The implementation of a new i.v. room batch process improved operational efficiency by reducing the production of waste and led to a substantial projected annual cost saving.
This article examines the impact of the use of moral game designs in mainstream games upon public discourse. Rather than interviewing players about their moral experiences after gameplay, this article reads moral engagement through the pedagogical lens of Freire: that moral engagement must be measured through pedagogical action in the public sphere. Through discourse analysis, this article examines the presence and quality of moral deliberation and pedagogical action in online message boards surrounding three morally charged games: Mass Effect 3, Modern Warfare 2 and Civilization V. In the cases examined, players rarely adopted the ‘moral point of view’ or engaged in public pedagogy, opting instead to frame moral scenarios as ‘play’. A notable exception occurs when the content of the moral scenarios has already been explicitly framed in the public sphere as a matter for public moral debate.
Despite its seemingly ubiquitous nature today, the concept of fandom still eludes a singular unified definition, partly because how fandom is studied and who studies it vary almost as much as its manifestations. Most scholars agree that fandom is an emotional attachment to a person, activity, or media object that tends to inspire creative production and participation in communities of like‐minded fans. Popular and scholarly attention to fandom have evolved over time, with a focus ranging from pathological behavior to a modern form of hyper‐consumption. From a media psychology perspective, research has examined the positive and negative effects on knowledge, ideas, beliefs, and behaviors at both the individual and group level. Such research suggests fandom's positive impact on information seeking and decision making for health, purchasing, voting, tourism, support for a variety of social causes, and the effects of basking in reflected glory. Negative effects include abnormal behavior and pathology, such as negative body image, copycat behavior, stalking, and crowd hysterics. From a critical‐interpretative perspective, fandom is studied as a product and process of modern participatory culture, where fans produce and consume meanings, mediated communication, and texts about the objects of their fandom. Fandom implies an attempt by individuals to actively—at times subversively—create meaning in an increasingly mediated world where traditional resources for identity construction have diminished.
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