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Träfflista för sökning "hsv:(SOCIAL SCIENCES) hsv:(Media and Communications) hsv:(Human Aspects of ICT) srt2:(2010-2014)"

Search: hsv:(SOCIAL SCIENCES) hsv:(Media and Communications) hsv:(Human Aspects of ICT) > (2010-2014)

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  • Petersson, Jesper, 1974 (author)
  • Medicine At A Distance In Sweden: Spatiotemporal Matters In Accomplishing Working Telemedicine
  • 2011
  • In: Science Studies. - 0786-3012. ; 24:2, s. 43-62
  • Journal article (peer-reviewed)abstract
    • This paper examines the accomplishment of making technology work, using the discourse around telemedicine in Swedish healthcare during 1994-2003. The paper will compare four projects launched in the mid-1990s and policymakers’ visions of healthcare through telemedicine. I will employ a sociotechnical approach developed within Actor-Network Theory that understands functioning technology not as something intrinsic but as an outcome of an ongoing process of negotiations. In the paper, I will extend the sociotechnical approach of what constitutes working technology to include spatiotemporal matters. I will also approach the closely related issue of space that has become a concern of Actor-Network Theory scholars interested in the accomplishment and continued workings of technology as it travels. In this discussion, an emphasis on fixed relations (network space) has been challenged by investigations into changing relations (fluid space). This paper suggests that in order to travel well, technology must be both fixed and fluid.⁰
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4.
  • Asai, Ryoko (author)
  • Social Media Supporting Democratic Dialogue
  • 2013
  • In: Ambiguous Technologies. - Lisbon : Autónoma University. ; , s. 36-43
  • Conference paper (peer-reviewed)abstract
    • The term of “social media” appears in newspapers and magazines everyday and the huge number of people use social media actively in daily life. Nowadays, in the highly Information and Communication Technology (ICT) developed country Japan, Japanese people enroll in social media and evolve a new way of communicating with others based on the “virtual” social distance between them. Among social media, Twitter has been focusing on its strong power as the tool for political change recent years. While Twitter has of-expressed problems as well as the “traditional” social media, it is characterized by the limited number of characters, strong propagation and optional reciprocity. Those characteristics stimulate people’s communication online and bring about opportunities for social interaction and democratic dialogue. On the other hand, in the deluge of information, we need to nurture skills to utilize critical and rational way of thinking through dialogue not only between others also between themselves internally. This study explores characteristics of social media and differences between “traditional” social media and Twitter, and how the difference affects people’s information behavior in Japan.
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5.
  • Cano-Viktorsson, Carlos, 1977- (author)
  • From Vision to Transition : Exploring the Potential for Public Information Services to Facilitate Sustainable Urban Transport
  • 2014
  • Licentiate thesis (other academic/artistic)abstract
    • Background: Policy initiatives to promote sustainable travel through the use of Internet based public information systems have increased during the last decade. Stockholm, in being one of the first cities in Europe to implement an Internet based service for facilitating sustainable travel is believed to be a good candidate for an analysis of key issues for developing sustainable travel planning services to the public.Aim: This thesis investigates the past development of two Stockholm based public information systems and their services in order to draw lessons on how to better provide for a public information service geared towards facilitating  environmentally sustainable travel planning through information and communications technology. The overall goal of the thesis is to contribute to an understanding on how to better design and manage current and future attempts at facilitating sustainable travel planning services based on historical case studies.Approach: The thesis draws ideas from the concept of organizational responsiveness – an organization’s ability to listen, understand and respond to demands put to it by its internal and external stakeholders – in order to depict how well or not the two public information systems and their owners have adapted to established norms and values of their surroundings.Results: Overall, the findings from the historical case studies suggest that organizations attempting to provide sustainable travel planning to the public need to design and manage their systems in such a way that it responds to shifting demands on how to provide for information. Implementing and embedding new technologies involves complex processes of change both at the micro level – for users and practitioners of the service – and at the meso level for the involved public service organizations themselves. This condition requires a contextualist framework to analyze and understand organizational, contextual and cultural issues involved in the adoption of new technologies and procedures.Conclusions: The thesis concludes with a discussion on how the findings from the historical case studies may provide lessons for both current and future attempts at providing public information systems geared towards facilitating environmentally sustainable travel planning to the public. Historical examples and issues concerning collective intelligence and peer to peer based forms of designing, producing and supervising public information services identified throughout the study are looked upon and discussed in terms of their possible role in increasing the potential for public information services to facilitate sustainable urban transport.
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  • Appelgren, Ester, et al. (author)
  • The media consumers’ conscious and unconscious choices : a key to understanding the news media consumption of tomorrow
  • 2014
  • In: Colloque International Communication Électronique Cultures et Identités, 11, 12 & 13 juin 2014. - : The IUT of Le Havre : Information-Communication Department CIRTAI IDEES (UMR6228). ; , s. 1-8, s. 521-528
  • Conference paper (peer-reviewed)abstract
    • The digital society of today is dramatically different than that of a decade ago. During the past decades computers have gone from being clearly visible and at the center of attention to becoming an integrated and omnipresent part of our everyday lives. Today, individuals are catching up on a reality where homes, workplaces and society to a large extent consist of microprocessors that collect, analyze and present information. With regards to news and information sharing, it may seem that the users, thanks to greater ability to choose content, hold the upper hand in this process. However, since these data are constantly collected and analyzed for various purposes by companies, for example in the media industry, the users’ choices may not be as unconditional as they may think they are. Using the Swedish media market as an example, this exploratory paper discusses the interdependency between people’s choices and the market-driven choices made by the media industry in relation to news, and the impact these choices may have on media consumption and the media market.
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8.
  • Bergström, Annika, 1964 (author)
  • Internetanvändningens kontexter
  • 2013
  • In: Vägskäl. - Göteborg : SOM-institutet. - 9789189673274 ; , s. 493-506
  • Book chapter (other academic/artistic)
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9.
  • Bäcke, Maria, 1969- (author)
  • Make-Believe and Make-Belief in Second Life Role-Playing Communities
  • 2012
  • In: Convergence. The International Journal of Research into New Media Technologies. - : Sage Publications. - 1354-8565 .- 1748-7382. ; 18:1, s. 85-92
  • Journal article (peer-reviewed)abstract
    • This feature article applies the concepts of ‘make-believe’ and ‘make-belief’ formulated by performance theorist, Richard Schechner, in a study of two role-play communities, Midian City and Gor in the online 3D environment Second Life. With make-believe fantasy role-play at their core, members of the two communities negotiate the social and political norms, the goals of the com- munity and as well as the boundaries of the virtual role-play. The article explores the innovative forms of interaction at play in these negotiation processes, using (cyber)ethnographic methods and the analysis of various textual sources, Goffman’s theories of social performance as well as various types of performance discussed by Schechner and Auslander. The innovative forms of interaction are analysed in the light of the new technology and as performances and make-belief strategies directed towards realizing performative utopias, towards influencing the direction in which leaders and residents of this digital context want the role-play to develop, and towards shaping the emer- gent social and cultural rules and the political framework of the role-play. 
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10.
  • Svensson, Jakob, 1976- (author)
  • Deliberation or Updating? : The Case of Southern Stockholm Activists Online
  • 2012
  • In: Proceedings of the 12<sup>th</sup> European Conference on eGovernment. - Reading : ACI Academic Conferences International. - 9781908272416 - 9781908272423 ; , s. 691-697
  • Conference paper (peer-reviewed)abstract
    • Based on a (n)ethnographic inspired study of middle class activists in southern Stockholm, the aim is to understand contemporary political action and to discuss changing practices of participation in digital and late modernity. More specifically this paper addresses the Internet and its promise of deliberation. However instead of echoing techno-deterministic and optimist accounts of the Internet and online social networking affording a digital public sphere where deliberation can flourish, this paper argues that it is more accurate to understand the practices among the activists in southern Stockholm as updating. Updating is described here as a two-way practice,to be updated what is happening in your social networks as well as updating your social networks what is happening.These practices of updating are understood in light of late modern theories of reflexivity, identity negotiation and maintenance, practices that arguably are heightened in digital and networked societies. Hence to avoid determinism without resorting to the idea of technology as neutral, the paper is based in atechno-social dialectical understanding of our time as digital late modernity.The paper will end with a brief discussion of the implications of updating on political participation in digital late modernity. Even though not deliberation, practices of updating has consequences for participation and political action that perhaps could be considered positive and encouraging for democratic tradition in general.
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11.
  • von Feilitzen, Cecilia, 1945-, et al. (author)
  • Hur farligt är internet? Resultat från den svenska delen av den europeiska undersökningen EU Kids Online
  • 2011
  • Editorial collection (other academic/artistic)abstract
    • Sverige hör till de länder i Europa där flest barn använder internet. Det ökande antalet barn på nätet innebär ökade möjligheter – och också risker. Men majoriteten av 9-16-åringarna säger sig inte ha stött på något som besvärat eller upprört dem under sin internetanvändning det senaste året. Det visar resultaten från den nya undersökningen EU Kids Online. De flesta känner sig trygga med att göra sådant som vuxna ofta anser vara riskfyllt. Rapporten omfattar den svenska delen av projektet EU Kids Online som intervjuat 9-16-åringar som använder internet och deras föräldrar i 25 europeiska länder. Cirka 1000 barn har intervjuats i hemmen i varje land. Projektet leds från London School of Economics and Political Science av Sonia Livingstone och Leslie Haddon och finansieras av EC Safer Internet plus Programme.
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13.
  • Sveningsson, Malin, 1968 (author)
  • “I don’t like it and I think it’s useless, people discussing politics on Facebook”: Young Swedes’ understandings of social media use for political discussion
  • 2014
  • In: Cyberpsychology : Journal of Psychosocial Research on Cyberpspace. - 1802-7962. ; 8:3
  • Journal article (peer-reviewed)abstract
    • Western democracies have seen a decrease in political participation, with young people singled out as the most problematic group. But young people are also the most avid users of online media. It has therefore been argued that online media could be used to evoke their interest in politics, and thus contribute to the reinvigoration of democratic citizenship. Using a mixed qualitative methods approach, this article takes a closer look at 26 young Swedes’ experiences and understandings of social media, especially Twitter and Facebook, as used for political discussions. Compared to the average Swedish 17 to 18-year-olds, the participants are relatively interested in civic and political questions. By focusing on this segment, the article mirrors the experiences of an understudied group – young people who are interested in politics but not engaged. The participants were skeptical about social media as used in relation to politics, and expressed doubts about their suitability and usefulness. Four themes were identified, where three have to do with perceived risks: for conflict, misunderstandings and deceit. The participants also expressed the idea of online political activities as being less authentic than their offline equivalents. The idea that young people want and expect something that political organizations cannot live up to is one of the most dominant discourses that characterize the discussion on youth political participation today. However, while some properties of social media fit well into what young people have been found to prefer, for the participants, negative traits seem to outweigh the positive ones, thus discouraging them from participating.
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14.
  • Ståhlbröst, Anna, et al. (author)
  • Social media for user innovation in Living Labs : a framework to support user recruitment and commitment
  • 2013
  • In: Proceedings of the XXIV ISPIM conference. - Lappeenranta : Lappeenranta University of Technology Press. - 9789522654212
  • Conference paper (peer-reviewed)abstract
    • Social media are becoming an increasingly relevant channel for user involvement. However, their uptake in Living Labs environments, as a means to engage users in innovation processes, is still limited. The aim of this paper is to explore challenges and opportunities related to the usage of social media for user involvement in co-creative processes, The findings presented emerge both from the available literature and case studies, and emphasise four different dimensions influencing user engagement: facilitator, community, platform and innovation process. Based on these dimensions, the authors propose a basic framework, intended as the point of departure for taking the next step toward the construction and verification of theoretical constructs that can help inform and guide future innovation projects.
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15.
  • Kasperowski, Dick, 1959 (author)
  • Crowdsourcing in scientific practice: host and parasites
  • 2012
  • In: Design and displacement: social studies of science and technology.
  • Conference paper (peer-reviewed)abstract
    • Productively parasitic relations between sts and its fields Geoffrey C. Bowker, Dick Kasperowski, & Teun Zuiderent-Jerak Session proposal for the quadrennial joint meeting of the Society for Social Studies of Science and the European Association for the Study of Science and Technology, Copenhagen, Denmark, October 17-20, 2012. “You don’t need much experience to know that goods do not always arrive so easily at their destination. There are always intercepters who work very hard to divert what is carried along these paths. Parasitism is the name most often given to these numerous and diverse activities, and I fear that they are the most common thing in the world” (Serres, 2007 [1982]; 11). Given this quote by Michel Serres from The Parasite, it may be unsurprising that scholars from the field of Science & Technology Studies often have distorting, translating, and parasitic relations to their fields (or rather, their hosts?). Following the ‘critique of critique’ which pointed out that the critical position risks producing nothing but death and ruins – for both the host and the parasite – recent years have seen an increasing number of STS practices that explore the parasitic relation to empirical fields in more productive terms. After all, STS may think of itself as a field that is able to make some noise, but what follows that noise? “Noise gives rise to a new system, an order that is more complex than the simple chain. This parasite interrupts at first glance, consolidates when you look again” (ibid.; 14). In this session we bring together a series of recent activities within STS that try to reflexively turn noise into more complex orders. We move from Values in Design workshops and studios that explore the interplay between values and materiality, to crowdsourcing initiatives in science that reconfigure science-society relations, to [ref. to Judith], to situated intervention that opens up space for different kinds of knowledge in clinical guideline production. The aim of the panel is to explore the empirical richness, methodological complexities, and theoretical implications of such emerging parasite-host relations within STS. Information and communication technology has profoundly changed science, making vast amounts of virtual data possible, creating information overload, described as part of a “fourth paradigm” of science, and suggesting a turn to more data-driven research. Data sets pose huge challenges but also groundbreaking scientific discoveries – if resources where available. How, then, are large virtual data sets made useful when established modes of research seems to be struggling? Guided by crowdsourcing (CS) in business, activism and journalism science turns to outsiders – the crowd – for help to classify but also think innovatively on possible future research. Calls are launched by well-established scientific institutions and a myriad of crowdsourcing initiatives are available on the Internet, some boasting 50 million classifications involving 150,000 people only during one year. The crowd has become a huge resource supplying a workforce larger than any academic department can provide. Thus, we are part of a shift in science where amateurs now contribute to scientific knowledge and practices in ways and in a scale they have never done before. This raises several important questions for STS: How are issues of enrolement, observation, trust, learning, division of labour, and public participation played out and reconfigured in practices relying on technological infrastructures to involve outsiders in science to produce discoveries? But, subsequently, it also raises another important question, namely how STS analyses can interact with scientists and the other actors involved (as the crowd) in a productive manner, hopefully leading to “parasitism”.
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  • Sveningsson, Malin, 1968 (author)
  • Socialitet och socialt samspel på nätet
  • 2013
  • In: Nygren, G & Wadbring, I (red) På väg mot medievärlden 2020. - Lund : Studentlitteratur. - 9789144082554 ; , s. 331-350
  • Book chapter (other academic/artistic)
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  • Maceviciute, Elena, et al. (author)
  • The case of the e-book in ”small language” culture: media technology and the digital society
  • 2014
  • In: Knygotyra. - : Vilnius University. - 0204-2061 .- 2345-0053. ; 62
  • Journal article (peer-reviewed)abstract
    • The article describes a research project conducted in Sweden and its initial base-line results that were produced by investigating statistical data from general statistical sources, representative surveys of the Swedish population, and from public and academic libraries. The project looks into the change introduced into the book sector by e-books. Sweden was chosen as a special case – a country with a high literacy level and high penetration of information technology into everyday life of people. At the same time, the spread of e-books is at the very start and it seems that the diffusion of e-books, their production, distribution and use are affected by the problems characteristic of a typical small publishing markets. The authors present the goals of the project and the theoretical framework. The data were collected in 2012 and demonstrate the relatively low scale of e-book publishing and use. Libraries emerge as the main channel of access to e-books for readers. The usual problems of e-book production and distribution that are visible in other countries are observed in Sweden as well: e-books legally are not books, but services of licensed software and thus excluded from the privileges enjoyed by paper books; readers demand more e-books but are not ready to pay for them the same price as for traditional books and prefer to acquire them through free channels. Publishers seek to maintain the monopoly of e-book distribution and fear piracy. Libraries lose independence of acquisition and collection management. The choice of e-books by readers is determined by access to technology, age and education as well as reading habits.
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21.
  • Bennerstedt, Ulrika, 1979- (author)
  • Collaborative assessment and game development : professionals’ orientation towards problems, potentials and organizational demands
  • 2014
  • In: 4th International Conference Applied Linguistics and Professional Practice.
  • Conference paper (peer-reviewed)abstract
    • This paper address assessment practice as part of professional activity and learning in the domain of game development. A growing body of research has been concerned with the professionalization of games production knowledge, frequently attributed to the coordinated work of numerous actors in technology dense settings. While previous accounts of games development list a multifaceted body of knowledge, there is a gap in the literature focusing on game developers’ professional knowing and learning in situ. With an analytical approach informed by ethnomethodology, this paper aim to make visible professional knowledge and learning when collaboratively evaluating games-in-development. It is focusing on game developers’ assessment work as a way to gain insight in the practical reasoning when orienting towards games and gaming as subject of assessment, and as a way of making professional knowledge bases explicit.       The empirical material is drawn from three settings: 1) a vocational game education, 2) a national game award event, and 3) a professional game development company. Based on fieldwork augmented with video-recordings, the study investigates how games-in-development are collaborative assessed and specifically the ways professionals evaluate co-workers views and understandings with respect to what constitutes problems and potentials of games-in-development.       Assessments are at stake in a number of internal and external work practices, such as gate reviews, playtests, and the activity of pitching not-yet-finished-nor-financed games to publishers. Games assessments are a common preoccupation at game companies and game education but also at so-called game awards. Games assessments share similarities with assessment practices in other professional and educational settings, such as design reviews in architectural practices. Both are events where proposals are assessed by externally recruited professionals. However, the assessment activities and object of assessment largely differ. In architectural education, proposals are assessed by considering the qualities visible in the designed material (such as plans, paper posters and digital slideshows) in relation to articulated intentions. This can be contrasted with the object of criticism in games presentations: the object constitutes both digitally visual material and designed ‘playable/interactive’ activities. This means that the qualities of a game cannot only be judged by interpreting the idea communicated in plain words together with some visual layout, it also has to be discovered when engaging with the designed ‘experience’. Hence, professionals’ in the gaming domain are required to account for what hinders or make possible appealing experiences during assessments of digital games.       By focusing on professionals’ collaborative assessments, the analysis unpacks some recurrent orientations towards games and gaming in professional settings. It is shown that the professionals are faced with a number of institutional and organizational demands with respect to time, technology, conventions, and innovations.
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22.
  • Bennerstedt, Ulrika, 1979- (author)
  • Searching for the best game : professionals’ jury work at a national game-award event
  • 2014
  • In: The Second International ProPEL: Professional Practice, Education and Learning Conference, June 25-27, 2014.
  • Conference paper (peer-reviewed)abstract
    • This study investigates jury-based assessment work as part of professional activity in an emerging profession, the gaming industry. Drawing on prior studies of professional learning (Mäkitalo, 2012), jury deliberations (Garfinkel, 1976), and assessment practices in related settings, assessment is approached as a way of making professional knowledge and learning visible. With an analytical focus informed by ethnomethodology, the paper builds on the idea that detailed studies of local orders of collaborative assessment in creative organizations could contribute to the understanding of assessment in professional learning.Although previous research on games development point to a multifaceted body of knowledge and considered its development in terms of professionalization (cf. Bennerstedt, 2013), there is a lack of empirical studies of professional game developers practices, particularly addressing the key object of criticism - the games. Games assessments are not only a common preoccupation at game companies and in game education, but also at so-called game awards where novices send in playable demos. Games evaluations share similarities with assessment practices in other professional and educational settings, such as design reviews in architectural practices (Lymer, 2010). However, the assessment activities and object of assessment largely differ, as the qualities of playable games have to be discovered interactively and therefore include a range of learning trajectories and troubles.Based on fieldwork augmented with video-recordings at a game café, the paper explores a small group of invited professionals’ assessment when reviewing a large number of game demos for a national game award event. By focusing on collaborative work conducted in private deliberations, it is shown that the professionals are faced with a number of challenges when ranking and grading the demos. They discover problems and qualities with the games by taking departure in fixed categories, established standards and emergent criteria, but make collaborative decisions that are governed by the jury members’ varied access to the assessed demos. The variations with respect to access are tightly related to the time schedule of the reviewing, but also the design of the interactive material. They accomplished their work by drawing on jury members’ as well as organizers’ access to, and knowledge of, demos in terms of playability, progression, emergence, visual appearance, technical solutions, etc. Critical for overcoming knowledge gaps are the ways the jury manages access by engaging in hybrid activities, i.e. moving between assessments and instructions/demonstrations of demos.Pedagogical implications of the analysis are discussed, and it is suggested that the jury-based assessment of digital material shed new light on how professionals deal with ad hoc learning and instruction. ReferencesBennerstedt, U. (2013). Knowledge at play: Studies of games as members’ matters. Göteborg: Acta Universitatis Gothoburgensis.Garfinkel, H. (1967). Studies in ethnomethodology. Englewood Cliffs, NJ: Prentice-Hall.Lymer, G. (2010). The work of critique in architectural education. Göteborg, Sweden: Acta Universitatis Gothoburgensis.Mäkitalo, Å. (2012). Professional learning and the materiality of social practice. Journal of Education and Work, 25(1), 59-78.
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23.
  • Rahman, Jakaria, 1977, et al. (author)
  • Metadata practices in digital libraries
  • 2011
  • In: Proceeding of the International Seminar Vision 2021: the role of libraries for building digital Bangladesh. ; , s. 66-82
  • Conference paper (peer-reviewed)abstract
    • The paper enlightens the professional environment about metadata application in hybrid libraries from both a theoretical and a practical perspective. It examines the main problems related to the " hybrid " nature of libraries and the concepts " hybrid library " and " digital library " are discussed through an extensive literature review. The review covers the evolution of the different standards and schemes of metadata practice in libraries, it focuses on the metadata practices in a real-world scenario, and discusses metadata implications for the libraries that launched initiatives for digitization. A final review of some relevant practical cases leads to the conclusions.
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24.
  • Börjesson Rivera, Miriam, et al. (author)
  • Meetings, practice and beyond : Environmental sustainability in meeting practices at work
  • 2013
  • In: Nachhaltigkeit in der Wirtschaftskommunikation. - Wiesbaden : Springer Fachmedien Wiesbaden. - 9783658034511 - 9783658034528 ; , s. 159-190
  • Book chapter (peer-reviewed)abstract
    • The study shows how the employees at a large transnational telecom company understand and accommodate the implemented travel and meeting policies that regulate business communication. This involves looking at employee decisions on when, how and why to hold meetings. The subsequent understandings of meetings and their practice is formed through negotiation and the formation of a ‘social matrix of workplace communication (meetings)’(Bateson & Reusch 2009). This social matrix and its contexts are analysed from the perspective of environmental sustainability of office work practice. The basis for this is the recent implementation of company-wide restrictions on travel aiming to encourage the use of mediated meetings instead of travel for face-to-face meetings. Some issues that emerge are shared meanings of meetings, more specifically the perceived importance of the physical meeting in a workplace where telephone meetings were the norm. This shows that even if the technological possibilities for mediated meetings and by extension a more flexible work practice exist, they are not regarded as default but seen as complementary to conventional work practices. The need to find a balance in between mediated and physical meetings comes across as a recurring theme in both interviews and policy documents.  As a result the ongoing negotiation of which meetings are deemed necessary to be held in person and thereby requiring travel, is embedded within TeliaSonera employees' notions that face-to-face meetings are better and more efficient than mediated meetings. Subsequently the collective view that mediated meetings are not as successful as face-to-face meetings becomes a central to the character of workplace communication. This negotiation is carried out on an individual level as well as on a more organisational level. When carried out on an organisational level these negotiations occur in policy documents which can sometimes contradict employee perspectives and are equally subject to contextual factors (cf. Kogg 2002). Other related issues present in the empirical data are the blurring of the divide between work and home in relation to the changes in work practices and information and communication technology (ICT).
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25.
  • Bennerstedt, Ulrika, 1979 (author)
  • Knowledge at play. Studies of games as members’ matters : Kunskap genom spelande. Studier av digitala spel och spelande som kunskapsdomän
  • 2013
  • Doctoral thesis (other academic/artistic)abstract
    • On a general level, this thesis seeks some answers to the broad question of what one can learn from digital games. With an analytical approach informed by ethnomethodology, the main thrust of the work is an exploration of members’ matters in the area of games and gaming. In response to prevailing discussions about how, where and what gamers learn, the aim is to examine emerging forms of knowledge embedded in practices in and around digital games. The first part of the thesis addresses three themes: the question of whether leisure gaming could be understood to have transfer effects; how games are positioned in a state of restlessness and multistableness; and how the domain encompassing gaming and game development is advancing in terms of professionalization and institutionalization. The second part is comprised of three empirical studies based on two sets of video recordings: collaborative gaming in The Lord of the Rings Online, and assessment practices in game development education. The studies begin to unravel the elusive phenomena of gaming by making some gameplay practices and conventions visible. For instance, the findings suggest that there are specialized coordination practices, developed through long-term engagement with the online game. Furthermore, from the perspective of the institutional framing, it is argued that understandings from other media are not applicable in a straightforward manner, but must be carefully calibrated to matters such as game genre conventions and control over gameplay conduct. By describing the reasoning and knowledge displayed by gamers and game developers, the thesis contributes to interrelated discussions about knowledge development, currently carried out in educational science, interaction studies and game studies. In conclusion, it is suggested that digital games are establishing autonomy from other forms of entertainment media and software industries as a result of the ways games and gaming as multistable objects of knowledge have become deeply embedded in society.
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