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Articles 1 - 18 of 18

Full-Text Articles in Social and Behavioral Sciences

Ssrn As An Initial Revolution In Academic Knowledge Aggregation And Dissemination, David Bray, Sascha Vitzthum, Benn Konsynski Jan 2010

Ssrn As An Initial Revolution In Academic Knowledge Aggregation And Dissemination, David Bray, Sascha Vitzthum, Benn Konsynski

Sascha Vitzthum

Within this paper we consider our results of using the Social Science Research Network (SSRN) over a period of 18 months to distribute our working papers to the research community. Our experiences have been quite positive, with SSRN serving as a platform both to inform our colleagues about our research as well as inform us about related research (through email and telephoned conversations of colleagues who discovered our paper on SSRN). We then discuss potential future directions for SSRN to consider, and how SSRN might well represent an initial revolution in 21st century academic knowledge aggregation and dissemination. Our paper …


Towards Self-Organizing, Smart Business Networks: Let’S Create ‘Life’ From Inert Information, David Bray, Benn Konsynski Nov 2008

Towards Self-Organizing, Smart Business Networks: Let’S Create ‘Life’ From Inert Information, David Bray, Benn Konsynski

David A. Bray

We review three different theories that can inform how researchers can determine the performance of smart business networks, to include: (1) the Theory of Evolution, (2) the Knowledge-Based Theory of the Firm, and (3) research insights into computers and cognition. We suggest that each of these theories demonstrate that to be generally perceived as smart, an organism needs to be self-organizing, communicative, and tool-making. Consequentially, to determine the performance of a smart business network, we suggest that researchers need to determine the degree to which it is self-organizing, communicative, and tool-making. We then relate these findings to the Internet and …


A Major Transformation, Joseph Turow Nov 2008

A Major Transformation, Joseph Turow

Joseph Turow

We argue strenuously, strenuously against the naive sentimentalism on the part of companies that insist "We love all our customers and we love all our customers the same." -advertising executive quoted in Advertising Age, March 1995 [These customers] don't spend much money with you now/aren't big spenders in the category with your competitors and, for whatever reason, lack the capacity to increase consumption in your category in the future....If you can avoid recruiting them into your program from the beginning, do so. In many cases, however, until they have joined the program, you have no way of assessing their value....The …


Rights Of Teachers, Marsha L. Matthews Sep 2008

Rights Of Teachers, Marsha L. Matthews

Marsha Matthews

No abstract provided.


Farrow's Darfur Olympics & Our Olympic Shame, Christopher Finlay Aug 2008

Farrow's Darfur Olympics & Our Olympic Shame, Christopher Finlay

Christopher Finlay

No abstract provided.


How To Fill Your Institutional Repository: Or, Practical Lessons I Learned By Doing, Paul Royster Jun 2008

How To Fill Your Institutional Repository: Or, Practical Lessons I Learned By Doing, Paul Royster

Paul Royster

The evolution of content recruitment strategies at University of Nebraska-Lincoln's Institutional Repository over its first 3 years of operation. Includes practical advice on how to find and recruit postable articles.


Fcc Should Get With The Times, Erik Ugland Jun 2008

Fcc Should Get With The Times, Erik Ugland

Erik Ugland

No abstract provided.


Playing With Landscape: Social Process And Spatial Form In Video Games, Michael Longan Mar 2008

Playing With Landscape: Social Process And Spatial Form In Video Games, Michael Longan

Michael W Longan

Video games not only incorporate representations of landscapes, they are themselves a form of landscape representation that communicates ideas about how the world is and how it should be. Like traditional forms of landscape representation, video games use tricks of perspective and realistic graphics to represent real world places or to create worlds that appear to be real. Through their interactivity, video games also give their players a sense of power and control over the spatial form of the landscape. However, unlike traditional forms of landscape representation, video games offer opportunities to subjectively enter the space of the game and …


Flag Waving And Border Patrolling: Two Perspectives In Immigration Discourse, Richard Pineda Mar 2008

Flag Waving And Border Patrolling: Two Perspectives In Immigration Discourse, Richard Pineda

Richard D. Pineda

No abstract provided.


Open To Exploitation: America's Shoppers Online And Offline, Joseph Turow, Lauren Feldman, Kimberly Meltzer Feb 2008

Open To Exploitation: America's Shoppers Online And Offline, Joseph Turow, Lauren Feldman, Kimberly Meltzer

Joseph Turow

Most Americans who use the Internet have little idea how vulnerable they are to abuse by online and offline marketers and how the information they provide can be used to exploit them. That is one conclusion from this unprecedented national phone survey conducted by the Annenberg Public Policy Center. The study indicates that many adults who use the internet believe incorrectly that laws prevent online and offline stores from selling their personal information. They also incorrectly believe that stores cannot charge them different prices based on what they know about them. Most other internet-using adults admit that they simply don’t …


New Technologies, New Narratives, Lee Humphreys, Christopher Finlay Dec 2007

New Technologies, New Narratives, Lee Humphreys, Christopher Finlay

Christopher Finlay

No abstract provided.


Remembering And Forgetting Black Power In Mississippi Burning, Kristen Hoerl Dec 2007

Remembering And Forgetting Black Power In Mississippi Burning, Kristen Hoerl

Kristen Hoerl

No abstract provided.


Let The Domination Begin: Sports Fans’ Construction Of Identity In On-Line Message Boards, Allison Harthcock Dec 2007

Let The Domination Begin: Sports Fans’ Construction Of Identity In On-Line Message Boards, Allison Harthcock

Allison Harthcock

No abstract provided.


Fashion And The College Transition: Liminality, Play, And The Structuring Power Of The Habitus, Mark Rademacher Dec 2007

Fashion And The College Transition: Liminality, Play, And The Structuring Power Of The Habitus, Mark Rademacher

Mark A. Rademacher

Fashion has long been a signifier of social divisions within the education system as well as society at large. This paper seeks to examine how young people’s use of fashion varies in two distinct social milieus – the high school and college peer cultures. Interviews with 19 college freshmen were conducted to ascertain how fashion contributed to, or hindered, social divisions within each milieu. While informants recognized numerous social divisions marked by fashion choices within the high school milieu, during their initial weeks on campus no social divisions were identifiable. In this new milieu it appears fashion contributed to a …


Thinking Through Persuasive Play: Encouraging Gaming Experience, Shawn Apostel Dec 2007

Thinking Through Persuasive Play: Encouraging Gaming Experience, Shawn Apostel

Shawn Apostel

In 2002 the US Army released a highly effective and popular recruitment device: America’s Army. This free tactical multiplayer first-person shooter has proven to be so successful that other recruitment games are being developed and released by other military branches; however the effort being made to help students think reflectively about their game playing experience is minimal at best. This webtext will address these concerns by sharing ways video games can be discussed in the multimodal composition classroom.


Labor And The Press In 1908, Bonnie Brennen Dec 2007

Labor And The Press In 1908, Bonnie Brennen

Bonnie Brennen

No abstract provided.


Inheriting Inherit The Wind: Debating The Play As A Teaching Tool, Edward Larson, David Depew, Ronald Isetti Dec 2007

Inheriting Inherit The Wind: Debating The Play As A Teaching Tool, Edward Larson, David Depew, Ronald Isetti

David J Depew

No abstract provided.


Rounds, Levels, And Waves: The Early Evolution Of Gameplay Segmentation, Jose Zagal, Clara Fernandez-Vara, Michael Mateas Dec 2007

Rounds, Levels, And Waves: The Early Evolution Of Gameplay Segmentation, Jose Zagal, Clara Fernandez-Vara, Michael Mateas

Jose P Zagal

This article explores the early evolution of the structure and management of gameplay in videogames. We introduce the notion of gameplay segmentation to capture the role that design elements like level, boss, and wave play in videogames, and identify three modes of segmentation. Temporal segmentation limits, synchronizes and/or coordinates player activity over time. Spatial segmentation breaks the game’s virtual space into sub-locations. Challenge segmentation presents the player with a sequence of self-contained challenges. We describe each mode, and additional sub-modes, by analyzing vintage arcade games. Our analyses illustrate how these games represent a “primordial soup” in which many current game …