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CONSUMER TRICKS AND STRATEGIES AMONG POLISH MIGRANTS IN BELFAST, NORTHERN IRELAND 北爱尔兰贝尔法斯特波兰移民的消费技巧和策略
Pub Date : 2020-01-01 DOI: 10.7494/HUMAN.2020.19.4.7
M. Kempny
This paper examines practices and strategies of consumption among Polish migrants in Belfast, Northern Ireland. Bridging theoretical perspectives on postmodernism, transnationalism and consumer society, the author discusses extent to which consumerism among Polish migrants can be seen as their way of integration with the local community in Northern Ireland. Focusing on conspicuous and inconspicuous consumption, this article explores the reasons why migrants take on the local consumption practices. Furthermore it examines migrants’ attempts to increase their social status, and display wealth through their engagement in consumer culture. Next, differences in Polish and local consumption patterns are teased out. Following this, the author links consumerism among Polish migrants to their embeddedness in local, transnational and global spheres. This research adopts 30 in-depth interviews.
本文考察了在北爱尔兰贝尔法斯特的波兰移民的消费实践和策略。作者将后现代主义、跨国主义和消费社会的理论观点结合起来,讨论了波兰移民的消费主义在多大程度上可以被视为他们与北爱尔兰当地社区融合的方式。本文从炫耀性消费和非炫耀性消费两个方面,探讨了流动人口采取本地消费行为的原因。此外,它还考察了移民试图通过参与消费文化来提高他们的社会地位和展示财富。接下来,梳理波兰和当地消费模式的差异。在此之后,作者将波兰移民的消费主义与他们在当地、跨国和全球领域的嵌入性联系起来。本研究采用30个深度访谈。
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引用次数: 0
HOW GANDHI WENT NUCLEAR: POTENTIALITY OF THE ARCHIVERSE IN CIVILIZATION VI 甘地是如何走向核的:文明档案的潜力六
Pub Date : 2020-01-01 DOI: 10.7494/human.2021.20.2.7
Jakub Alejski, Elżbieta Kowalska
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引用次数: 0
TRANS-LOCALITY AMONG KURDS – THE CASE OF TURKEY 库尔德人的跨地域——以土耳其为例
Pub Date : 2020-01-01 DOI: 10.7494/HUMAN.2020.19.2.25
Karol P. Kaczorowski
The article aims at presenting trans-local aspects of Kurdish society and especially trans-local ties maintained by Kurds in Turkey, particularly in Istanbul. Inspired by transnational theories in migration and diaspora studies, the author proposes a categorization of Kurdish migration waves and waves of internal migration in Turkey. Drawing on in-depth interviews conducted with Kurds in Istanbul, the paper depicts ways of maintaining ties with the country’s Kurdish regions and types of social organizing around their culture and perceived needs. The paper also offers insights into contemporary Kurdish migration in Turkey, leading to the conclusion that although trans-locality has often been forced on Kurds, the socio-political situation in 2002–2015 led to the emergence of a new, trans-local, socially active Kurdish elite in Turkey
本文旨在介绍库尔德社会的跨地方方面,特别是土耳其,特别是伊斯坦布尔的库尔德人保持的跨地方联系。在移民和散居研究的跨国理论的启发下,作者提出了库尔德移民浪潮和土耳其国内移民浪潮的分类。根据对伊斯坦布尔库尔德人的深入采访,本文描述了与该国库尔德地区保持联系的方法,以及围绕他们的文化和感知需求的社会组织类型。本文还提供了对土耳其当代库尔德人移民的见解,得出的结论是,尽管库尔德人经常被迫跨地迁移,但2002-2015年的社会政治形势导致土耳其出现了一个新的、跨地的、社会活跃的库尔德精英
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引用次数: 0
LOST WORLDS OF ANDROMEDA 失落的仙女座星系
Pub Date : 2020-01-01 DOI: 10.7494/human.2021.20.2.23
T. Majkowski, M. Kozyra
The paper offers a reading of Mass Effect: Andromeda (BioWare, 2017) vis-à-vis lost world romance (also dubbed “lost race romance”, or “imperial romance”), a late-Victorian era novelistic genre originating from H. Rider Haggard’s King Solomon’s Mines and serving as a major tool for British Empire propaganda and a source of early science-fiction conventions. We claim that the narrative failure of this ill-received game stems from its adherence to the rigid principles and forceful themes of the genre and the colonial and imperial imaginary informing it. Our analysis aims at highlighting the way 19 th -century novelistic convention can be remediated as contemporary digital games, and to expose the link between the imperial imaginary and the ways in which open-world digital games are structured, on both the narrative and gameplay levels, even when they do not directly refer to the historical colonial legacy.
本文将《质量效应:仙女座》(BioWare, 2017)与-à-vis失落的世界罗曼史(也被称为“失落的种族罗曼史”或“帝国罗曼史”)进行了比较,这是一种维多利亚时代晚期的小说类型,起源于H. Rider Haggard的《所罗门王的矿山》,是大英帝国宣传的主要工具,也是早期科幻小说传统的来源。我们认为,这款不受欢迎的游戏的叙事失败源于它坚持严格的原则和强有力的题材,以及殖民和帝国的想象。我们的分析旨在强调19世纪的小说传统可以被修正为当代数字游戏的方式,并揭示帝国想象与开放世界数字游戏的结构方式之间的联系,无论是在叙事还是游戏玩法层面上,即使它们不直接涉及历史殖民遗产。
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引用次数: 1
INSTITUTIONALIZED CHAOS INSTEAD OF INDEPENDENT LIVING. FORCED MODERNIZATION AND ASSISTANT SERVICES IN POLAND 制度化的混乱而不是独立的生活。波兰的强制现代化和辅助服务
Pub Date : 2020-01-01 DOI: 10.7494/HUMAN.2020.19.3.73
Ewa Giermanowska, Mariola Racław, Dorota Szawarska
Personal assistance for people with disabilities in Poland is not available as part of a comprehensive state policy; it is instead a dispersed, fragmented service based on projects. There is a lack of both a national strategy for independent living (including solutions for personal assistance as a key tool) and a plan for deinstitutionalisation of support services. A disabled person as an independent entity seems to be invisible to legislators, despite the postulates regarding “tailor-made” services or “profiling of help” present in public discourse. At the same time, uncoordinated changes are taking place regarding support for people with disabilities, including assistance services. They are partly forced by Poland’s ratification (2012) of the Convention on the Rights of Persons with Disabilities, and partly due to grassroots social innovations of non-governmental organizations. In the article, the authors analyse the factors responsible for the current state of affairs in the context of the theory of imposed modernization, emphasizing the superficiality of institutional changes. They will refer to critical research of public policies (so-called street level bureaucracies) analysing the daily practices of public officials and the social consequences for their recipients. The limitations of the model of personal assistance services as services including disabled people in the mainstream of social life will also be discussed.
在波兰,为残疾人提供的个人援助没有作为一项全面的国家政策的一部分;相反,它是一个基于项目的分散的、碎片化的服务。既缺乏独立生活的国家战略(包括作为关键工具的个人援助解决方案),也缺乏支助服务非机构化的计划。尽管在公共话语中出现了“量身定制”服务或“帮助画像”的假设,但立法者似乎看不到残疾人作为一个独立的实体。与此同时,在支助残疾人方面,包括援助服务方面,正在发生不协调的变化。部分原因是波兰批准了《残疾人权利公约》(2012年),部分原因是非政府组织的基层社会创新。在本文中,作者在强制性现代化理论的背景下分析了造成现状的因素,强调了制度变迁的肤浅性。它们将涉及对公共政策(所谓的街头官僚机构)的批判性研究,分析公职人员的日常做法及其对接受者的社会后果。个人协助服务模式的局限性,包括残疾人在主流社会生活的服务也将被讨论。
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引用次数: 1
REACTIVE GAMES AS AN EXAMPLE OF EXTENSIVE USE OF EVOCATIVE NARRATIVE ELEMENTS IN DIGITAL GAMES: THE CASES OF DWARF FORTRESS AND RIMWORLD 反应性游戏是在数字游戏中广泛使用唤起性叙事元素的一个例子:《矮人要塞》和《rimworld》
Pub Date : 2020-01-01 DOI: 10.7494/human.2021.20.2.71
Miłosz Markocki
There are many types of digital games – some focus more on new gameplay mechanics while others focus more on new ways to tell and deliver their stories. Some games, in their goal of creating more engaging narratives, push the environmental storytelling and evocative narrative elements to their limits, allowing for a unique emergent narrative experience for players. Consequently, players now recognize a specific type of game, call - ing them, “reactive games”, in which the events and story of the gameworld occur without the need for the input of the player, who instead must react to the events and problems the game sends their way. This article presents two examples of reactive games which create a unique gameplay experience by exploiting the limits of environmental storytelling, evocative narrative elements, and emergent narrative: Dwarf Fortress and RimWorld .
数字游戏有很多种类型——有些更注重新的游戏机制,而另一些则更注重讲述和传递故事的新方法。有些游戏的目标是创造更吸引人的叙述,将环境故事和令人回味的叙述元素推向极限,为玩家提供独特的突发叙述体验。因此,玩家现在认识到一种特定类型的游戏,称之为“反应性游戏”,在这种游戏中,游戏世界的事件和故事不需要玩家的输入就会发生,玩家必须对游戏发送给他们的事件和问题做出反应。本文将呈现两款反应性游戏的例子,即《Dwarf Fortress》和《RimWorld》,这两款游戏通过利用环境故事叙述、令人回味的叙事元素和突发叙事的局限性来创造独特的游戏体验。
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引用次数: 2
WHO IS GRETA THUNBERG? ECHOES OF THE WORLD CLIMATE DISCUSSION IN THE DISCOURSE OF MOROCCAN INDEPENDENT MEDIA Greta thunberg是谁?摩洛哥独立媒体话语中世界气候讨论的回响
Pub Date : 2020-01-01 DOI: 10.7494/HUMAN.2020.19.2.61
Agnieszka Pałka-Lasek
The article is an attempt to present the response drawn in the Arabic independent media by the world discussion on the figure of the Swedish climate activist Greta Thunberg, Time magazine’s Person of the Year for 2019. Using the tools for discourse analysis, the research focuses mainly on the way the activist’s image is created in the context of the social role assumed by the Internet press media as news publishers, covering the plane of language, transmitting ideas and social interactions. Articles from the Moroccan Internet journal Hespress (for several years one of the most often visited website among the Moroccan e-community), come from the period from 27 September to 29 December 2019, were used as the research material.
这篇文章试图呈现阿拉伯独立媒体对瑞典气候活动家格雷塔·桑伯格(Greta Thunberg)——《时代》杂志2019年年度人物——的全球讨论的回应。运用话语分析的工具,主要研究网络新闻媒体作为新闻发布者、覆盖语言平面、传播思想平面和社会互动平面所承担的社会角色背景下活动家形象的塑造方式。摩洛哥网络期刊Hespress(多年来一直是摩洛哥电子社区最常访问的网站之一)2019年9月27日至12月29日期间的文章被用作研究材料。
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引用次数: 1
THE FUTURE, THE CRISIS, AND THE FUTURE OF REPLAY STORY 未来,危机,和未来重播故事
Pub Date : 2020-01-01 DOI: 10.7494/human.2021.20.2.85
E. Imbierowicz
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引用次数: 0
“IF THE DOG DIES, I QUIT”: BLAIR WITCH AND THE PROBLEMS OF CONTEMPORARY PSYCHOLOGICAL HORROR GAMES “如果狗死了,我就退出”:《女巫布莱尔》和当代心理恐怖游戏的问题
Pub Date : 2020-01-01 DOI: 10.7494/human.2021.20.2.57
Katarzyna Marak
This paper highlights the manner in which contemporary psychological horror games rely on repetitive storylines and plot twists, resulting in predictability of new titles, and the way in which this negatively affects immersion and players’ emotional investment. Through examining the game Blair Witch (2019), developed by the Polish studio Bloober Team, and its inclusion of an animal companion, the article demonstrates how shifting the players’ affective identification from the avatar to the companion character can cause players to overlook the shortcomings of the game. At the same time, by juxtaposing Blair Witch with other similar digital game texts, the paper showcases how linearity and reliance on predictable tropes in a game can be masked by the effective inclusion of an interesting companion with appropriate mechanics.
本文强调了当代心理恐怖游戏依赖于重复的故事情节和情节转折的方式,从而导致新游戏的可预测性,以及这种方式对沉浸感和玩家情感投入的负面影响。通过分析波兰工作室Bloober Team开发的游戏《Blair Witch》(2019)及其包含的动物伴侣,本文展示了将玩家的情感认同从角色转移到伴侣角色如何导致玩家忽视游戏的缺点。同时,通过将《Blair Witch》与其他类似的数字游戏文本并列,本文展示了游戏中的线性和对可预测比喻的依赖是如何被有效地包含具有适当机制的有趣同伴所掩盖的。
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引用次数: 1
KSIĄŻKI OBRAZKOWE WE WCZESNOSZKOLNYM NAUCZANIU JĘZYKA ANGIELSKIEGO
Pub Date : 2020-01-01 DOI: 10.7494/HUMAN.2020.19.4.114
A. Lipska
This article discusses the possible uses of picturebooks in an ESL classroom (grades 1–3). First, it offers an overview of the picturebook theory, focusing on its educational potential as far as teaching English is concerned. Then the selected examples are presented: I Will Not Ever Never Eat a Tomato (Lauren Child); Meerkat Mail (Emily Gravett); The Rabbit Problem (Emily Gravett); Have You Seen Who’s Just Moved in Next Door to Us? Colin McMaughton); Katie and the Mona Lisa (James Mayhew). These texts are then analysed as useful material in an ESL classroom, with due attention paid to the requirements and recommendations put forward in the Ministerial curriculum for grades 1–3 of elementary school.
这篇文章讨论了绘本在ESL课堂(1-3年级)的可能用途。首先,对绘本理论进行了概述,重点介绍了其在英语教学中的教育潜力。然后是精选的例子:我永远不会永远不会吃番茄(劳伦·查尔德);Meerkat Mail (Emily Gravett饰);《兔子的问题》(艾米丽·格雷维特);你看到谁刚搬到我们隔壁了吗?科林McMaughton);凯蒂和蒙娜丽莎(詹姆斯·梅休)。然后将这些文本作为ESL课堂上的有用材料进行分析,并适当关注小学1-3年级部长级课程中提出的要求和建议。
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引用次数: 0
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Studia Humanistyczne AGH
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