Open Access. Powered by Scholars. Published by Universities.®

Social and Behavioral Sciences Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 19 of 19

Full-Text Articles in Social and Behavioral Sciences

Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor Oct 2022

Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor

Articles

This chapter addresses design research and iterative curriculum design for the Lost & Found games series. The Lost & Found card-to-mobile series is set in Fustat (Old Cairo) in the twelfth century and focuses on religious laws of the period. The first two games focus on Moses Maimonides’ Mishneh Torah, a key Jewish law code. A new expansion module which was in development at the time of the fieldwork described in this article that introduces Islamic laws of the period, and a mobile prototype of the initial strategy game has been developed with support National Endowment for the Humanities. The …


“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb Aug 2022

“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb

Articles

This article considers how player interactions with religious and ethnic markers, create

a globalized game space in the mobile game Florence (2018). Florence is a multiaward-

winning interactive novella game with story-integrated minigames that weave

play experiences into the narrative. The game, in part, explores love, loss, and

rejuvenation as relatable experiences. Simultaneously, the game produces a unique

experience for each player, as they can refract the game narrative through their own

cultural, identitarian lens. The game assumes the shared cultural space of the player,

the player-character (PC), and the non-player-character (NPC) while blurring the

boundaries between each of these …


Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb Jan 2021

Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb

Articles

This chapter presents the use of Lost & Found – a purpose-built tabletop to mobile game series – to teach medieval religious legal systems. The series aims to broaden the discourse around religious legal systems and to counter popular depiction of these systems which often promote prejudice and misnomers. A central element is the importance of contextualizing religion in period and locale. The Lost & Found series uses period accurate depictions of material culture to set the stage for play around relevant topics – specifically how the law promoted collaboration and sustainable governance practices in Fustat (Old Cairo) in twelfth-century …


Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb Oct 2020

Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb

Articles

In 2013, a boy with special needs used the video game Minecraft to deliver the sermon at his bar mitzvah at a Reform synagogue, an apparently unique ritual phenomenon to this day. Using a narrative inquiry approach, this article examines two rabbis’ negotiations with new media, leading up to, during, and upon reflection after the event. The article explores acceptance, innovation, and validation of new media in religious practice, drawing on Campbell’s (2010) framework for negotiation of new media in religious communities. Clergy biography, philosophy, and institutional context all impact the negotiations with new media. By providing context of a …


Jewish Time Jump: New York, Owen Gottlieb Nov 2019

Jewish Time Jump: New York, Owen Gottlieb

Articles

Jewish Time Jump: New York (Gottlieb & Ash, 2013) is a place-based mobile augmented reality game and simulation that takes the form of a situated documentary. Players take on the role of time traveling reporters tracking down a story “lost to time” to bring back to their editor at the Jewish Time Jump Gazette. The game is played in Washington Square Park in Greenwich Village, New York City. Players’ iPhones become their time traveling device and companion. Based on the player’s GPS location, players receive digital images from their location from over a hundred years in the past as well …


Tradition And Novelty: Food Representations In Irish Women’S Magazines 1922–73, Marzena Keating, Máirtín Mac Con Iomaire Jan 2018

Tradition And Novelty: Food Representations In Irish Women’S Magazines 1922–73, Marzena Keating, Máirtín Mac Con Iomaire

Articles

Based on a qualitative content analysis of selected Irish women’s magazines, this paper provides a brief overview of Irish food culture from 1922 to 1973. It illustrates how selected texts from women’s magazines, mainly recipes, food columns, practical suggestions for cooking and housekeeping, as well as articles on food topics mirrored social, cultural, economic, and religious characteristics of a particular period. The paper discusses various culinary trends apparent in the content and style of cookery pages focusing on a paired category of novelty and tradition adapted from the quantitative research conducted by Alan Warde.


Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb Dec 2017

Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb

Articles

The study of Judaism, Jewish civilizationi, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.


Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb May 2017

Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb

Articles

This paper presents a case study drawn from design-based research (DBR) on a mobile, place-based augmented reality history game. Using DBR methods, the game was developed by the author as a history learning intervention for fifth to seventh graders. The game is built upon historical narratives of disenfranchised populations that are seldom taught, those typically relegated to the 'null curriculum'. These narratives include the stories of women immigrant labour leaders in the early twentieth century, more than a decade before suffrage. The project understands the purpose of history education as the preparation of informed citizens. In paying particular attention to …


The Production Of Ek Tha Tiger: A Marriage Of Convenience Between Bollywood And The Irish Film And Tourist Industries, Giovanna Rampazzo Jan 2016

The Production Of Ek Tha Tiger: A Marriage Of Convenience Between Bollywood And The Irish Film And Tourist Industries, Giovanna Rampazzo

Articles

This article examines a collaboration between the Irish and Hindi film industries, adopting the production of Kabir Khan’s Ek Tha Tiger (2012) in Dublin as a case study. It critically narrates the arc of the film’s production, foregrounding the intersecting concerns of Yash Raj Films and Irish creative and cultural institutions. Ek Tha Tiger represents Ireland through constructed idyllic images which proved to be successful in attracting tourists. Tracing the links between the production of the film and the promotion of tourism to Ireland, this article explains how the film was used to construct a ‘tourist gaze’ for audiences in …


Tv Still Failing To Reflect Our Multicultural Society, Ian Kilroy Jan 2015

Tv Still Failing To Reflect Our Multicultural Society, Ian Kilroy

Articles

Irish television and media in 2015 still lacks diversity and does not reflect our multicultural society. An Op-Ed (opinion piece) in the Irish Times by a Dublin-based academic and lecturer in Technological University Dublin.


The Western Way: Democracy And The Media Assistance Model, Daire Higgins Jan 2015

The Western Way: Democracy And The Media Assistance Model, Daire Higgins

Articles

International media assistance took off during a time where the ideological extremes of USA vs. USSR were set to disappear. Following the Cold War, international relations focused on democracy building, and nurturing independent media was embraced as a key part of this strategy. Fukayama called it the ‘End of History’, the fact that all other ideologies had fallen and Western style democracy was set to become the one common ideology. The US and UK led the way in media assistance, with their liberal ideas of a free press, bolstered by free market capitalism. America was the superpower, and forged the …


Case Study Two: Jewish Time Jump: New York, Owen Gottlieb Oct 2014

Case Study Two: Jewish Time Jump: New York, Owen Gottlieb

Articles

Gottlieb presents an early case study of his mobile augmented reality game Jewish Time Jump: New York design on the ARIS platform for the iPhone and iPad (iOS). The game is set on-location in Washington Square Park in New York city. Players in 5th-7th grade take on the role of time-traveling reporters, landing on site on the eve of the Uprising of 20,000, the largest women-led strike in U.S. History. Based on their GPS location they receive media from over 100 years in the past, interactive with digital characters as they work to gather a story for the fictional Jewish …


Rationalizing Creativity—Rationalizing Public Service: Is Scheduling Management Fit For The Digital Era?, Ann-Marie Murray May 2013

Rationalizing Creativity—Rationalizing Public Service: Is Scheduling Management Fit For The Digital Era?, Ann-Marie Murray

Articles

In public broadcast organizations across Europe, scheduling has been transformed from a marginal, administrative activity to a highly strategic management tool (Hellman, 1999; Hujanen, 2002; Meier, 2003;Ytreberg, 2000) Ellis (2000)described it as “the locus of power in television,” organizing production and managing budgets (p. 26). The role of scheduling in public broadcast organizations today reflects the demands of increasing competition and political pressure for efficiency and accountability. However, new challenges have emerged in the transition from public service broadcasting to public service media (PSM). PSM providers must redefine their mission for the digital era and find …


Bullying In A New Ground: Cyberbullying Among 9-16 Year Olds In Ireland, Thuy Dinh, Brian O'Neill Feb 2013

Bullying In A New Ground: Cyberbullying Among 9-16 Year Olds In Ireland, Thuy Dinh, Brian O'Neill

Articles

This paper builds on the data collected in Ireland by the cross-national EU Kids Online II project- a large 25 country survey which investigated children’s experiences of the internet, focusing on issues of use, activities, risks, and safetyi . This article explores incidences, forms and consequences of cyberbullying among Irish children, as well as discussing possible prevention and intervention strategies.


Not Seeing The Joke: The Overlooked Role Of Humour In Researching Television Production, Edward Brennan Jan 2011

Not Seeing The Joke: The Overlooked Role Of Humour In Researching Television Production, Edward Brennan

Articles

This article argues that humour can provide researchers with a unique access point into the professional cultures of media producers. By reconsidering an earlier case study, and reviewing relevant literature, it illustrates how humour can fulfil several functions in media production. Importantly, humour is a central means of performing the ‘emotional labour’ that increasingly precarious media work demands. For production research, the everyday joking and banter of media workers can provide an important and, heretofore, overlooked means of accessing culture, meaning, consensus and conflict in media organizations. The article argues that humour’s organizational role should be considered as a sensitizing …


Nothing Can Replace Our Son, Ian Kilroy Feb 2004

Nothing Can Replace Our Son, Ian Kilroy

Articles

‘Nothing Can Replace Our Son’ is about US casualties in the war in Iraq that began in March 2003. It features parents who have lost children fighting for the US side.


Where Does Creativity Come From? And Other Stories Of Copyright, Michael J. Madison Jan 2004

Where Does Creativity Come From? And Other Stories Of Copyright, Michael J. Madison

Articles

This Commentary on Lydia Pallas Loren, Untangling the Web of Music Copyrights, 53 Case W. Res. L. Rev. 673 (2003), observes that debates over a variety of copyright law issues can be - and in fact, often are - structured in narrative terms, rather than in terms of doctrine, policy, or empirical inquiry. I suggest a series of such narratives, each framed by a theme drawn from a feature film. The Commentary suggests that we should recognize more clearly the role of narrative in intellectual property discourse, and that intellectual property narratives should be examined critically.


On Cultural And Structural Change In Rte Television Drama, Edward Brennan Jan 2000

On Cultural And Structural Change In Rte Television Drama, Edward Brennan

Articles

No abstract provided.


Status Of The Shooter: News Coverage And Input From Photographers In Local Television News, David Ozmun Nov 1999

Status Of The Shooter: News Coverage And Input From Photographers In Local Television News, David Ozmun

Articles

The rise of the 24-hour regional cable news channel has focused attention on "oneman bands-also called video journalists (Beacham, 1996; Colman, 1996; Lieberman, 1998). An increase in the number of journalists who report and shoot their own stories has been attributed to, among other things, economic pressures and technological advances (Sherer, 1994; RTNDF, 1995; Dickson, 1997). Television stations in very small markets have traditionally required reporters to make contacts, interview sources, record the video and sound, write the script, and edit the taped material into a finished product (Lindekugel, 1994). In most markets, however, the concept of a newsgathering team …