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Full-Text Articles in Medicine and Health Sciences
Batok: The Exploration Of Indigenous Filipino Tattooing As A Resistive Collective Occupation, Chelsea Ramirez, Karen Mccarthy, Ana Cabalquinto, Carmela Dizon, Mai Santiago
Batok: The Exploration Of Indigenous Filipino Tattooing As A Resistive Collective Occupation, Chelsea Ramirez, Karen Mccarthy, Ana Cabalquinto, Carmela Dizon, Mai Santiago
Occupational Therapy | Faculty Scholarship
Batok (also known as Fatek/Burik/Tatak/Batek/Patik) is an Indigenous Filipino tattooing practice where the practitioner marks the skin by hand-tapping the ink using bone/wood implements. Previous research on tattooing from an occupational science perspective has considered European tattooing and its engagement and implication on the individual. This qualitative research explores how batok is experienced by the person and their identified community. Three Filipino participants with batok, and four family or community members were interviewed. Thematic analysis highlighted three themes recognized as Kapwa, Revealing One’s Batok, and Decolonization and Reclamation as a Cultural Practice. These themes are situated in the lens of …
Exploring The Meaningful Qualities Of Transactions In Virtual Environments For Massively Multiplayer Online Role-Playing Gamers, Karen Mccarthy, Shasta Rice, Amanda Flores, John Miklos, Alex Nold
Exploring The Meaningful Qualities Of Transactions In Virtual Environments For Massively Multiplayer Online Role-Playing Gamers, Karen Mccarthy, Shasta Rice, Amanda Flores, John Miklos, Alex Nold
Occupational Therapy | Faculty Scholarship
To date, most research on massively multiplayer online role-playing games (MMORPGs) has focused on the effects playing MMORPGs have on players’ health and wellness. The virtual environment of MMORPGs has yet to be explored as a space where meaningful occupations occur. This qualitative descriptive study examined the virtual environment using a transactional perspective to describe the qualities of gaming to which MMORPG players ascribe meaning. Participants included six MMORPG players with experience playing World of Warcraft, Runescape, or Guild Wars 2. Data were gathered using interviews, participant observation, and a focus group, and analyzed using thematic analysis. Three themes were …