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1.
  • Abrahamsson, Sebastian, 1979- (author)
  • Food repair : An analysis of the tensions between preventing waste and assuring safety
  • 2019
  • In: Ephemera. - 2052-1499 .- 1473-2866. ; 19:2, s. 283-301
  • Journal article (peer-reviewed)abstract
    • Research into food waste has shown that around one third of the food that is produced for human consumption ends up going to waste. The reasons for this are many but in reports and campaigns the role of the consumer, their careless behavior and anxieties related to food are often raised as two of the main causes for food going to waste. By way of contrast, this article asks what practices of saving, experimenting with, growing and eating food – what is here conceptualized as ‘food repair’ – may tell us in terms of the specific materialities of foods, and the work involved in repairing it. Drawing on ethnographic fieldwork with dumpster divers, a studio for the experimental arts, and urban gardeners, I suggest firstly that the actual work of food repair is mundane, small-scale and often remains largely invisible. Secondly, food repair is caught in the tension between avoiding waste and assuring safety. This tension, and the work of living with it in practice, is analyzed in terms of caring: caring for the food, for sustainable consumption, for the eater. As such, this text articulates the concept of food repair as a conceptual contrast to the notion of careless consumers and throw-away societies in order to map alternative stories and practices. Rather than offering a critique of known food wasting practices, then, this text is intended both to articulate and strengthen marginal food repair practices.
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2.
  • Ahlström, Emil, et al. (author)
  • Play hard, work harder : Workification of gaming in a Swedish World of Warcraft Classic guild
  • In: Ephemera. - 2052-1499 .- 1473-2866.
  • Journal article (peer-reviewed)abstract
    • This paper sets out to problematize and further develop the concept of workification in studies on the intersection of play and work. The literature on workification is scarce and focuses mainly on how game design transforms potentially playful activities in games into work-like tasks. In this study, which utilizes material from interviews and autoethnography, we illustrate the transformation of a World of Warcraft Classic guild, evolving from an informal gathering of friends into a structured organization with clear hierarchies and defined functions. By adopting the theoretical perspective of dominant logic, we show how the governing values and decision premises of the studied organization create a balancing act for management. The differing values of individuals within the organization led to the creation of administrative tools and rules to govern the organization’s members. Our conceptualization of workification emphasizes how aspects traditionally related to work – such as task management and organizational hierarchies – are being employed by guilds to enable new ways of enjoying the gaming experience. Committed players devote time and effort to producing spreadsheets, codes of conducts, and performance indicators, in addition to actually playing the game. While this may detract from the ‘magic’ of the game, we argue that workification can also offer new opportunities for playfulness and enjoyment.
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3.
  • Andersson, Thomas, et al. (author)
  • Who is colonizing whom? : Intertwined identities in product development projects
  • 2009
  • In: Ephemera. - : ephemera. - 2052-1499 .- 1473-2866. ; 9:2, s. 168-181
  • Journal article (peer-reviewed)abstract
    • Despite the considerable number of studies on workplace identities in the organizational literature, the project management area of research is relatively de-personalized. In seeking to develop this research, this qualitative, longitudinal study of a product development project in the automotive industry focuses on how individuals use the project as a resource for their own identity construction while at the same time the project colonizes their identities. The study reveals that the identity construction processes of the project leaders and of the project are closely intertwined and co-constructed. The project leaders face a paradoxical situation: their identities are colonized, regulated, and controlled by their company (or car, or project), and yet they believe they make their choices voluntarily. However, the core values of projectified society are ‘hidden’ in the identity work that an automobile company consciously uses to develop cars associated with specific emotions and values.
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5.
  • Berglund, Karin, 1967- (author)
  • Fighting against all odds : Entrepreneurship education as employability training
  • 2013
  • In: Ephemera. - 2052-1499 .- 1473-2866. ; 13:4, s. 717-735
  • Journal article (peer-reviewed)abstract
    • In this paper the efforts of transforming ‘regular’ entrepreneurship to a specific kind of ‘entrepreneurial self’ in education are linked to the materialization of employability. It will be illustrated that schoolchildren, under the guise of entrepreneurship education, are taught how to work on improving their selves, emphasizing positive thinking, the joy of creating and awareness of the value of their own interests and passions. This ethic reminds us that we can always improve ourselves, since the enterprising self can never fully be acquired. The flipside of this ethic is that, by continuously being encouraged to become our best, it may be difficult to be satisfied with who we are. Highlighted in this paper is that, with all the amusement and excitement present in entrepreneurship education, also comes an expectation of the individual to fight against all odds. Recruiting students to this kind of shadow-boxing with their selves should involve critical reflection on its political dimensions, human limits, alternative ideals and the collective efforts that are part of entrepreneurial endeavours.
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8.
  • Bohm, Steffen, et al. (author)
  • The atmosphere business
  • 2012
  • In: Ephemera: Theory and Politics in Organization. - 2052-1499. ; 12:1/2, s. 1-11
  • Journal article (other academic/artistic)
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  • Result 1-10 of 75
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peer-reviewed (46)
other academic/artistic (29)
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