18 resultados para Everyday life information behaviour
Resumo:
Video games constitute a popular form of entertainment that allows millions of people to adopt virtual identities. In our research, we explored the idea that the appeal of games is due in part to their ability to provide players with novel experiences that let them “try on” ideal aspects of their selves that might not find expression in everyday life. We found that video games were most intrinsically motivating and had the greatest influence on emotions when players’ experiences of themselves during play were congruent with players’ conceptions of their ideal selves. Additionally, we found that high levels of immersion in gaming environments, as well as large discrepancies between players’ actual-self and ideal-self characteristics, magnified the link between intrinsic motivation and the experience of ideal-self characteristics during play.
Resumo:
Stable isotope ratios (δ13C and δ15N) were measured in human burials from the post-medieval (16th–18th c. AD) Carmelite friary burial grounds at Aalst, a town in Flanders, Belgium. Dietary patterns of 39 adult individuals were analyzed, from a mixed monastic and lay population buried in three different locations, reflecting groups with differing social status. The data show significant variation in the consumption of perhaps meat, but certainly also marine protein between females and males. This result represents a remarkable continuity with medieval dietary patterns, suggesting that the social and economic changes of the early modern period had a limited effect on everyday life. When both sexes were examined together, individuals buried in the cloister garth consumed significantly less marine protein compared to people buried in the church, likely reflecting social stratification. No statistical differences were observed between isotopic values from the church and the cloister alley, suggesting a similarly diverse diet of the monastic part of the buried population and that of the richer lay population. Finally, the hypothesis that diffuse idiopathic skeletal hyperostosis (DISH) is linked to a diet rich in animal protein was tested. No systematic or statistically significant differences between pathological and non-pathological bones from the same individuals affected with DISH were observed, and no statistical differences were found between individuals with DISH and individuals without DISH
Resumo:
Much of the work in intercultural communication studies in the past decade, especially in the field of applied linguistics, has been devoted to ‘disinventing’ the notion of culture. The problem with the word ‘culture’ as it has been used in anthropology, sociology, and in everyday life, it has been pointed out, is that it is used as a noun, conceived of as something ‘solid,’ an essential set of traits or characteristics of certain people or groups, something people ‘have’ rather than something they ‘do’ (Scollon, Scollon, & Jones, 2012). Among the most famous statements of this position is Brain Street’s classic paper ‘Culture is a Verb’ (1993), in which he argues that culture should be treated as ‘a signifying process the active construction of meaning rather than the static and reified or nominalizing’ sense in which the word is often used in anthropology, some linguistics circles, and in everyday conversation.