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Sökning: WFRF:(Eklund Lina) > (2010-2014)

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1.
  • Behm, Lina, 1978, et al. (författare)
  • Positive health outcomes following health-promoting and disease-preventive interventions for independent very old persons: Long-term results of the three-armed RCT Elderly Persons in the Risk Zone
  • 2014
  • Ingår i: Archives of gerontology and geriatrics. - : Elsevier BV. - 0167-4943 .- 1872-6976. ; 58:3, s. 376-383
  • Tidskriftsartikel (refereegranskat)abstract
    • The aim of this study was to analyze the long-term effect of the two health-promoting and disease-preventive interventions, preventive home visits and senior meetings, with respect to morbidity, symptoms, self-rated health and satisfaction with health. The study was a three-armed randomized, single-blind, and controlled trial, with follow-ups at one and two years after interventions. A total of 459 persons aged 80 years or older and still living at home were included in the study. Participants were independent in ADL and without overt cognitive impairment. An intention-to-treat analysis was performed. The result shows that both interventions delayed a progression in morbidity, i.e. an increase in CIRS-G score (OR = 0.44 for the PHV and OR = 0.61 for senior meetings at one year and OR = 0.60 for the PHV and OR = 0.52 for the senior meetings at two years) and maintained satisfaction with health (OR = 0.49 for PHV and OR = 0.57 for senior meetings at one year and OR = 0.43 for the PHV and OR = 0.28 for senior meetings after two years) for up to two years. The intervention senior meetings prevented a decline in self-rated health for up to one year (OR = 0.55). However, no significant differences were seen in postponing progression of symptoms in any of the interventions. This study shows that it is possible to postpone a decline in health outcomes measured as morbidity, self-rated health and satisfaction with health in very old persons at risk of frailty. Success factors might be the multi-dimensional and the multi-professional approach in both interventions. Trial registration: NCT0087705. © 2014 Elsevier Ireland Ltd. All rights reserved.
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2.
  • Eklund, Lina, et al. (författare)
  • Assessment of Mobility Conditions Using Geographic Information System in the West Bank Territory: The Case of Bethlehem – Ramallah Route
  • 2012
  • Ingår i: Arab World Geographer. - 1480-6800. ; 15:2, s. 127-138
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • This research paper analyses and assesses the impacts of the Israeli imposed physical obstructions on the mobility of the Palestinians in the West Bank, using a case study focused on the Bethlehem – Ramallah route. Arguably, the prevailing Israeli imposed physical obstructions, or mobility restrictions, in the West Bank territory have negative implications on the articulation of sustainable Palestinian statehood. The adopted research methodology in this paper is built through deliberations on available data sources in the form of literature reviews, published reports, field work investigations, and mapping interpretations using Geographic Information Systems (GIS). The findings shows that the route that Palestinians are forced to take to commute between Bethlehem and Ramallah is double in terms of time and length in comparison with the route that would be possible to take if there were no mobility restrictions. Furthermore, if all checkpoints would be closed, or if the Israeli Plan of E1 will be implemented no travel at all would be possible and the Northern parts of the West Bank would be completely cut-off from the Southern parts.
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3.
  • Eklund, Lina, 1982- (författare)
  • Doing Gender in Cyberspace : -the performance of gender by female World of Warcraft players
  • 2011
  • Ingår i: Convergence. The International Journal of Research into New Media Technologies. - : SAGE Publications. - 1354-8565 .- 1748-7382. ; 17:3, s. 323-342
  • Tidskriftsartikel (refereegranskat)abstract
    • This explorative study focuses on the performance of gender and sexuality in World of Warcraft (WoW), an online game, following Butler’s performance theory. Through interviews with female WoW players, gender and sexuality is analysed. The article argues that we cannot study gender online without also looking at sexuality. Gender performances are discussed within the framework of four themes: the avatar; strategies; sexuality, and the contextual importance of WoW. Results show that gender identity construction in WoW is an ongoing process highly dependent on the social context of play. The women interviewed created gendered and sexualized identities constrained and empowered by the rules of the game and the opportunities it offers as well as of their social relations. Although a heterosexual norm rules, there are possibilities hitherto unrecognized for queer performance within the gendered role play in WoW and the game offers the possibility of multiple and alternative performances of the self.
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5.
  • Eklund, Lina, et al. (författare)
  • Migration Patterns in Duhok Governorate, Iraq, 2000-2010
  • 2012
  • Ingår i: The Open Geography Journal. - 1874-9232. ; , s. 48-58
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • Migration is commonly associated with large scale movements of people, from one country to another, both in terms of refugee displacement and voluntary migration. The internal movement within countries is however less studied despite the fact that this is an important indicator for imbalance and also crucial for planning the future for the country. In Iraq, a major reason for migration has been security, due to its turbulent history since the 1980’s. This has caused a large scale displacement of Iraqi people. More recently, Kurdistan Region in Iraq has been stabilized leading to more voluntary population movements, such as economic migration. This paper seeks to contribute with information on the internal and external movements in Duhok Governorate, Kurdistan, Iraq, looking at reasons for migration, characteristics of the migrants and the time for migration. Data on migration, environment and rural livelihoods was collected through 606 interviews in rural villages in Duhok Governorate.Additionally, 600 interviews were conducted in the urban areas of Duhok, Semel, Zakho and Amedi, to capture the rural to urban migration. The study found that economy is the main reason for migration, closely followed by family/marriage. There is a trend of urban to rural migration for households, contradicting common notions of urbanization. Individuals however are more prone to migrate abroad or from rural to urban areas. Environmental migration is low and can be explained by the low dependence on agriculture in the region.
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7.
  • Eklund, Lina, et al. (författare)
  • Parental mediation of digital gaming and internet use
  • 2013
  • Ingår i: FDG 2013. - Chania, Crete. ; , s. 63-70
  • Konferensbidrag (refereegranskat)abstract
    • In this study the focus is set on parental rules for digital gaming and Internet use. First a review of the field is presented followed by analyses of adolescents’ media use and parental strategies for regulation. Data was derived from a Swedish survey of parents—Predominantly mothers—of adolescents aged 9-16 complemented with data from a separate survey of adolescents aged 9-16. Analyses are presented using gamma coefficients for bivariate correlations and linear regression models for multivariate analyses. We conclude that parents in this study are involved in their adolescents’ gaming and Internet by restricting access to these media. Boys and young adolescents are controlled more than girls and older adolescents. Mothers made use of restrictive mediation more than fathers. Parents harbour quite negative views on gaming which might interfere with a more active role of parents in mediating their children’s gaming
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8.
  • Eklund, Lina, et al. (författare)
  • Played and Designed Sociality in a Massive Multiplayer Online Game
  • 2013
  • Ingår i: Eludamos. - 1866-6124. ; 7:1, s. 35-54
  • Tidskriftsartikel (refereegranskat)abstract
    • This empirical study focuses on online collaboration and social interaction in temporary group formations. A case study of a massive multiplayer online game World of Warcraft explores these issues. Within this context little attention has been paid to temporary collaboration groups. The phenomenon is analyzed using interaction data complemented with interview data, forum data and consideration of game design.We found two main types of interaction, sociable and instrumental, but investment in the social situation was exceedingly little. We conclude that the low levels of social interaction observed are the result of a game design that makes the cost of social play high and restricts the available space for players to act within the designed architecture of the game, thus limiting the possibilities for played sociality. The connection between designed and played sociality is crucial for understanding online collaboration as it shapes online social worlds and therefore users’ experiences within this social context.
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9.
  • Eklund, Lina, 1982-, et al. (författare)
  • Social play? : a study of social interaction in temporary group formation (PUG) in World of Warcraft
  • 2010
  • Ingår i: Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players (2010).
  • Konferensbidrag (refereegranskat)abstract
    • One of the main components and reasons for the success of the Massive Multiplayer Online Games genre (MMOG) is that these games are seen as arenas for social interaction. The focus of this paper is the phenomenon of “Pick up Groups ” (PUGs), a neglected aspect of online gaming. How is the social interaction structured in these temporary groups?The results of a participant observation study reveal a low level of social interaction between PUG players. Communication is held to a minimum and dungeons completed at high speed. Even in the event of downtime, interaction is rare. What little interaction has been observed is divided into instrumental and sociable interaction. A higher level of sociable interaction was found when several players from the same guild played together in the same group. But looking at greetings and goodbyes, normally used to acknowledge an ongoing social situation, we see that the social engagement in most PUGs is low.In summary, social interaction in PUGs, if any, is mainly instrumental, making these temporary groups unsocial game experiences; something not normally associated with group play in the MMOG genre.
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10.
  • Eklund, Lina, 1982- (författare)
  • The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity
  • 2012
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. Applying an everyday perspective, focus is on gamers’ day-to-day practices and experiences. Studies I and II enquire into relational aspects of social gaming based on interviews and survey data. Study III investigates the relationship between game design and gamer agency and its importance for social interaction with strangers, using in-game participant observation. Lastly in Study IV, building on interviews, female gamers come to the fore as their gender construction in an online game is examined with the aim of understanding the connection between online and offline.The main result concerns how social gaming takes place in various social relations. How gaming comes to be―what it means―is dependent on the relations between gamers, be they family members, real life friends, Internet friends or strangers. In these interactions, gender and sexual identity are realized; in the relations between gamers, physical proximate or online. Finally, virtuality is shown to be a social accomplishment of the people engaging in games rather than a property of the games themselves.Focus on the relational unveils how gaming comes to be in the process of interaction, a process at the same time dependent on underlying structures, i.e. games as designed platforms with certain affordances for social behaviour. We are able, thus, to reconcile the social constructivist position that (social) gaming is created in the relations between gamers engaging in games with the more formalist approach that games are rule based structures. Games create a foundation for interaction that can further develop into the creation/maintenance of relationships and identity.
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