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  • GBV  (7)
  • Pulos, Alexis  (4)
  • Tonon, Graciela  (3)
  • Cham : Springer International Publishing  (7)
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  • 1
    Online-Ressource
    Online-Ressource
    Cham : Springer International Publishing
    ISBN: 9783319531830
    Sprache: Englisch
    Seiten: 1 Online-Ressource (290 pages)
    Serie: Community Quality-of-Life and Well-Being
    Paralleltitel: Print version Tonon, Graciela Quality of Life in Communities of Latin Countries
    DDC: 300
    Schlagwort(e): Social service ; Electronic books
    Kurzfassung: Preface -- Acknowledgements -- Contents -- Prologue -- Communities' Quality of Life: Theory and Practice -- 1 Rethinking Community Quality of Life in Latin American Countries -- Abstract -- 1.1 Understanding the Multiple Definitions of Community in the Latin American Context -- 1.2 Community Well-Being and Community Quality of Life -- 1.3 Conversations and Interpersonal Relationships -- 1.4 Public Space, Collective Scenario and the Building of Common Ground -- 1.5 Conclusion: The Way Forward -- Acknowledgements -- References -- 2 Exploring the Concept and Practices of Felicitas Publica at Lisbon University: A Community-Based Relational Approach to Well-being -- Abstract -- 2.1 Why Is There a Need to Address Happiness and Quality of Life from a Collective, Relational and Agentic Perspective? -- 2.2 Why Felicitas Publica? -- 2.3 How Can Relational Goods Be Defined? -- 2.4 What Is a Community? -- 2.4.1 Has Community an Ambivalent Nature? -- 2.5 Why Consider Well-being and Quality of Life Approaches in Higher Education Communities? -- 2.6 Felicitas Publica at Lisbon University: Can a Community-Based and Relational Approach to Well-being and Quality of Life Be Fruitful in a Peripheral Country? -- 2.6.1 What Are the Particularities of the Portuguese Context? -- 2.6.2 What Were the Research Objectives, Methods and Strategies for Data Collection? -- 2.6.3 Who Participated? Recruitment Methods -- 2.6.4 Data Analysis: An Invitation to Change? -- 2.6.5 Findings: What Part of the Dreamed Future Is Already Present? -- 2.7 Discussion: Gaining a Deeper Understanding? -- 2.8 Conclusion: A Window to New Horizons? -- References -- 3 Sports and Community Well-Being -- Abstract -- 3.1 Introduction -- 3.2 Well-Being and Welfare -- 3.3 Community Well-Being -- 3.4 Sports and Physical Activity -- 3.5 Sports in Relation with Community Well-Being
    Kurzfassung: 3.5.1 A National Program: The Juegos Nacionales Evita -- 3.6 Final Remarks -- References -- 4 Quality of Life and Commuting. A Study in Rururban Communities of General Pueyrredon District, Argentina -- Abstract -- 4.1 Introduction -- 4.2 Fundamental Concepts -- 4.2.1 Community -- 4.2.2 Community and Territory -- 4.2.3 Rururban Communities, Commuting, and Quality of Life -- 4.3 Materials and Methods -- 4.4 Rururban Communities of General Pueyrredon District -- 4.5 Commuting and Quality of Life in Rururban Communities -- 4.5.1 The Interviews at Sierra de Los Padres-La Gloria de La Peregrina -- 4.5.2 Commuting -- 4.6 Conclusions -- References -- 5 Crime and Failure of Community Life in Mexico -- Abstract -- 5.1 Introduction -- 5.2 Theoretical Review -- 5.2.1 Domains of Life. Community Satisfaction -- 5.2.2 Safety in the Neighborhood. A Sub-domain of Life -- 5.3 Database, Variables, and Descriptive Statistics -- 5.4 Quantitative Analyses and Main Results -- 5.4.1 Importance of Sub-domains in Explaining Community Satisfaction -- 5.4.2 Asymmetries in the Importance of the Safety Sub-domain by Socio-Demographic Characteristics -- 5.4.3 Victimization and Satisfaction with Safety in the Neighborhood -- 5.4.4 Asymmetries in the Impact of Victimization by Socio-Demographic Characteristics -- 5.5 Final Comments -- References -- 6 The Community Program for Neighborhood Improvement in Mexico City -- Abstract -- 6.1 Development -- 6.2 Construction of New Spaces for Social Development in Mexico -- 6.2.1 The Debate on Community Social Capital -- 6.2.2 Mexico City as an Analysis Unit to Reflect on Citizen Participation in Mexico -- 6.3 Experiences of Citizen Participation: The Community Program for Neighborhood Improvement in Mexico City -- 6.3.1 The Community Program for Neighborhood Improvement -- 6.3.2 Some Results of the Community Neighborhood Improvement Program
    Kurzfassung: 6.4 Final Thoughts -- Acknowledgements -- References -- Electronic References -- 7 Community Water Management and Quality of Life: The Independent Water Governance Committees in Toluca, Mexico -- Abstract -- 7.1 Introduction -- 7.2 Water Governance and Community Quality of Life -- 7.3 Independent Water Committees as Part of Water Governance Water Structure in Mexico -- 7.4 Independent Potable Water Committees in Toluca -- 7.5 The Independent Committee of San Felipe Tlalmimilolpan -- 7.6 Water Governance and Community Potable Water Committees, Final Remarks -- References -- Interview -- Laws -- Community Quality of Life of Different Groups in Latin Countries: Indigenous People, Displaced People, Migrants, Children, Young People and Older Adults -- 8 Quality of Life of the Guaraní Community -- Abstract -- 8.1 Studies on Well-being, Quality of Life, and Ethnical Diversity -- 8.2 Guiding Notions -- 8.2.1 Community -- 8.2.2 Space and Territory -- 8.2.3 Culture and Identity -- 8.2.4 Collective Identity -- 8.2.5 Culture/Identity, Well-Being, and Quality of Life -- 8.3 The Guaraní People -- 8.3.1 Overview. Ethnic Diversity in Salta -- 8.3.2 Location -- 8.3.3 Languages and Beliefs -- 8.3.4 Subsistence -- 8.3.5 Nonindigenous Ethnic Groups -- 8.3.6 The Guaraní Community in the Province of Salta -- 8.3.6.1 Brief Historical Overview -- 8.3.6.2 The Guaraní Community on Route 34 in Salta -- 8.3.6.3 Life in Rural Areas -- 8.3.6.4 Access to Land -- 8.3.6.5 Life in Urban Areas -- 8.3.6.6 Organization in the Northern Region: The APG (Guaraní People Association) -- 8.4 Final Comments -- References -- 9 Quality of Life and Health in Displaced Communities Affected by the Armed Conflict in Colombia -- Abstract -- 9.1 Introduction -- 9.2 Displacement: Before, During and After -- 9.2.1 Individual History of Mental Health -- 9.2.2 Traumatic Events
    Kurzfassung: 9.2.3 Physical Movement-Displacement -- 9.2.4 Survival or Adaptation to Place of Refuge -- 9.3 Studies of QoL in Displaced Persons -- 9.3.1 Study 1: Health and Adaption in Youth -- 9.3.2 Study 2: Social Identity and Adaptation in Families -- 9.3.3 Study 3: QoL and Personal Social Networks -- 9.4 QoL and Resettlement of Displaced Persons -- 9.5 Social Support and Community Integration -- 9.6 Conclusions -- Acknowledgements -- References -- 10 Sense of Community Mediates the Relationship Between Social and Community Variables on Adolescent Life Satisfaction -- Abstract -- 10.1 Presentation -- 10.2 The Research on Well-being with Adolescents -- 10.3 Social Well-being and Subjective Well-being -- 10.4 A Social Support and Subjective Well-being in Adolescents -- 10.5 Subjective Well-being and Sense of Community -- 10.6 Method -- 10.6.1 Instruments -- 10.6.2 Procedure -- 10.6.3 Data Analysis -- 10.7 Results -- 10.7.1 Mean Comparisons -- 10.7.2 Correlations -- 10.7.3 Multiple Linear Regression Models -- 10.7.4 Mediation Analysis -- 10.8 Conclusions -- References -- 11 Children and Young People's Perceptions of Risk and Quality of Life Conditions in Their Communities: Participatory Mapping Cases in Portugal -- Abstract -- 11.1 Introduction -- 11.1.1 Building Child-Friendly and Supportive Communities-Concepts and Policy -- 11.2 Framework Integrating Quality-of-Life and Participatory Mapping -- 11.2.1 Quality-of-Life and the Living Environment of Children and Young People -- 11.2.2 Children's and Young People's Perceptions of Their Living Environment ("Child 'Hoods"), and Their Participation in Community Life and Planning -- 11.3 Portugal Cases -- 11.3.1 Purpose -- 11.3.2 Method and Brief Description of Study Area -- 11.4 Results -- 11.4.1 Discussion-Methodological Issues of Working with Children -- 11.5 Conclusions -- References
    Kurzfassung: 12 Family and Social Networks and Quality of Life Among Community-Dwelling Older-Adults in Spain -- Abstract -- 12.1 Introduction and State of the Art -- 12.2 Materials and Methods -- 12.3 Composition and Size of the Family Network -- 12.4 Quality of the Family Network -- 12.5 The Social Network: Size and Quality of the Relationship -- 12.6 Discussion and Conclusions -- Acknowledgements -- References -- 13 Digital Media, Identity and Quality of Life of a Local Ecuadorian Community in Andalusia (SE Spain) -- Abstract -- 13.1 Introduction -- 13.2 Data, and Context -- 13.3 Descriptive Findings -- 13.4 Discussion -- 13.5 Conclusions -- References -- 14 Quality of Life of Community-Dwelling Older Adults in Spain -- Abstract -- 14.1 Introduction -- 14.2 The CadeViMa-Spain Study -- 14.3 Health Status and Cognition -- 14.4 Functional Status and Disability -- 14.5 Psychosocial Aspects -- 14.6 Contextual Factors -- 14.7 Concluding Remarks and Future Directions -- Acknowledgements -- References
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  • 2
    Online-Ressource
    Online-Ressource
    Cham : Springer International Publishing
    ISBN: 9783319438207
    Sprache: Englisch
    Seiten: 1 Online-Ressource (249 pages)
    Serie: East Asian Popular Culture
    Serie: East Asian Popular Culture Ser
    Paralleltitel: Print version Lee, Seungcheol Austin Transnational Contexts of Development History, Sociality, and Society of Play : Video Games in East Asia
    DDC: 301
    Schlagwort(e): Ethnology-Asia ; Ethnology-Asia ; Electronic books
    Kurzfassung: Contents -- About the Editors -- Contributor Bios -- List of Figures -- List of Tables -- Chapter 1: Introduction: Histories and Industries of Gameplay -- Part I -- Part II -- Part III -- Companion Edition -- Notes -- Bibliography -- Part I: History -- Chapter 2: Japanese Video Game Industry: History of Its Growth and Current State -- Snapshot of the Globally Dominant Japanese Video Game Industry -- Organization of Video Game as Based on Device -- Changes in the Size of Japan's Home Video Game Industry -- Japan's Home Video Game Industry: Key Players in Hardware and Software -- Nintendo's Development of Family Computer and Business Strategies -- SCE's Business Model for the PlayStation -- Video Game Console Manufacturers that Retreated from the Market -- Comparing Data Compiled for Nintendo and SCE, Which Reflects the Overall Japanese Market -- Japanese Home Video Game Software Companies -- The Growth of Online Games and Online-Game Companies in Japan: The Internet Influence on the Video Game Industry -- The Past, Present, and Future of the Video Game Industry in Japan -- Notes -- Bibliography -- Chapter 3: It's Dangerous to go Alone! Take this (New Technology): Nintendo's Impact on the Technological Landscape of the Video Gaming Industry -- Introduction -- Immersion -- Interfaces -- Facilitating Immersion Through Interface Innovation -- Stacking the Deck -- Gaming on the Go -- Nintendo 3DS -- "The Legend of Zelda" -- A Bird's-Eye View (1986-1996) -- On Target (1996-2006) -- Flailing in Real Life (2006-Present) -- Attracting New Gamers and Deepening Existing Relationships -- Thinking Outside the Console -- The Next Adventure: How Will Nintendo Stay Competitive? -- Mobile Games -- Hardware -- Putting It All Together: "Pokémon GO" -- Conclusion -- Bibliography -- Part II: Mobile Social Games
    Kurzfassung: Chapter 4: In-Game Purchases and Event Features of Mobile Social Games in Japan -- Introduction: Mobile Game Players on Trains -- Rapid Growth of the Japanese Mobile Social Game Market -- Background of Mobile Social Game Market in Japan -- Mobility and Social Networking Features -- Monetary Features of Games -- Gacha -- "Kompu Gacha" -- Limited-Time Events -- Limited-Time Gacha -- "Step-Up Gacha" in Limited-Time Events -- A Systematic Analysis of Interactive and Online Game Mechanic -- Selection of Games and Analysis of Contents: Method -- Survey for Sampling Games -- Participants as Game Informants -- Survey Procedure -- Sampling Popular Games -- Coding Procedure of Game Analysis -- Participants as Game Coders -- Coding Process -- Operational Definitions and Coding Categories -- In-Game Purchases -- Limited-Time Events -- Reliability -- Results of the Systematic Analysis -- In-Game Purchases Were Present in 97% of the Games -- Limited-Time Events Were Found in 90% of Games -- Comparisons of Normal and Limited-Time Gacha -- Discussion -- Notes -- Game References -- Bibliography -- Chapter 5: Bowling Online: Mobile Social Games for Korean Teen Girls -- Social Capital, Social Networks, and Communication Technology -- The Effects of Mobile Phones and Games -- Methodology -- Results -- Discussion -- Notes -- Bibliography -- Chapter 6: Database Production: Planners and Players in a Japanese Mobile Game Studio -- Planners vs. Designers -- Fragmented Consumption and Database Production -- Database Production in the Context of Transnational Game Development -- Conclusion -- Notes -- Bibliography -- Part III: Social Impacts -- Chapter 7: Hong Kong Net-Bar Youth Gaming: A Labeling Perspective -- Labeling Perspective -- Method -- The Net-Bar and the Youth in Hong Kong -- Social Labels on Net-Bar Youth -- Dokuo (毒男) -- MK Boys -- Sex-Seeking
    Kurzfassung: Excessive Vulgarity -- Negotiating Image and Identity: Strategies to Deal with Labels -- Avoiding -- Normalizing -- Neutralizing -- Professionalizing -- Quitting -- Discussion -- Limitations -- Notes -- Bibliography -- Chapter 8: Development of an Internet Gaming Addiction Scale Based on the DSM-5's Nine Diagnostic Criteria with South Korean Gamer Samples -- Internet Gaming Addiction Issues in South Korea -- Internet Gaming Addiction and Its Explicit Diagnostic Criteria -- The Present Study -- Procedure and Samples -- Measures -- Findings -- Descriptive Results -- Development of the Internet Gaming Addiction Scale -- A Shortened Version of the Internet Gaming Addiction Scale -- Establishing the Validity of the Internet Gaming Addiction Scale -- Determining Addiction with Latent Class Analysis -- Discussion -- Note -- References -- Index
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  • 3
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    Online-Ressource
    Cham : Springer International Publishing | Imprint: Palgrave Macmillan
    ISBN: 9783319438207
    Sprache: Englisch
    Seiten: 1 Online-Ressource (XV, 243 p. 32 illus. in color)
    Serie: East Asian Popular Culture
    Paralleltitel: Erscheint auch als
    DDC: 306.095
    RVK:
    Schlagwort(e): Culture Study and teaching ; Ethnology Asia ; Youth Social life and customs ; Communication ; Asia History ; Asia Politics and government
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  • 4
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    Online-Ressource
    Cham : Springer International Publishing | Imprint: Springer
    ISBN: 9783319288420 , 9783319288406
    Sprache: Englisch
    Seiten: 1 Online-Ressource (XIV, 303 p. 47 illus., 39 illus. in color)
    Ausgabe: 1st ed. 2016
    Serie: Social Indicators Research Series 62
    DDC: 306
    Schlagwort(e): Social sciences ; Medical research ; Statistics ; Quality of life ; Child psychology ; School psychology
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  • 5
    Online-Ressource
    Online-Ressource
    Cham : Springer International Publishing | Imprint: Palgrave Macmillan
    ISBN: 9783319438177
    Sprache: Englisch
    Seiten: 1 Online-Ressource (XV, 218 p. 14 illus. in color)
    Serie: East Asian Popular Culture
    Paralleltitel: Erscheint auch als
    DDC: 306.095
    Schlagwort(e): Culture Study and teaching ; Ethnology Asia ; Communication ; Imperialism ; Asia Politics and government ; Sociology ; Sex (Psychology) ; Gender expression ; Gender identity
    URL: Volltext  (lizenzpflichtig)
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  • 6
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    Online-Ressource
    Cham : Springer International Publishing
    ISBN: 9783319438177
    Sprache: Englisch
    Seiten: 1 Online-Ressource (223 pages)
    Serie: East Asian Popular Culture
    Serie: East Asian Popular Culture Ser
    Paralleltitel: Print version Pulos, Alexis Transnational Contexts of Culture, Gender, Class, and Colonialism in Play : Video Games in East Asia
    DDC: 301
    Schlagwort(e): Ethnology-Asia ; Ethnology-Asia ; Electronic books
    Kurzfassung: Contents -- About the Editors -- Contributor Bios -- List of Figures -- List of Tables -- Chapter 1: Introduction -- Introduction: Developing Critical Contexts of Gameplay -- Notes -- References -- Part I Gamer Culture -- Chapter 2: Bullet Hell: The Globalized Growth of Danmaku Games and the Digital Culture of High Scores and World Records -- Amusement Arcades, Shmups and Danmaku Games -- From Japan to the West -- High Scores, eSports and Speedrunning -- High Scores as eSports? -- High Scores and Speedrunning? -- The Epistemology of the World Record -- Cooperation, Competition and Sportsmanship -- The "Winner" and the Million Losers -- Conclusion -- Note -- References -- Chapter 3: Content Production Fields and Doujin Game Developers in Japan: Non-economic Rewards as Drivers of Variety in Games -- Introduction -- Previous Studies -- Analytical Framework and Research Method -- Analytical Framework -- Research Method -- Characteristics of Doujin Game Development: Consciousness and Production Practices -- Consciousness: Purpose of Production -- Production Practices: Variety of Works -- Production Practices: Autonomy of Production with Small Number of Developers -- Production Practices: Flexibility of Production Process -- Production Practices: Production Period -- Production Practices: Closeness and Interaction Between Developers and Users -- Production Practices: Incomplete Debugging -- Characteristics of Doujin Game Distribution: Livelihood Earning Opportunities -- Economic Rewards and Earning Livelihood as Un-Intended Results -- Development of Local Distribution Network of Doujin Game: 1970s to 2010s -- Livelihood Earning Opportunity by Doujin Game Distribution -- Globalization of the Distribution Channels after 2010 -- Conclusion -- References
    Kurzfassung: Chapter 4: From Pioneering Amateur to Tamed Co-operator: Tamed Desires and Untamed Resistance in the Cosplay Scene in China -- Cosplay in China -- The Missing Discussion of the Cosplay and Cultural Economy -- From Amateur to Professional and Commercialized -- Case Study: Hangzhou304 COS -- Tamed Struggle: Subcultural and Authorial Dynamics During the Transformation from Amateur to Professional -- Example of Tamed Struggle: Yaoi (Homosexual) and Drag (Transgender) Performances -- Homosexuality as Offensive and a Censored Issue -- The Negotiation of HZ304 in the Tamed Struggle -- Conclusion: The Dilemma of the Professional and the Subcultural -- References -- Part II Gender and Class -- Chapter 5: Making Masculinity: Articulations of Gender and Japaneseness in Japanese RPGs and Machinima -- Phantom Japaneseness: The English Localization of JRPGs -- Masculinity and Heteronormativity in FFVII Game Fiction -- Fan Textual Productions: Using Japaneseness to Reinforce Gender Norms -- Notes -- References -- Chapter 6: Living the Simple Life: Defining Agricultural Simulation Games Through Empire -- Introduction -- Characteristics of Hay Day -- Hay Day and the Global Agricultural Market -- Theoretical Frameworks -- Empire -- Immaterial Labor -- Commodity Fetishism -- Applying Theories of Ideology to Video Games -- Method -- Themes and Analysis -- Theme 1: A Focus on the Exchange of Goods (n = 346) -- Theme 2: Member Recruitment and Community Building (n = 135) -- Theme 3: Complaints and Suggestions (n = 209) -- Conclusions -- References -- Part III Colonialism and Transnationalism -- Chapter 7: Virtual Colonialism: Japan's Others in SoulCalibur -- Stereotype and SoulCalibur -- Videogames and Colonial Discourse -- Timeless Essentialization: The Western Other -- Establishing an 'Orient': Western versus Eastern Characters -- The Japanese Self: Mythic Archetype
    Kurzfassung: The Tōyō Paradox: Japan's Positioning vis-à-vis Asia -- Virtual Colonialism -- Conclusions -- Notes -- References -- Chapter 8: A Chinese Cyber-Diaspora: Contact and Identity Negotiation in a Game World -- Introduction -- Literature Review -- Game Ecology and Presence -- Cyberspace Architecture -- Migration and Diaspora -- Methods and Data -- Historical Background -- The Burning Crusade Rush-A Visible Minority in "the 70s" -- The Wrath of the Lich King Rush in "the 80s" -- Collective Migration -- Decisions to Permanently Reside on TW Servers -- Stay Here or Go Home? -- Primary Findings -- Political Interaction: Expression, Conflict, and Looking-on -- Political Identity on Display: Sarcasm as a Part of Game Worlds -- Open Nationalist Confrontations -- Private Exchanges of Viewpoints -- Factors Affecting Virtual Cross-Border Interactions -- Seeking Segregation Based on Linguistic and Cultural Differences -- Player Types and Positions Affecting Contact Experience Tracks -- Effects of Population Ratios on Collective Dynamics -- Discussion -- Emergence of an Integrated and Hybrid Culture -- New Understanding Through Daily and Long-Term Contact -- The Power of Virtual World Social Design: The Most Recent Example -- Conclusion -- Notes -- References -- Index
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  • 7
    Online-Ressource
    Online-Ressource
    Cham : Springer International Publishing
    ISBN: 9783319137797
    Sprache: Englisch
    Seiten: XIII, 240 p
    Serie: Social Indicators Research Series 55
    Paralleltitel: Erscheint auch als
    DDC: 306
    RVK:
    RVK:
    Schlagwort(e): Social sciences ; Quality of Life ; Social sciences Methodology ; Quality of Life Research ; Applied psychology
    URL: Volltext  (lizenzpflichtig)
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