Fast Track Soweto, BBC News 3 Nov. 2009. 23 Aug. 2010 . FIFA. “The Footballs during the FIFA World Cup™” FIFA.com. 18 Aug. 2010 .20 Fish, Robert L., and Pele. My Life and the Beautiful Game. New York: Bantam Dell, 1977. Fletcher, Paul. “Match report on 2010 FIFA World Cup Final between Spain and Netherlands”. BBC News—Sports 12 Jul. 2010 . Ghosh, Pallab. “Engineers defend World Cup football amid criticism.” BBC News—Science and Environment 4 Jun. 2010. 19 Aug. 2010 . Gill, Victoria. “Roberto Carlos wonder goal ‘no fluke’, say physicists.” BBC News—Science and Environment 2 Sep. 2010 . Hawkesley, Simon. Richard Lindon 22 Aug. 2010 . “History of Football” FIFA.com. Classic Football. 20 Aug. 2010 . Kay, Billy. The Scottish World: A Journey into the Scottish Diaspora. London: Mainstream, 2008. Lowe, Sid. “Peace for Figo? And pigs might fly ...” The Guardian (London). 25 Nov. 2002. 20 Aug. 2010 . “Mary, Queen of Scots (r.1542-1567)”. The Official Website of the British Monarchy. 20 Jul. 2010 . McBrearty, Richard. Personal Interview. 12 Jul. 2010. McGinnes, Michael. Smiths Art Gallery and Museum. Visited 14 Jul. 2010 . McGregor, Karen. “FIFA—Building a transnational football community. University World News 13 Jun. 2010. 19 Jul. 2010 . Nash, Elizabeth. “Figo defects to Real Madrid for record £36.2m." The Independent (London) 25 Jul. 2000. 20 Aug. 2010 . “Oldest football to take cup trip” 25 Apr. 2006. 20 Jul. 2010 . Parks, Tim. “The Shame of the World Cup”. New York Review of Books 19 Aug. 2010. 23 Aug. 2010 < http://nybooks.com/articles/archives/2010/aug/19/shame-world-cup/>. “Pig football scores a hit at centre.” BBC News 4 Aug. 2009. August 20 2010 . Price, D. S., Jones, R. Harland, A. R. “Computational modelling of manually stitched footballs.” Proceedings of the Institution of Mechanical Engineers, Part L. Journal of Materials: Design & Applications 220 (2006): 259-268. Rhoads, Christopher. “Forget That Trip You Had Planned to the National Soccer Hall of Fame.” Wall Street Journal 26 Jun. 2010. 22 Sep. 2010 . “Roberto Carlos Impossible Goal”. News coverage posted on You Tube, 27 May 2007. 23 Aug. 2010 . Sanders, Richard. Beastly Fury. London: Bantam, 2009. “Soccer to become football in Australia”. Sydney Morning Herald 17 Dec. 2004. 21 Aug. 2010 . Springer, Will. “World’s oldest football – fit for a Queen.” The Scotsman. 13 Mar. 2006. 19 Aug. 2010 < http://heritage.scotsman.com/willspringer/Worlds-oldest-football-fit.2758469.jp >. Stevenson, R. “Pigs Play Football at Wildlife Centre”. Lincolnshire Echo 3 Aug. 2009. 20 Aug. 2010 . Strang, Kenny. Personal Interview. 12 Jul. 2010. “The Execution of Mary Queen of Scots February 8, 1857”. Tudor History 21 Jul. 2010 http://tudorhistory.org/primary/exmary.html>. “The History of the FA.” The FA. 20 Jul. 2010 “World’s Oldest Ball”. World Cup South Africa 2010 Blog. 22 Jul. 2010 . “World’s Oldest Soccer Ball by Charles Goodyear”. 18 Mar. 2010. 20 Jul. 2010 .
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48

Rossiter, Ned. "Creative Industries and the Limits of Critique from." M/C Journal 6, no. 3 (2003). http://dx.doi.org/10.5204/mcj.2208.

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‘Every space has become ad space’. Steve Hayden, Wired Magazine, May 2003. Marshall McLuhan’s (1964) dictum that media technologies constitute a sensory extension of the body shares a conceptual affinity with Ernst Jünger’s notion of ‘“organic construction” [which] indicates [a] synergy between man and machine’ and Walter Benjamin’s exploration of the mimetic correspondence between the organic and the inorganic, between human and non-human forms (Bolz, 2002: 19). The logo or brand is co-extensive with various media of communication – billboards, TV advertisements, fashion labels, book spines, mobile phones, etc. Often the logo is interchangeable with the product itself or a way or life. Since all social relations are mediated, whether by communications technologies or architectonic forms ranging from corporate buildings to sporting grounds to family living rooms, it follows that there can be no outside for sociality. The social is and always has been in a mutually determining relationship with mediating forms. It is in this sense that there is no outside. Such an idea has become a refrain amongst various contemporary media theorists. Here’s a sample: There is no outside position anymore, nor is this perceived as something desirable. (Lovink, 2002a: 4) Both “us” and “them” (whoever we are, whoever they are) are all always situated in this same virtual geography. There’s no outside …. There is nothing outside the vector. (Wark, 2002: 316) There is no more outside. The critique of information is in the information itself. (Lash, 2002: 220) In declaring a universality for media culture and information flows, all of the above statements acknowledge the political and conceptual failure of assuming a critical position outside socio-technically constituted relations. Similarly, they recognise the problems inherent in the “ideology critique” of the Frankfurt School who, in their distinction between “truth” and “false-consciousness”, claimed a sort of absolute knowledge for the critic that transcended the field of ideology as it is produced by the culture industry. Althusser’s more complex conception of ideology, material practices and subject formation nevertheless also fell prey to the pretence of historical materialism as an autonomous “science” that is able to determine the totality, albeit fragmented, of lived social relations. One of the key failings of ideology critique, then, is its incapacity to account for the ways in which the critic, theorist or intellectual is implicated in the operations of ideology. That is, such approaches displace the reflexivity and power relationships between epistemology, ontology and their constitution as material practices within socio-political institutions and historical constellations, which in turn are the settings for the formation of ideology. Scott Lash abandons the term ideology altogether due to its conceptual legacies within German dialectics and French post-structuralist aporetics, both of which ‘are based in a fundamental dualism, a fundamental binary, of the two types of reason. One speaks of grounding and reconciliation, the other of unbridgeability …. Both presume a sphere of transcendence’ (Lash, 2002: 8). Such assertions can be made at a general level concerning these diverse and often conflicting approaches when they are reduced to categories for the purpose of a polemic. However, the work of “post-structuralists” such as Foucault, Deleuze and Guattari and the work of German systems theorist Niklas Luhmann is clearly amenable to the task of critique within information societies (see Rossiter, 2003). Indeed, Lash draws on such theorists in assembling his critical dispositif for the information age. More concretely, Lash (2002: 9) advances his case for a new mode of critique by noting the socio-technical and historical shift from ‘constitutive dualisms of the era of the national manufacturing society’ to global information cultures, whose constitutive form is immanent to informational networks and flows. Such a shift, according to Lash, needs to be met with a corresponding mode of critique: Ideologycritique [ideologiekritik] had to be somehow outside of ideology. With the disappearance of a constitutive outside, informationcritique must be inside of information. There is no outside any more. (2002: 10) Lash goes on to note, quite rightly, that ‘Informationcritique itself is branded, another object of intellectual property, machinically mediated’ (2002: 10). It is the political and conceptual tensions between information critique and its regulation via intellectual property regimes which condition critique as yet another brand or logo that I wish to explore in the rest of this essay. Further, I will question the supposed erasure of a “constitutive outside” to the field of socio-technical relations within network societies and informational economies. Lash is far too totalising in supposing a break between industrial modes of production and informational flows. Moreover, the assertion that there is no more outside to information too readily and simplistically assumes informational relations as universal and horizontally organised, and hence overlooks the significant structural, cultural and economic obstacles to participation within media vectors. That is, there certainly is an outside to information! Indeed, there are a plurality of outsides. These outsides are intertwined with the flows of capital and the imperial biopower of Empire, as Hardt and Negri (2000) have argued. As difficult as it may be to ascertain the boundaries of life in all its complexity, borders, however defined, nonetheless exist. Just ask the so-called “illegal immigrant”! This essay identifies three key modalities comprising a constitutive outside: material (uneven geographies of labour-power and the digital divide), symbolic (cultural capital), and strategic (figures of critique). My point of reference in developing this inquiry will pivot around an analysis of the importation in Australia of the British “Creative Industries” project and the problematic foundation such a project presents to the branding and commercialisation of intellectual labour. The creative industries movement – or Queensland Ideology, as I’ve discussed elsewhere with Danny Butt (2002) – holds further implications for the political and economic position of the university vis-à-vis the arts and humanities. Creative industries constructs itself as inside the culture of informationalism and its concomitant economies by the very fact that it is an exercise in branding. Such branding is evidenced in the discourses, rhetoric and policies of creative industries as adopted by university faculties, government departments and the cultural industries and service sectors seeking to reposition themselves in an institutional environment that is adjusting to ongoing structural reforms attributed to the demands by the “New Economy” for increased labour flexibility and specialisation, institutional and economic deregulation, product customisation and capital accumulation. Within the creative industries the content produced by labour-power is branded as copyrights and trademarks within the system of Intellectual Property Regimes (IPRs). However, as I will go on to show, a constitutive outside figures in material, symbolic and strategic ways that condition the possibility of creative industries. The creative industries project, as envisioned by the Blair government’s Department of Culture, Media and Sport (DCMS) responsible for the Creative Industry Task Force Mapping Documents of 1998 and 2001, is interested in enhancing the “creative” potential of cultural labour in order to extract a commercial value from cultural objects and services. Just as there is no outside for informationcritique, for proponents of the creative industries there is no culture that is worth its name if it is outside a market economy. That is, the commercialisation of “creativity” – or indeed commerce as a creative undertaking – acts as a legitimising function and hence plays a delimiting role for “culture” and, by association, sociality. And let us not forget, the institutional life of career academics is also at stake in this legitimating process. The DCMS cast its net wide when defining creative sectors and deploys a lexicon that is as vague and unquantifiable as the next mission statement by government and corporate bodies enmeshed within a neo-liberal paradigm. At least one of the key proponents of the creative industries in Australia is ready to acknowledge this (see Cunningham, 2003). The list of sectors identified as holding creative capacities in the CITF Mapping Document include: film, music, television and radio, publishing, software, interactive leisure software, design, designer fashion, architecture, performing arts, crafts, arts and antique markets, architecture and advertising. The Mapping Document seeks to demonstrate how these sectors consist of ‘... activities which have their origin in individual creativity, skill and talent and which have the potential for wealth and job creation through generation and exploitation of intellectual property’ (CITF: 1998/2001). The CITF’s identification of intellectual property as central to the creation of jobs and wealth firmly places the creative industries within informational and knowledge economies. Unlike material property, intellectual property such as artistic creations (films, music, books) and innovative technical processes (software, biotechnologies) are forms of knowledge that do not diminish when they are distributed. This is especially the case when information has been encoded in a digital form and distributed through technologies such as the internet. In such instances, information is often attributed an “immaterial” and nonrivalrous quality, although this can be highly misleading for both the conceptualisation of information and the politics of knowledge production. Intellectual property, as distinct from material property, operates as a scaling device in which the unit cost of labour is offset by the potential for substantial profit margins realised by distribution techniques availed by new information and communication technologies (ICTs) and their capacity to infinitely reproduce the digital commodity object as a property relation. Within the logic of intellectual property regimes, the use of content is based on the capacity of individuals and institutions to pay. The syndication of media content ensures that market saturation is optimal and competition is kept to a minimum. However, such a legal architecture and hegemonic media industry has run into conflict with other net cultures such as open source movements and peer-to-peer networks (Lovink, 2002b; Meikle, 2002), which is to say nothing of the digital piracy of software and digitally encoded cinematic forms. To this end, IPRs are an unstable architecture for extracting profit. The operation of Intellectual Property Regimes constitutes an outside within creative industries by alienating labour from its mode of information or form of expression. Lash is apposite on this point: ‘Intellectual property carries with it the right to exclude’ (Lash, 2002: 24). This principle of exclusion applies not only to those outside the informational economy and culture of networks as result of geographic, economic, infrastructural, and cultural constraints. The very practitioners within the creative industries are excluded from control over their creations. It is in this sense that a legal and material outside is established within an informational society. At the same time, this internal outside – to put it rather clumsily – operates in a constitutive manner in as much as the creative industries, by definition, depend upon the capacity to exploit the IP produced by its primary source of labour. For all the emphasis the Mapping Document places on exploiting intellectual property, it’s really quite remarkable how absent any elaboration or considered development of IP is from creative industries rhetoric. It’s even more astonishing that media and cultural studies academics have given at best passing attention to the issues of IPRs. Terry Flew (2002: 154-159) is one of the rare exceptions, though even here there is no attempt to identify the implications IPRs hold for those working in the creative industries sectors. Perhaps such oversights by academics associated with the creative industries can be accounted for by the fact that their own jobs rest within the modern, industrial institution of the university which continues to offer the security of a salary award system and continuing if not tenured employment despite the onslaught of neo-liberal reforms since the 1980s. Such an industrial system of traditional and organised labour, however, does not define the labour conditions for those working in the so-called creative industries. Within those sectors engaged more intensively in commercialising culture, labour practices closely resemble work characterised by the dotcom boom, which saw young people working excessively long hours without any of the sort of employment security and protection vis-à-vis salary, health benefits and pension schemes peculiar to traditional and organised labour (see McRobbie, 2002; Ross, 2003). During the dotcom mania of the mid to late 90s, stock options were frequently offered to people as an incentive for offsetting the often minimum or even deferred payment of wages (see Frank, 2000). It is understandable that the creative industries project holds an appeal for managerial intellectuals operating in arts and humanities disciplines in Australia, most particularly at Queensland University of Technology (QUT), which claims to have established the ‘world’s first’ Creative Industries faculty (http://www.creativeindustries.qut.com/). The creative industries provide a validating discourse for those suffering anxiety disorders over what Ruth Barcan (2003) has called the ‘usefulness’ of ‘idle’ intellectual pastimes. As a project that endeavours to articulate graduate skills with labour markets, the creative industries is a natural extension of the neo-liberal agenda within education as advocated by successive governments in Australia since the Dawkins reforms in the mid 1980s (see Marginson and Considine, 2000). Certainly there’s a constructive dimension to this: graduates, after all, need jobs and universities should display an awareness of market conditions; they also have a responsibility to do so. And on this count, I find it remarkable that so many university departments in my own field of communications and media studies are so bold and, let’s face it, stupid, as to make unwavering assertions about market demands and student needs on the basis of doing little more than sniffing the wind! Time for a bit of a reality check, I’d say. And this means becoming a little more serious about allocating funds and resources towards market research and analysis based on the combination of needs between students, staff, disciplinary values, university expectations, and the political economy of markets. However, the extent to which there should be a wholesale shift of the arts and humanities into a creative industries model is open to debate. The arts and humanities, after all, are a set of disciplinary practices and values that operate as a constitutive outside for creative industries. Indeed, in their creative industries manifesto, Stuart Cunningham and John Hartley (2002) loath the arts and humanities in such confused, paradoxical and hypocritical ways in order to establish the arts and humanities as a cultural and ideological outside. To this end, to subsume the arts and humanities into the creative industries, if not eradicate them altogether, is to spell the end of creative industries as it’s currently conceived at the institutional level within academe. Too much specialisation in one post-industrial sector, broad as it may be, ensures a situation of labour reserves that exceed market needs. One only needs to consider all those now unemployed web-designers that graduated from multi-media programs in the mid to late 90s. Further, it does not augur well for the inevitable shift from or collapse of a creative industries economy. Where is the standing reserve of labour shaped by university education and training in a post-creative industries economy? Diehard neo-liberals and true-believers in the capacity for perpetual institutional flexibility would say that this isn’t a problem. The university will just “organically” adapt to prevailing market conditions and shape their curriculum and staff composition accordingly. Perhaps. Arguably if the university is to maintain a modality of time that is distinct from the just-in-time mode of production characteristic of informational economies – and indeed, such a difference is a quality that defines the market value of the educational commodity – then limits have to be established between institutions of education and the corporate organisation or creative industry entity. The creative industries project is a reactionary model insofar as it reinforces the status quo of labour relations within a neo-liberal paradigm in which bids for industry contracts are based on a combination of rich technological infrastructures that have often been subsidised by the state (i.e. paid for by the public), high labour skills, a low currency exchange rate and the lowest possible labour costs. In this respect it is no wonder that literature on the creative industries omits discussion of the importance of unions within informational, networked economies. What is the place of unions in a labour force constituted as individualised units? The conditions of possibility for creative industries within Australia are at once its frailties. In many respects, the success of the creative industries sector depends upon the ongoing combination of cheap labour enabled by a low currency exchange rate and the capacity of students to access the skills and training offered by universities. Certainly in relation to matters such as these there is no outside for the creative industries. There’s a great need to explore alternative economic models to the content production one if wealth is to be successfully extracted and distributed from activities in the new media sectors. The suggestion that the creative industries project initiates a strategic response to the conditions of cultural production within network societies and informational economies is highly debateable. The now well documented history of digital piracy in the film and software industries and the difficulties associated with regulating violations to proprietors of IP in the form of copyright and trademarks is enough of a reason to look for alternative models of wealth extraction. And you can be sure this will occur irrespective of the endeavours of the creative industries. To conclude, I am suggesting that those working in the creative industries, be they content producers or educators, need to intervene in IPRs in such a way that: 1) ensures the alienation of their labour is minimised; 2) collectivising “creative” labour in the form of unions or what Wark (2001) has termed the “hacker class”, as distinct from the “vectoralist class”, may be one way of achieving this; and 3) the advocates of creative industries within the higher education sector in particular are made aware of the implications IPRs have for graduates entering the workforce and adjust their rhetoric, curriculum, and policy engagements accordingly. Works Cited Barcan, Ruth. ‘The Idleness of Academics: Reflections on the Usefulness of Cultural Studies’. Continuum: Journal of Media & Cultural Studies (forthcoming, 2003). Bolz, Norbert. ‘Rethinking Media Aesthetics’, in Geert Lovink, Uncanny Networks: Dialogues with the Virtual Intelligentsia. Cambridge, Mass.: MIT Press, 2002, 18-27. Butt, Danny and Rossiter, Ned. ‘Blowing Bubbles: Post-Crash Creative Industries and the Withering of Political Critique in Cultural Studies’. Paper presented at Ute Culture: The Utility of Culture and the Uses of Cultural Studies, Cultural Studies Association of Australia Conference, Melbourne, 5-7 December, 2002. Posted to fibreculture mailing list, 10 December, 2002, http://www.fibreculture.org/archives/index.html Creative Industry Task Force: Mapping Document, DCMS (Department of Culture, Media and Sport), London, 1998/2001. http://www.culture.gov.uk/creative/mapping.html Cunningham, Stuart. ‘The Evolving Creative Industries: From Original Assumptions to Contemporary Interpretations’. Seminar Paper, QUT, Brisbane, 9 May, 2003, http://www.creativeindustries.qut.com/research/cirac/documen... ...ts/THE_EVOLVING_CREATIVE_INDUSTRIES.pdf Cunningham, Stuart; Hearn, Gregory; Cox, Stephen; Ninan, Abraham and Keane, Michael. Brisbane’s Creative Industries 2003. Report delivered to Brisbane City Council, Community and Economic Development, Brisbane: CIRAC, 2003. http://www.creativeindustries.qut.com/research/cirac/documen... ...ts/bccreportonly.pdf Flew, Terry. New Media: An Introduction. Oxford: Oxford University Press, 2002. Frank, Thomas. One Market under God: Extreme Capitalism, Market Populism, and the End of Economic Democracy. New York: Anchor Books, 2000. Hartley, John and Cunningham, Stuart. ‘Creative Industries: from Blue Poles to fat pipes’, in Malcolm Gillies (ed.) The National Humanities and Social Sciences Summit: Position Papers. Canberra: DEST, 2002. Hayden, Steve. ‘Tastes Great, Less Filling: Ad Space – Will Advertisers Learn the Hard Lesson of Over-Development?’. Wired Magazine 11.06 (June, 2003), http://www.wired.com/wired/archive/11.06/ad_spc.html Hardt, Michael and Negri, Antonio. Empire. Cambridge, Mass.: Harvard University Press, 2000. Lash, Scott. Critique of Information. London: Sage, 2002. Lovink, Geert. Uncanny Networks: Dialogues with the Virtual Intelligentsia. Cambridge, Mass.: MIT Press, 2002a. Lovink, Geert. Dark Fiber: Tracking Critical Internet Culture. Cambridge, Mass.: MIT Press, 2002b. McLuhan, Marshall. Understanding Media: The Extensions of Man. London: Routledge and Kegan Paul, 1964. McRobbie, Angela. ‘Clubs to Companies: Notes on the Decline of Political Culture in Speeded up Creative Worlds’, Cultural Studies 16.4 (2002): 516-31. Marginson, Simon and Considine, Mark. The Enterprise University: Power, Governance and Reinvention in Australia. Cambridge: Cambridge University Press, 2000. Meikle, Graham. Future Active: Media Activism and the Internet. Sydney: Pluto Press, 2002. Ross, Andrew. No-Collar: The Humane Workplace and Its Hidden Costs. New York: Basic Books, 2003. Rossiter, Ned. ‘Processual Media Theory’, in Adrian Miles (ed.) Streaming Worlds: 5th International Digital Arts & Culture (DAC) Conference. 19-23 May. Melbourne: RMIT University, 2003, 173-184. http://hypertext.rmit.edu.au/dac/papers/Rossiter.pdf Sassen, Saskia. Losing Control? Sovereignty in an Age of Globalization. New York: Columbia University Press, 1996. Wark, McKenzie. ‘Abstraction’ and ‘Hack’, in Hugh Brown, Geert Lovink, Helen Merrick, Ned Rossiter, David Teh, Michele Willson (eds). Politics of a Digital Present: An Inventory of Australian Net Culture, Criticism and Theory. Melbourne: Fibreculture Publications, 2001, 3-7, 99-102. Wark, McKenzie. ‘The Power of Multiplicity and the Multiplicity of Power’, in Geert Lovink, Uncanny Networks: Dialogues with the Virtual Intelligentsia. Cambridge, Mass.: MIT Press, 2002, 314-325. Links http://hypertext.rmit.edu.au/dac/papers/Rossiter.pdf http://www.creativeindustries.qut.com/ http://www.creativeindustries.qut.com/research/cirac/documents/THE_EVOLVING_CREATIVE_INDUSTRIES.pdf http://www.creativeindustries.qut.com/research/cirac/documents/bccreportonly.pdf http://www.culture.gov.uk/creative/mapping.html http://www.fibreculture.org/archives/index.html http://www.wired.com/wired/archive/11.06/ad_spc.html Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Rossiter, Ned. "Creative Industries and the Limits of Critique from " M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0306/11-creativeindustries.php>. APA Style Rossiter, N. (2003, Jun 19). Creative Industries and the Limits of Critique from . M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0306/11-creativeindustries.php>
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Kozak, Nadine Irène. "Building Community, Breaking Barriers: Little Free Libraries and Local Action in the United States." M/C Journal 20, no. 2 (2017). http://dx.doi.org/10.5204/mcj.1220.

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Image 1: A Little Free Library. Image credit: Nadine Kozak.IntroductionLittle Free Libraries give people a reason to stop and exchange things they love: books. It seemed like a really good way to build a sense of community.Dannette Lank, Little Free Library steward, Whitefish Bay, Wisconsin, 2013 (Rumage)Against a backdrop of stagnant literacy rates and enduring perceptions of urban decay and the decline of communities in cities (NCES, “Average Literacy”; NCES, “Average Prose”; Putnam 25; Skogan 8), legions of Little Free Libraries (LFLs) have sprung up across the United States between 2009 and the present. LFLs are small, often homemade structures housing books and other physical media for passersby to choose a book to take or leave a book to share with others. People have installed the structures in front of homes, schools, libraries, churches, fire and police stations, community gardens, and in public parks. There are currently 50,000 LFLs around the world, most of which are in the continental United States (Aldrich, “Big”). LFLs encompass building in multiple senses of the term; LFLs are literally tiny buildings to house books and people use the structures for building neighbourhood social capital. The organisation behind the movement cites “building community” as one of its three core missions (Little Free Library). Rowan Moore, theorising humans’ reasons for building, argues desire and emotion are central (16). The LFL movement provides evidence for this claim: stewards erect LFLs based on hope for increased literacy and a desire to build community through their altruistic actions. This article investigates how LFLs build urban community and explores barriers to the endeavour, specifically municipal building and right of way ordinances used in attempts to eradicate the structures. It also examines local responses to these municipal actions and potential challenges to traditional public libraries brought about by LFLs, primarily the decrease of visits to public libraries and the use of LFLs to argue for defunding of publicly provided library services. The work argues that LFLs build community in some places but may threaten other community services. This article employs qualitative content analysis of 261 stewards’ comments about their registered LFLs on the organisation’s website drawn from the two largest cities in a Midwestern state and an interview with an LFL steward in a village in the same state to analyse how LFLs build community. The two cities, located in the state where the LFL movement began, provide a cross section of innovators, early adopters, and late adopters of the book exchanges, determined by their registered charter numbers. Press coverage and municipal documents from six cities across the US gathered through a snowball sample provide data about municipal challenges to LFLs. Blog posts penned by practising librarians furnish some opinions about the movement. This research, while not a representative sample, identifies common themes and issues around LFLs and provides a basis for future research.The act of building and curating an LFL is a representation of shared beliefs about literacy, community, and altruism. Establishing an LFL is an act of civic participation. As Nico Carpentier notes, while some civic participation is macro, carried out at the level of the nation, other participation is micro, conducted in “the spheres of school, family, workplace, church, and community” (17). Ruth H. Landman investigates voluntary activities in the city, including community gardening, and community bakeries, and argues that the people associated with these projects find themselves in a “denser web of relations” than previously (2). Gretchen M. Herrmann argues that neighbourhood garage sales, although fleeting events, build an enduring sense of community amongst participants (189). Ray Oldenburg contends that people create associational webs in what he calls “great good places”; third spaces separate from home and work (20-21). Little Free Libraries and Community BuildingEmotion plays a central role in the decision to become an LFL steward, the person who establishes and maintains the LFL. People recount their desire to build a sense of community and share their love of reading with neighbours (Charter 4684; Charter 8212; Charter 9437; Charter 9705; Charter 16561). One steward in the study reported, “I love books and I want to be able to help foster that love in our neighbourhood as well” (Charter 4369). Image 2: A Little Free Library, bench, water fountain, and dog’s water bowl for passersby to enjoy. Image credit: Nadine Kozak.Relationships and emotional ties are central to some people’s decisions to have an LFL. The LFL website catalogues many instances of memorial LFLs, tributes to librarians, teachers, and avid readers. Indeed, the first Little Free Library, built by Todd Bol in 2009, was a tribute to his late mother, a teacher who loved reading (“Our History”). In the two city study area, ten LFLs are memorials, allowing bereaved families to pass on a loved one’s penchant for sharing books and reading (Charter 1235; Charter 1309; Charter 4604; Charter 6219; Charter 6542; Charter 6954; Charter 10326; Charter 16734; Charter 24481; Charter 30369). In some cases, urban neighbours come together to build, erect, and stock LFLs. One steward wrote: “Those of us who live in this friendly neighborhood collaborated to design[,] build and paint a bungalow themed library” to match the houses in the neighbourhood (Charter 2532). Another noted: “Our neighbor across the street is a skilled woodworker, and offered to build the library for us if we would install it in our yard and maintain it. What a deal!” (Charter 18677). Community organisations also install and maintain LFLs, including 21 in the study population (e.g. Charter 31822; Charter 27155).Stewards report increased communication with neighbours due to their LFLs. A steward noted: “We celebrated the library’s launch on a Saturday morning with neighbors of all ages. We love sitting on our front porch and catching up with the people who stop to check out the books” (Charter 9673). Another exclaimed:within 24 hours, before I had time to paint it, my Little Free Library took on a life of its own. All of a sudden there were lots of books in it and people stopping by. I wondered where these books came from as I had not put any in there. Little kids in the neighborhood are all excited about it and I have met neighbors that I had never seen before. This is going to be fun! (Charter 15981)LFLs build community through social interaction and collaboration. This occurs when neighbours come together to build, install, and fill the structures. The structures also open avenues for conversation between neighbours who had no connection previously. Like Herrmann’s neighbourhood garage sales, LFLs create and maintain social ties between neighbours and link them by the books they share. Additionally, when neighbours gather and communicate at the LFL structure, they create a transitory third space for “informal public life”, where people can casually interact at a nearby location (Oldenburg 14, 288).Building Barriers, Creating CommunityThe erection of an LFL in an urban neighbourhood is not, however, always a welcome sight. The news analysis found that LFLs most often come to the attention of municipal authorities via citizen complaints, which lead to investigations and enforcement of ordinances. In Kansas, a neighbour called an LFL an “eyesore” and an “illegal detached structure” (Tapper). In Wisconsin, well-meaning future stewards contacted their village authorities to ask about rules, inadvertently setting off a six-month ban on LFLs (Stingl; Rumage). Resulting from complaints and inquiries, municipalities regulated, and in one case banned, LFLs, thus building barriers to citizens’ desires to foster community and share books with neighbours.Municipal governments use two major areas of established code to remove or prohibit LFLs: ordinances banning unapproved structures in residents’ yards and those concerned with obstructions to right of ways when stewards locate the LFLs between the public sidewalk and street.In the first instance, municipal ordinances prohibit either front yard or detached structures. Controversies over these ordinances and LFLs erupted in Whitefish Bay, Wisconsin, in 2012; Leawood, Kansas, in 2014; Shreveport, Louisiana, in 2015; and Dallas, Texas, in 2015. The Village of Whitefish Bay banned LFLs due to an ordinance prohibiting “front yard structures,” including mailboxes (Sanburn; Stingl). In Leawood, the city council argued that an LFL, owned by a nine-year-old boy, violated an ordinance that forbade the construction of any detached structures without city council permission. In Shreveport, the stewards of an LFL received a cease and desist letter from city council for having an “accessory structure” in the front yard (LaCasse; Burris) and Dallas officials knocked on a steward’s front door, informing her of a similar breach (Kellogg).In the second instance, some urban municipalities argued that LFLs are obstructions that block right of ways. In Lincoln, Nebraska, the public works director noted that the city “uses the area between the sidewalk and the street for snow storage in the winter, light poles, mailboxes, things like that.” The director continued: “And I imagine these little libraries are meant to congregate people like a water cooler, but we don’t want people hanging around near the road by the curb” (Heady). Both Lincoln in 2014 and Los Angeles (LA), California, in 2015, cited LFLs for obstructions. In Lincoln, the city notified the Southminster United Methodist Church that their LFL, located between the public sidewalk and street, violated a municipal ordinance (Sanburn). In LA, the Bureau of Street Services notified actor Peter Cook that his LFL, situated in the right of way, was an “obstruction” that Cook had to remove or the city would levy a fine (Moss). The city agreed at a hearing to consider a “revocable permit” for Cook’s LFL, but later denied its issuance (Condes).Stewards who found themselves in violation of municipal ordinances were able to harness emotion and build outrage over limits to individuals’ ability to erect LFLs. In Kansas, the stewards created a Facebook page, Spencer’s Little Free Library, which received over 31,000 likes and messages of support. One comment left on the page reads: “The public outcry will force those lame city officials to change their minds about it. Leave it to the stupid government to rain on everybody’s parade” (“Good”). Children’s author Daniel Handler sent a letter to the nine-year-old steward, writing as Lemony Snicket, “fighting against librarians is immoral and useless in the face of brave and noble readers such as yourself” (Spencer’s). Indeed, the young steward gave a successful speech to city hall arguing that the body should allow the structures because “‘lots of people in the neighborhood used the library and the books were always changing. I think it’s good for Leawood’” (Bauman). Other local LFL supporters also attended council and spoke in favour of the structures (Harper). In LA, Cook’s neighbours started a petition that gathered over 100 signatures, where people left comments including, “No to bullies!” (Lopez). Additionally, neighbours gathered to discuss the issue (Dana). In Shreveport, neighbours left stacks of books in their front yards, without a structure housing them due to the code banning accessory structures. One noted, “I’m basically telling the [Metropolitan Planning Commission] to go sod off” (Friedersdorf; Moss). LFL proponents reacted with frustration and anger at the perceived over-reach of the government toward harmless LFLs. In addition to the actions of neighbours and supporters, the national and local press commented on the municipal constraints. The LFL movement has benefitted from a significant amount of positive press in its formative years, a press willing to publicise and criticise municipal actions to thwart LFL development. Stewards’ struggles against municipal bureaucracies building barriers to LFLs makes prime fodder for the news media. Herbert J. Gans argues an enduring value in American news is “the preservation of the freedom of the individual against the encroachments of nation and society” (50). The juxtaposition of well-meaning LFL stewards against municipal councils and committees provided a compelling opportunity to illustrate this value.National media outlets, including Time (Sanburn), Christian Science Monitor (LaCasse), and The Atlantic, drew attention to the issue. Writing in The Atlantic, Conor Friedersdorf critically noted:I wish I was writing this to merely extol this trend [of community building via LFLs]. Alas, a subset of Americans are determined to regulate every last aspect of community life. Due to selection bias, they are overrepresented among local politicians and bureaucrats. And so they have power, despite their small-mindedness, inflexibility, and lack of common sense so extreme that they’ve taken to cracking down on Little Free Libraries, of all things. (Friedersdorf, n.p.)Other columnists mirrored this sentiment. Writing in the LA Times, one commentator sarcastically wrote that city officials were “cracking down on one of the country’s biggest problems: small community libraries where residents share books” (Schaub). Journalists argued this was government overreach on non-issues rather than tackling larger community problems, such as income inequality, homelessness, and aging infrastructure (Solomon; Schaub). The protests and negative press coverage led to, in the case of the municipalities with front yard and detached structure ordinances, détente between stewards and councils as the latter passed amendments permitting and regulating LFLs. Whitefish Bay, Leawood, and Shreveport amended ordinances to allow for LFLs, but also to regulate them (Everson; Topil; Siegel). Ordinances about LFLs restricted their number on city blocks, placement on private property, size and height, as well as required registration with the municipality in some cases. Lincoln officials allowed the church to relocate the LFL from the right of way to church property and waived the $500 fine for the obstruction violation (Sanburn). In addition to the amendments, the protests also led to civic participation and community building including presentations to city council, a petition, and symbolic acts of defiance. Through this protest, neighbours create communities—networks of people working toward a common goal. This aspect of community building around LFLs was unintentional but it brought people together nevertheless.Building a Challenge to Traditional Libraries?LFL marketing and communication staff member Margaret Aldrich suggests in The Little Free Library Book that LFLs are successful because they are “gratifyingly doable” projects that can be accomplished by an individual (16). It is this ease of building, erecting, and maintaining LFLs that builds concern as their proliferation could challenge aspects of library service, such as public funding and patron visits. Some professional librarians are in favour of the LFLs and are stewards themselves (Charter 121; Charter 2608; Charter 9702; Charter 41074; Rumage). Others envision great opportunities for collaboration between traditional libraries and LFLs, including the library publicising LFLs and encouraging their construction as well as using LFLs to serve areas without, or far from, a public library (Svehla; Shumaker). While lauding efforts to build community, some professional librarians question the nomenclature used by the movement. They argue the phrase Little Free Libraries is inaccurate as libraries are much more than random collections of books. Instead, critics contend, the LFL structures are closer to book swaps and exchanges than actual libraries, which offer a range of services such as Internet access, digital materials, community meeting spaces, and workshops and programming on a variety of topics (American Library Association; Annoyed Librarian). One university reference and instruction librarian worries about “the general public’s perception and lumping together of little free libraries and actual ‘real’ public libraries” (Hardenbrook). By way of illustration, he imagines someone asking, “‘why do we need our tax money to go to something that can be done for FREE?’” (Hardenbrook). Librarians holding this perspective fear the movement might add to a trend of neoliberalism, limiting or ending public funding for libraries, as politicians believe that the localised, individual solutions can replace publicly funded library services. This is a trend toward what James Ferguson calls “responsibilized” citizens, those “deployed to produce governmentalized results that do not depend on direct state intervention” (172). In other countries, this shift has already begun. In the United Kingdom (UK), governments are devolving formerly public services onto community groups and volunteers. Lindsay Findlay-King, Geoff Nichols, Deborah Forbes, and Gordon Macfadyen trace the impacts of the 2012 Localism Act in the UK, which caused “sport and library asset transfers” (12) to community and volunteer groups who were then responsible for service provision and, potentially, facility maintenance as well. Rather than being in charge of a “doable” LFL, community groups and volunteers become the operators of much larger facilities. Recent efforts in the US to privatise library services as governments attempt to cut budgets and streamline services (Streitfeld) ground this fear. Image 3: “Take a Book, Share a Book,” a Little Free Library motto. Image credit: Nadine Kozak. LFLs might have real consequences for public libraries. Another potential unintended consequence of the LFLs is decreasing visits to public libraries, which could provide officials seeking to defund them with evidence that they are no longer relevant or necessary. One LFL steward and avid reader remarked that she had not used her local public library since 2014 because “I was using the Little Free Libraries” (Steward). Academics and librarians must conduct more research to determine what impact, if any, LFLs are having on visits to traditional public libraries. ConclusionLittle Free Libraries across the United States, and increasingly in other countries, have generated discussion, promoted collaboration between neighbours, and led to sharing. In other words, they have built communities. This was the intended consequence of the LFL movement. There, however, has also been unplanned community building in response to municipal threats to the structures due to right of way, safety, and planning ordinances. The more threatening concern is not the municipal ordinances used to block LFL development, but rather the trend of privatisation of publicly provided services. While people are celebrating the community built by the LFLs, caution must be exercised lest central institutions of the public and community, traditional public libraries, be lost. Academics and communities ought to consider not just impact on their local community at the street level, but also wider structural concerns so that communities can foster many “great good places”—the Little Free Libraries and traditional public libraries as well.ReferencesAldrich, Margaret. “Big Milestone for Little Free Library: 50,000 Libraries Worldwide.” Little Free Library. 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Minneapolis, MN: Coffee House Press, 2015.Annoyed Librarian. “How to Protect Little Free Libraries.” Library Journal Blog 9 Jul. 2015. 26 Mar. 2017 <http://lj.libraryjournal.com/blogs/annoyedlibrarian/2015/07/09/how-to-protect-little-free-libraries/>.American Library Association. “Public Library Use.” State of America’s Libraries: A Report from the American Library Association (2015). 25 Feb. 2017 <http://www.ala.org/tools/libfactsheets/alalibraryfactsheet06>.Bauman, Caroline. “‘Little Free Libraries’ Legal in Leawood Thanks to 9-year-old Spencer Collins.” The Kansas City Star 7 Jul. 2014. 25 Feb. 2017 <http://www.kansascity.com/news/politics-government/article687562.html>.Burris, Alexandria. “First Amendment Issues Surface in Little Free Library Case.” Shreveport Times 5 Feb. 2015. 25 Feb. 2017 <http://www.shreveporttimes.com/story/news/local/2015/02/05/expert-use-zoning-law-clashes-first-amendment/22922371/>.Carpentier, Nico. 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Deciding What’s News: A Study of CBS Evening News, NBC Nightly News, Newsweek, and Time. Evanston, IL: Northwestern University Press, 2004.“Good Luck Spencer.” Spencer’s Little Free Library Facebook Page 25 Jun. 2014. 26 Mar. 2017 <https://www.facebook.com/Spencerslittlefreelibrary/photos/pcb.527531327376433/527531260709773/?type=3>.Hardenbrook, Joe. “A Little Rant on Little Free Libraries (AKA Probably an Unpopular Post).” Mr. Library Dude (9 Apr. 2014). 25 Feb. 2017 <https://mrlibrarydude.wordpress.com/2014/04/09/a-little-rant-on-little-free-libraries-aka-probably-an-unpopular-post/>.Harper, Deb. “Minutes.” The Leawood City Council 7 Jul. 2014. <http://www.leawood.org/pdf/cc/min/07-07-14.pdf>. Heady, Chris. “City Wants Church to Move Little Library.” Lincoln Journal Star 9 Jul. 2014. 25 Feb. 2017 <http://journalstar.com/news/local/city-wants-church-to-move-little-library/article_7753901a-42cd-5b52-9674-fc54a4d51f47.html>. 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Little Free Library Organization (2017). 25 Feb. 2017 <https://littlefreelibrary.org/>.Lopez, Steve. “Actor’s Curbside Libraries Is a Smash—for Most People.” LA Times 3 Feb. 2015. 25 Feb. 2017 <http://www.latimes.com/local/california/la-me-0204-lopez-library-20150204-column.html>.Moore, Rowan. Why We Build: Power and Desire in Architecture. New York: Harper Design, 2013.Moss, Laura. “City Zoning Laws Target Little Free Libraries.” Mother Nature Network 25 Aug. 2015. 25 Feb. 2017 <http://www.mnn.com/lifestyle/arts-culture/stories/city-zoning-laws-target-little-free-libraries>.National Center for Education Statistics (NCES). Average Literacy and Numeracy Scale Scores of 25- to 65-Year Olds, by Sex, Age Group, Highest Level of Educational Attainment, and Country of Other Education System: 2012, table 604.10. 25 Feb. 2017 <https://nces.ed.gov/programs/digest/d15/tables/dt15_604.10.asp?current=yes>.National Center for Education Statistics (NCES). Average Prose, Document, and Quantitative Literacy Scores of Adults: 1992 and 2003. National Assessment of Adult Literacy. 25 Feb. 2017 <https://nces.ed.gov/naal/kf_demographics.asp>.Oldenburg, Ray. The Great Good Place: Cafés, Coffee Shops, Bookstores, Bars, Hair Salons, and Other Hangouts at the Heart of a Community. New York: Marlowe & Company, 1999.“Our History.” Little Free Library. Little Free Library Organization (2017). 25 Feb. 2017 <https://littlefreelibrary.org/ourhistory/>.Putnam, Robert D. Bowling Alone: The Collapse and Revival of American Community. New York: Simon & Schuster, 2001.Rumage, Jeff. “Little Free Libraries Now Allowed in Whitefish Bay.” Whitefish Bay Patch (8 May 2013). 25 Feb. 2017 <http://patch.com/wisconsin/whitefishbay/little-free-libraries-now-allowed-in-whitefish-bay>.Sanburn, Josh. “What Do Kansas and Nebraska Have against Small Libraries?” Time 10 Jul. 2014. 25 Feb. 2017 <http://time.com/2970649/tiny-libraries-violating-city-ordinances/>.Schaub, Michael. “Little Free Libraries on the Wrong Side of the Law.” LA Times 4 Feb. 2015. 25 Feb. 2017 <http://www.latimes.com/books/jacketcopy/la-et-jc-little-free-libraries-on-the-wrong-side-of-the-law-20150204-story.html>.Shumaker, David. “Public Libraries, Little Free Libraries, and Embedded Librarians.” The Embedded Librarian (28 April 2014) 26 Mar. 2017 <https://embeddedlibrarian.com/2014/04/28/public-libraries-little-free-libraries-and-embedded-librarians/>.Siegel, Julie. “An Ordinance to Amend Section 16.13 of the Municipal Code with Regard to Exempt Certain Little Free Libraries from Front Yard Setback Requirements.” Village of Whitefish Bay, Wisconsin (5 Aug. 2013).Skogan, Wesley G. Police and Community in Chicago: A Tale of Three Cities. New York: Oxford University Press, 2006.Solomon, Dan. “Dallas Is Regulating ‘Little Free Libraries’ for Some Reason.” Texas Monthly (14 Sept. 2016). 25 Feb. 2017 <http://www.texasmonthly.com/the-daily-post/dallas-regulating-little-free-libraries-reason/>.“Spencer’s Little Free Library.” Facebook 15 Jul. 2014. 25 Feb. 2017 <https://www.facebook.com/Spencerslittlefreelibrary/photos/pcb.527531327376433/527531260709773/?type=3>.Steward, M. Personal Interview. 7 Feb. 2017.Stingl, Jim. “Village Slaps Endnote on Little Libraries.” Milwaukee Journal Sentinel 11 Nov. 2012: 1B, 7B.Streitfeld, David. “Anger as a Private Company Takes over Libraries.” The New York Times (26 Sept. 2010). 25 Feb. 2017 <http://www.nytimes.com/2010/09/27/business/27libraries.html>.Svehla, Louise. “Little Free Libraries—The Possibilities Are Endless.” Public Libraries Online (8 Mar. 2013). 25 Feb. 2017 <http://publiclibrariesonline.org/2013/03/little-free-libraries-the-possibilities-are-endless/>.Tapper, Jake. “Boy Fights Council to Save His Library.” CNN 4 Jul. 2014. 25 Feb. 2017 <http://thelead.blogs.cnn.com/2014/07/04/boy-fights-to-save-his-library/>.Topil, Greg. “Little Free Libraries in Lincoln.” City of Lincoln, Nebraska (n.d.). 25 Feb. 2017 <http://lincoln.ne.gov/City/pworks/engine/row/little-library.htm>.
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Geoghegan, Hilary. "“If you can walk down the street and recognise the difference between cast iron and wrought iron, the world is altogether a better place”: Being Enthusiastic about Industrial Archaeology." M/C Journal 12, no. 2 (2009). http://dx.doi.org/10.5204/mcj.140.

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Introduction: Technology EnthusiasmEnthusiasts are people who have a passion, keenness, dedication or zeal for a particular activity or hobby. Today, there are enthusiasts for almost everything, from genealogy, costume dramas, and country houses, to metal detectors, coin collecting, and archaeology. But to be described as an enthusiast is not necessarily a compliment. Historically, the term “enthusiasm” was first used in England in the early seventeenth century to describe “religious or prophetic frenzy among the ancient Greeks” (Hanks, n.p.). This frenzy was ascribed to being possessed by spirits sent not only by God but also the devil. During this period, those who disobeyed the powers that be or claimed to have a message from God were considered to be enthusiasts (McLoughlin).Enthusiasm retained its religious connotations throughout the eighteenth century and was also used at this time to describe “the tendency within the population to be swept by crazes” (Mee 31). However, as part of the “rehabilitation of enthusiasm,” the emerging middle-classes adopted the word to characterise the intensity of Romantic poetry. The language of enthusiasm was then used to describe the “literary ideas of affect” and “a private feeling of religious warmth” (Mee 2 and 34). While the notion of enthusiasm was embraced here in a more optimistic sense, attempts to disassociate enthusiasm from crowd-inciting fanaticism were largely unsuccessful. As such enthusiasm has never quite managed to shake off its pejorative connotations.The 'enthusiasm' discussed in this paper is essentially a personal passion for technology. It forms part of a longer tradition of historical preservation in the United Kingdom and elsewhere in the world. From preserved railways to Victorian pumping stations, people have long been fascinated by the history of technology and engineering; manifesting their enthusiasm through their nostalgic longings and emotional attachment to its enduring material culture. Moreover, enthusiasts have been central to the collection, conservation, and preservation of this particular material record. Technology enthusiasm in this instance is about having a passion for the history and material record of technological development, specifically here industrial archaeology. Despite being a pastime much participated in, technology enthusiasm is relatively under-explored within the academic literature. For the most part, scholarship has tended to focus on the intended users, formal spaces, and official narratives of science and technology (Adas, Latour, Mellström, Oldenziel). In recent years attempts have been made to remedy this imbalance, with researchers from across the social sciences examining the position of hobbyists, tinkerers and amateurs in scientific and technical culture (Ellis and Waterton, Haring, Saarikoski, Takahashi). Work from historians of technology has focussed on the computer enthusiast; for example, Saarikoski’s work on the Finnish personal computer hobby:The definition of the computer enthusiast varies historically. Personal interest, pleasure and entertainment are the most significant factors defining computing as a hobby. Despite this, the hobby may also lead to acquiring useful knowledge, skills or experience of information technology. Most often the activity takes place outside working hours but can still have links to the development of professional expertise or the pursuit of studies. In many cases it takes place in the home environment. On the other hand, it is characteristically social, and the importance of friends, clubs and other communities is greatly emphasised.In common with a number of other studies relating to technical hobbies, for example Takahashi who argues tinkerers were behind the advent of the radio and television receiver, Saarikoski’s work focuses on the role these users played in shaping the technology in question. The enthusiasts encountered in this paper are important here not for their role in shaping the technology, but keeping technological heritage alive. As historian of technology Haring reminds us, “there exist alternative ways of using and relating to technology” (18). Furthermore, the sociological literature on audiences (Abercrombie and Longhurst, Ang), fans (Hills, Jenkins, Lewis, Sandvoss) and subcultures (Hall, Hebdige, Schouten and McAlexander) has also been extended in order to account for the enthusiast. In Abercrombie and Longhurst’s Audiences, the authors locate ‘the enthusiast’ and ‘the fan’ at opposing ends of a continuum of consumption defined by questions of specialisation of interest, social organisation of interest and material productivity. Fans are described as:skilled or competent in different modes of production and consumption; active in their interactions with texts and in their production of new texts; and communal in that they construct different communities based on their links to the programmes they like. (127 emphasis in original) Based on this definition, Abercrombie and Longhurst argue that fans and enthusiasts differ in three ways: (1) enthusiasts’ activities are not based around media images and stars in the way that fans’ activities are; (2) enthusiasts can be hypothesized to be relatively light media users, particularly perhaps broadcast media, though they may be heavy users of the specialist publications which are directed towards the enthusiasm itself; (3) the enthusiasm would appear to be rather more organised than the fan activity. (132) What is striking about this attempt to differentiate between the fan and the enthusiast is that it is based on supposition rather than the actual experience and observation of enthusiasm. It is here that the ethnographic account of enthusiasm presented in this paper and elsewhere, for example works by Dannefer on vintage car culture, Moorhouse on American hot-rodding and Fuller on modified-car culture in Australia, can shed light on the subject. My own ethnographic study of groups with a passion for telecommunications heritage, early British computers and industrial archaeology takes the discussion of “technology enthusiasm” further still. Through in-depth interviews, observation and textual analysis, I have examined in detail the formation of enthusiast societies and their membership, the importance of the material record to enthusiasts (particularly at home) and the enthusiastic practices of collecting and hoarding, as well as the figure of the technology enthusiast in the public space of the museum, namely the Science Museum in London (Geoghegan). In this paper, I explore the culture of enthusiasm for the industrial past through the example of the Greater London Industrial Archaeology Society (GLIAS). Focusing on industrial sites around London, GLIAS meet five or six times a year for field visits, walks and a treasure hunt. The committee maintain a website and produce a quarterly newsletter. The title of my paper, “If you can walk down the street and recognise the difference between cast iron and wrought iron, the world is altogether a better place,” comes from an interview I conducted with the co-founder and present chairman of GLIAS. He was telling me about his fascination with the materials of industrialisation. In fact, he said even concrete is sexy. Some call it a hobby; others call it a disease. But enthusiasm for industrial archaeology is, as several respondents have themselves identified, “as insidious in its side effects as any debilitating germ. It dictates your lifestyle, organises your activity and decides who your friends are” (Frow and Frow 177, Gillespie et al.). Through the figure of the industrial archaeology enthusiast, I discuss in this paper what it means to be enthusiastic. I begin by reflecting on the development of this specialist subject area. I go on to detail the formation of the Society in the late 1960s, before exploring the Society’s fieldwork methods and some of the other activities they now engage in. I raise questions of enthusiast and professional knowledge and practice, as well as consider the future of this particular enthusiasm.Defining Industrial ArchaeologyThe practice of 'industrial archaeology' is much contested. For a long time, enthusiasts and professional archaeologists have debated the meaning and use of the term (Palmer). On the one hand, there are those interested in the history, preservation, and recording of industrial sites. For example the grandfather figures of the subject, namely Kenneth Hudson and Angus Buchanan, who both published widely in the 1960s and 1970s in order to encourage publics to get involved in recording. Many members of GLIAS refer to the books of Hudson Industrial Archaeology: an Introduction and Buchanan Industrial Archaeology in Britain with their fine descriptions and photographs as integral to their early interest in the subject. On the other hand, there are those within the academic discipline of archaeology who consider the study of remains produced by the Industrial Revolution as too modern. Moreover, they find the activities of those calling themselves industrial archaeologists as lacking sufficient attention to the understanding of past human activity to justify the name. As a result, the definition of 'industrial archaeology' is problematic for both enthusiasts and professionals. Even the early advocates of professional industrial archaeology felt uneasy about the subject’s methods and practices. In 1973, Philip Riden (described by one GLIAS member as the angry young man of industrial archaeology), the then president of the Oxford University Archaeology Society, wrote a damning article in Antiquity, calling for the subject to “shed the amateur train drivers and others who are not part of archaeology” (215-216). He decried the “appallingly low standard of some of the work done under the name of ‘industrial archaeology’” (211). He felt that if enthusiasts did not attempt to maintain high technical standards, publish their work in journals or back up their fieldwork with documentary investigation or join their county archaeological societies then there was no value in the efforts of these amateurs. During this period, enthusiasts, academics, and professionals were divided. What was wrong with doing something for the pleasure it provides the participant?Although relations today between the so-called amateur (enthusiast) and professional archaeologies are less potent, some prejudice remains. Describing them as “barrow boys”, some enthusiasts suggest that what was once their much-loved pastime has been “hijacked” by professional archaeologists who, according to one respondent,are desperate to find subjects to get degrees in. So the whole thing has been hijacked by academia as it were. Traditional professional archaeologists in London at least are running head on into things that we have been doing for decades and they still don’t appreciate that this is what we do. A lot of assessments are handed out to professional archaeology teams who don’t necessarily have any knowledge of industrial archaeology. (James, GLIAS committee member)James went on to reveal that GLIAS receives numerous enquiries from professional archaeologists, developers and town planners asking what they know about particular sites across the city. Although the Society has compiled a detailed database covering some areas of London, it is by no means comprehensive. In addition, many active members often record and monitor sites in London for their own personal enjoyment. This leaves many questioning the need to publish their results for the gain of third parties. Canadian sociologist Stebbins discusses this situation in his research on “serious leisure”. He has worked extensively with amateur archaeologists in order to understand their approach to their leisure activity. He argues that amateurs are “neither dabblers who approach the activity with little commitment or seriousness, nor professionals who make a living from that activity” (55). Rather they pursue their chosen leisure activity to professional standards. A point echoed by Fine in his study of the cultures of mushrooming. But this is to get ahead of myself. How did GLIAS begin?GLIAS: The GroupThe 1960s have been described by respondents as a frantic period of “running around like headless chickens.” Enthusiasts of London’s industrial archaeology were witnessing incredible changes to the city’s industrial landscape. Individuals and groups like the Thames Basin Archaeology Observers Group were recording what they could. Dashing around London taking photos to capture London’s industrial legacy before it was lost forever. However the final straw for many, in London at least, was the proposed and subsequent demolition of the “Euston Arch”. The Doric portico at Euston Station was completed in 1838 and stood as a symbol to the glory of railway travel. Despite strong protests from amenity societies, this Victorian symbol of progress was finally pulled down by British Railways in 1962 in order to make way for what enthusiasts have called a “monstrous concrete box”.In response to these changes, GLIAS was founded in 1968 by two engineers and a locomotive driver over afternoon tea in a suburban living room in Woodford, North-East London. They held their first meeting one Sunday afternoon in December at the Science Museum in London and attracted over 130 people. Firing the imagination of potential members with an exhibition of photographs of the industrial landscape taken by Eric de Maré, GLIAS’s first meeting was a success. Bringing together like-minded people who are motivated and enthusiastic about the subject, GLIAS currently has over 600 members in the London area and beyond. This makes it the largest industrial archaeology society in the UK and perhaps Europe. Drawing some of its membership from a series of evening classes hosted by various members of the Society’s committee, GLIAS initially had a quasi-academic approach. Although some preferred the hands-on practical element and were more, as has been described by one respondent, “your free-range enthusiast”. The society has an active committee, produces a newsletter and journal, as well as runs regular events for members. However the Society is not simply about the study of London’s industrial heritage, over time the interest in industrial archaeology has developed for some members into long-term friendships. Sociability is central to organised leisure activities. It underpins and supports the performance of enthusiasm in groups and societies. For Fine, sociability does not always equal friendship, but it is the state from which people might become friends. Some GLIAS members have taken this one step further: there have even been a couple of marriages. Although not the subject of my paper, technical culture is heavily gendered. Industrial archaeology is a rare exception attracting a mixture of male and female participants, usually retired husband and wife teams.Doing Industrial Archaeology: GLIAS’s Method and PracticeIn what has been described as GLIAS’s heyday, namely the 1970s to early 1980s, fieldwork was fundamental to the Society’s activities. The Society’s approach to fieldwork during this period was much the same as the one described by champion of industrial archaeology Arthur Raistrick in 1973:photographing, measuring, describing, and so far as possible documenting buildings, engines, machinery, lines of communication, still or recently in use, providing a satisfactory record for the future before the object may become obsolete or be demolished. (13)In the early years of GLIAS and thanks to the committed efforts of two active Society members, recording parties were organised for extended lunch hours and weekends. The majority of this early fieldwork took place at the St Katherine Docks. The Docks were constructed in the 1820s by Thomas Telford. They became home to the world’s greatest concentration of portable wealth. Here GLIAS members learnt and employed practical (also professional) skills, such as measuring, triangulations and use of a “dumpy level”. For many members this was an incredibly exciting time. It was a chance to gain hands-on experience of industrial archaeology. Having been left derelict for many years, the Docks have since been redeveloped as part of the Docklands regeneration project.At this time the Society was also compiling data for what has become known to members as “The GLIAS Book”. The book was to have separate chapters on the various industrial histories of London with contributions from Society members about specific sites. Sadly the book’s editor died and the project lost impetus. Several years ago, the committee managed to digitise the data collected for the book and began to compile a database. However, the GLIAS database has been beset by problems. Firstly, there are often questions of consistency and coherence. There is a standard datasheet for recording industrial buildings – the Index Record for Industrial Sites. However, the quality of each record is different because of the experience level of the different authors. Some authors are automatically identified as good or expert record keepers. Secondly, getting access to the database in order to upload the information has proved difficult. As one of the respondents put it: “like all computer babies [the creator of the database], is finding it hard to give birth” (Sally, GLIAS member). As we have learnt enthusiasm is integral to movements such as industrial archaeology – public historian Raphael Samuel described them as the “invisible hands” of historical enquiry. Yet, it is this very enthusiasm that has the potential to jeopardise projects such as the GLIAS book. Although active in their recording practices, the GLIAS book saga reflects one of the challenges encountered by enthusiast groups and societies. In common with other researchers studying amenity societies, such as Ellis and Waterton’s work with amateur naturalists, unlike the world of work where people are paid to complete a task and are therefore meant to have a singular sense of purpose, the activities of an enthusiast group like GLIAS rely on the goodwill of their members to volunteer their time, energy and expertise. When this is lost for whatever reason, there is no requirement for any other member to take up that position. As such, levels of commitment vary between enthusiasts and can lead to the aforementioned difficulties, such as disputes between group members, the occasional miscommunication of ideas and an over-enthusiasm for some parts of the task in hand. On top of this, GLIAS and societies like it are confronted with changing health and safety policies and tightened security surrounding industrial sites. This has made the practical side of industrial archaeology increasingly difficult. As GLIAS member Bob explains:For me to go on site now I have to wear site boots and borrow a hard hat and a high visibility jacket. Now we used to do incredibly dangerous things in the seventies and nobody batted an eyelid. You know we were exploring derelict buildings, which you are virtually not allowed in now because the floor might give way. Again the world has changed a lot there. GLIAS: TodayGLIAS members continue to record sites across London. Some members are currently surveying the site chosen as the location of the Olympic Games in London in 2012 – the Lower Lea Valley. They describe their activities at this site as “rescue archaeology”. GLIAS members are working against the clock and some important structures have already been demolished. They only have time to complete a quick flash survey. Armed with the information they collated in previous years, GLIAS is currently in discussions with the developer to orchestrate a detailed recording of the site. It is important to note here that GLIAS members are less interested in campaigning for the preservation of a site or building, they appreciate that sites must change. Instead they want to ensure that large swathes of industrial London are not lost without a trace. Some members regard this as their public duty.Restricted by health and safety mandates and access disputes, GLIAS has had to adapt. The majority of practical recording sessions have given way to guided walks in the summer and public lectures in the winter. Some respondents have identified a difference between those members who call themselves “industrial archaeologists” and those who are just “ordinary members” of GLIAS. The walks are for those with a general interest, not serious members, and the talks are public lectures. Some audience researchers have used Bourdieu’s metaphor of “capital” to describe the experience, knowledge and skill required to be a fan, clubber or enthusiast. For Hills, fan status is built up through the demonstration of cultural capital: “where fans share a common interest while also competing over fan knowledge, access to the object of fandom, and status” (46). A clear membership hierarchy can be seen within GLIAS based on levels of experience, knowledge and practical skill.With a membership of over 600 and rising annually, the Society’s future is secure at present. However some of the more serious members, although retaining their membership, are pursuing their enthusiasm elsewhere: through break-away recording groups in London; active membership of other groups and societies, for example the national Association for Industrial Archaeology; as well as heading off to North Wales in the summer for practical, hands-on industrial archaeology in Snowdonia’s slate quarries – described in the Ffestiniog Railway Journal as the “annual convention of slate nutters.” ConclusionsGLIAS has changed since its foundation in the late 1960s. Its operation has been complicated by questions of health and safety, site access, an ageing membership, and the constant changes to London’s industrial archaeology. Previously rejected by professional industrial archaeology as “limited in skill and resources” (Riden), enthusiasts are now approached by professional archaeologists, developers, planners and even museums that are interested in engaging in knowledge exchange programmes. As a recent report from the British think-tank Demos has argued, enthusiasts or pro-ams – “amateurs who work to professional standards” (Leadbeater and Miller 12) – are integral to future innovation and creativity; for example computer pro-ams developed an operating system to rival Microsoft Windows. As such the specialist knowledge, skill and practice of these communities is of increasing interest to policymakers, practitioners, and business. So, the subject once described as “the ugly offspring of two parents that shouldn’t have been allowed to breed” (Hudson), the so-called “amateur” industrial archaeology offers enthusiasts and professionals alike alternative ways of knowing, seeing and being in the recent and contemporary past.Through the case study of GLIAS, I have described what it means to be enthusiastic about industrial archaeology. I have introduced a culture of collective and individual participation and friendship based on a mutual interest in and emotional attachment to industrial sites. As we have learnt in this paper, enthusiasm is about fun, pleasure and joy. The enthusiastic culture presented here advances themes such as passion in relation to less obvious communities of knowing, skilled practices, material artefacts and spaces of knowledge. Moreover, this paper has been about the affective narratives that are sometimes missing from academic accounts; overlooked for fear of sniggers at the back of a conference hall. Laughter and humour are a large part of what enthusiasm is. Enthusiastic cultures then are about the pleasure and joy experienced in doing things. Enthusiasm is clearly a potent force for active participation. I will leave the last word to GLIAS member John:One meaning of enthusiasm is as a form of possession, madness. Obsession perhaps rather than possession, which I think is entirely true. It is a pejorative term probably. The railway enthusiast. But an awful lot of energy goes into what they do and achieve. Enthusiasm to my mind is an essential ingredient. If you are not a person who can muster enthusiasm, it is very difficult, I think, to get anything out of it. On the basis of the more you put in the more you get out. 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McAlexander. “Subcultures of Consumption: An Ethnography of the New Bikers.” Journal of Consumer Research 22 (1995) 43–61.Stebbins, R.A. Amateurs: On the Margin between Work and Leisure. Beverly Hills: Sage, 1979.Stebbins, R.A. Amateurs, Professionals, and Serious Leisure. London: McGill-Queen’s UP, 1992.Takahashi, Y. “A Network of Tinkerers: The Advent of the Radio and Television Receiver Industry in Japan.” Technology and Culture 41 (2000): 460–484.
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