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Wyświetlanie 1-2 z 2
Tytuł:
The Creative Process. A Case for Meaning-Making
Autorzy:
Setai, Phokeng T.
Coetzee, Jan K.
Maeder, Christoph
Wojciechowska, Magdalena
Ackermann, Leane
Powiązania:
https://bibliotekanauki.pl/articles/623429.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
Art-Making
Creative Process
Intersubjectivity
Lifeworld
Lived Experience
Meaning
Meaning- Making
Signs
Symbols
Typifications
Opis:
Since the beginning of time art-making has been a tool to express, preserve, and challenge the extant knowledge in society. Artists do this by finding or creatively constructing new understandings in society. An artist is able to do this through the medium he/she uses to relay the message of the artwork. The medium that an artist uses to express his/her artistic concept has an impact on the character that the artwork will take. The medium of expression forms but one of the many considerations that go through an artist’s mind when creating art. In the process of art-making, an artist seeks to create new meanings or re-imagine old ones by organizing materials and concepts. In so doing, he/she discovers novel ways to get ideas across, and thereby creates new interpretations of social phenomena. In this article, attention is given to meaning-making as a conscious and iterative component of creating art. From a series of in-depth interviews, the authors analyze the inward processes that occur within six artists’ creative praxes and how these lead their construction of meaning. Attention is also paid to how the artists manipulate concepts and how they construct and deconstruct their understandings of these concepts in the course of their creative endeavors.
Źródło:
Qualitative Sociology Review; 2018, 14, 4; 86-99
1733-8077
Pojawia się w:
Qualitative Sociology Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein
Autorzy:
Pietersen, André J.
Coetzee, Jan K.
Byczkowska-Owczarek, Dominika
Elliker, Florian
Ackermann, Leane
Powiązania:
https://bibliotekanauki.pl/articles/623435.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
Phenomenology
Interpretive Sociology
Online Video Gaming
Lived Experiences
Sense of Belonging
Immersion
Socialization
Opis:
Individuals who partake in video games are often regarded with prejudice. It is an activity that is perceived to be mainly related to senseless leisure and teenage entertainment. However, many diverse people make video games such an important part of their lives that they become passionately engaged in it. Video games and online video gaming offer the player immersive experiences unlike any other forms of media. A phenomenological and interpretive exploration is undertaken in order to gain a deeper understanding of the narratives of online gamers and their experiences of a sense of belonging to the associated online communities. Through the use of in-depth interviews, the article explores various aspects of the life stories of a group of eight South African university students. It attempts to show how online gaming has become a part of their lifeworlds. The aim of this article is to present the narratives of online gamers as rich and descriptive accounts that maintain the voices of the participants. Various aspects of the lifeworlds of online gamers are explored. Firstly, an exploration is undertaken to gain an understanding of what it means to be a gamer. It focuses on how a person can become involved with gaming and how it can evolve into something that a person is engaged with on a daily basis. Secondly, it explores how video games influence the perception of reality of gamers. Immersion in video games can transfer a player into an alternative reality and can take the focus away from the real world. This can lead to feelings of joy and excitement, but can also lead to escapism. Lastly, the article shifts attention towards how online video gamers experience online communities. Players can have positive experiences with random strangers online, but because of the anonymous nature of the online environment, it can also lead to negative and isolating experiences.
Źródło:
Qualitative Sociology Review; 2018, 14, 4; 122-137
1733-8077
Pojawia się w:
Qualitative Sociology Review
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-2 z 2

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