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The role of language in the formation of value models of cultures

The role of language in the formation of value models of cultures

Author(s): Oksana Leontieva,Marina Teplenko / Language(s): English Issue: 2/2023

The extent to which the value systems of different cultures influence each other is one of the most important issues in intercultural communication today, as it is closely related to the understanding and acceptance of the Other. Each of the existing cultures has its own value model created by it. The core of this model is formed by the most ancient layers of language, its root basis. Any value that emerged on the philosophical-religious stratum of culture is encoded with linguistic meanings. These codes form the value core of culture. The paper deals with the extent to which the value codes of one culture influence the codes of another culture. Different value models of cultures are proposed and considered and the role of language in creating their value core is shown.

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Translation of Scientific Texts into English as Intercultural Mediation

Translation of Scientific Texts into English as Intercultural Mediation

Author(s): Katarzyna Aleksiejuk / Language(s): English Issue: 2/2023

With English functioning as a lingua franca in the academic world, many non-Anglophone scholars wish to publish their articles in English-medium international journals and seek professional assistance with translating them into English. Translators facing this task may encounter several issues stemming from cross-cultural differences in the style and structure of academic texts. While linguistic errors alone rarely result in rejections, deviations from Anglo–American conventions in scientific writing may even lead to the reviewers questioning the author’s competence as a scientist. For example, there are significant differences between two intellectual traditions: Teutonic, which has influenced the Polish style of academic communication, and Saxonic, which has shaped Anglo–American standards. As a result,introductions written by Polish scholars often do not meet the requirements of English-medium international journals. This may inadvertently place Polish authors in a disadvantaged position.It is therefore important that translators should know how to approach these differences when they encounter them. Drawing on existing literature, this paper calls for an inquiry into the role of the translator in these circumstances, including the scope of their responsibilities and strategies for dealing with potential problems.

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„Стокхолм+50“ и необходимостта от съвременна култура

„Стокхолм+50“ и необходимостта от съвременна култура

Author(s): Vesselin Madanski / Language(s): Bulgarian Issue: 1/2024

In the article, through a scientific analysis of the complex of risks and threats to humanity, identified in the documents of the United Nations Conferences on the Human Environment and the Earth (1972-2022), their transformation into goals and tasks for sustainable development during these 50 years is traced. With the force of an imperative, the research has brought out the need to form a modern culture in the aspects of sustainable development, which will serve to transform people's worldview as a necessary prerequisite for achieving a sustainable existence.

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Ограниченията на ума – фактори, определящи достоверността на разузнавателния анализ

Ограниченията на ума – фактори, определящи достоверността на разузнавателния анализ

Author(s): Vasya Vasilev / Language(s): Bulgarian Issue: 1/2024

The article reviews the most important factors identified by cognitive psychology, such as the limitations of the mind, on how people, even experts in intelligence analysis, process incomplete and ambiguous information about military-political issues, processes, and phenomena to make judgments and conclusions in their reports to the state and military leadership, partner services and headquarters of NATO and the EU. The specific features distorting the perception and interpretation of information are examined, and practical examples and evidence are given for some of the factors.

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Autonomous Learning in Religious Education in Slovakia

Autonomous Learning in Religious Education in Slovakia

Author(s): Jana Kucharová / Language(s): English Issue: 1/2024

The article deals with the issue of autonomous learning in the context of religious education. It offers a definition of autonomous learning and its characteristics. Autonomous learning is subsequently included in the context of religious education. The implementation of autonomous learning in the teaching of religious education is carried out based on the competency model of religious education, which is part of the prepared curriculum for this subject in Slovakia. The paper justifies using autonomous learning in religious education regarding this teaching model and presents autonomous learning as one of the possible forms of acquiring religious knowledge and developing religious competences and connecting them with other subjects and with everyday life.

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Deep Callings: The Will of the Heart

Deep Callings: The Will of the Heart

Author(s): Adhip Rawal / Language(s): English Issue: 1/2024

Is something calling us? Maybe the heart knows something we love, but the head is not aware of or does not believe in it. In cultures driven by patriarchal modes more remains unconscious than needs to because we lack the means to contact deeper dimensions which could be inherently alive. The narrowing of epistemology is a loss of self. Considering whether the heart has qualities of self, dream, and desire may provide a framework to recognise it in an embodied education and to liberate ways of knowing that can deepen subjectivities and enable potentials that were interrupted to begin ripening again. It may also encourage us to consider our relational agreements and to create educational spaces that refine attention to the hosting of futures. Setting up mirrors to make the heart more cognisable may revive individualities and what is meant to be in the world.

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Learning from Negativity of Experience in School Moral Education

Learning from Negativity of Experience in School Moral Education

Author(s): Dariusz Stępkowski / Language(s): English Issue: 1/2024

The paper attempts to answer the questions of what learning from negativity of experience perspective is and if it could become the right way of teaching and learning morality at school. It consists of three sections. The first one explains the fundamental distinction between negative moral experiences and negativity of moral experience. In the second section, the author’s attention focuses on the possibility of didactic application of teaching and learning from negativity of experience. The last section contains J. F. Herbart’s concept of educative guidance as a permanently valid theoretical framework for contemporary moral education at school.

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Crossroads of Leadership, Ethics, Higher Education, and Worldviews

Crossroads of Leadership, Ethics, Higher Education, and Worldviews

Author(s): Bert Meeuwsen / Language(s): English Issue: 1/2024

Strategic leadership deals with, for example, ethical dilemmas. The article addresses differing worldviews in relation to decolonising the curriculum, and how to assist cross-cultural professionals’ behavioural learning. Within pedagogics, critical thinking, based on normative rationales, allowing educational interventions, or concepts, other than empirically proven only is revealed. The common denominator of worldviews appears to be virtues. Descriptions of virtues need translation to touch on professionals. A practical intervention is introduced.

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Средновековният български владетел и държава в съвременните полски изследвания: две гледни точки
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Средновековният български владетел и държава в съвременните полски изследвания: две гледни точки

Author(s): Maya Ivanova / Language(s): Bulgarian Issue: 48/2024

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Среща на балкански българисти

Среща на балкански българисти

Author(s): Velka Popova,Tanya Todorova / Language(s): Bulgarian Issue: 48/2024

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Labour Exploitation Vulnerability Model
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Labour Exploitation Vulnerability Model

Author(s): Maria Velizarova / Language(s): English Issue: 1/2024

Without vulnerabilities in the labour market, there will be no possibilities for their exploitation. Labour exploitation has gained more popularity in recent years in Europe. This article explores the vulnerabilities which lead to labour exploitation and aims to systemise them and make them more visible for further use in the prevention effort in this field. The analysis is based on qualitative interviews with low-skilled Bulgarian migrants in EU countries and expert interviews with relevant stakeholders.

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Yoga Trainings, “Spiritual intelligence” Developments and Transitions to the World of Holistic Spiritualities

Yoga Trainings, “Spiritual intelligence” Developments and Transitions to the World of Holistic Spiritualities

Author(s): Galina Goncharova / Language(s): English Issue: 1/2024

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New Books

New Books

Author(s): / Language(s): English Issue: 1/2024

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The Phenomenon of Trophies in Digital Games

The Phenomenon of Trophies in Digital Games

Author(s): Dinko Jukić / Language(s): English Issue: 1/2024

The study research phenomenon of trophies in digital games. It starts from the analysis of the trophy hunter and trophy community constructs. The phenomenon of collecting trophies in digital games and its impact on gamers, but also on the gaming experience, is researched. The trophy concept is a paradox because it simultaneously creates gamers who choose games according to the difficulty of the trophy, and play games they do not like because of the easiness of the trophy. The aim of the paper is to investigate, present and analyse the phenomenon of trophies in digital games from cultural, anthropological, and marketing aspects. Collecting trophies was observed in the context of the phenomenon of narcissistic culture according to Lasch’s theory. Also, the study draws a parallel between the phenomenon of trophies as a reward for gamers, but also the development of niche marketing. Trophy hunters represent a more detailed segmentation of consumers who we understand as brand ambassadors for digital games. Also, trophy hunters encourage each other to collect trophies and thus shape gamers. To obtain a precise insight into the phenomenon of trophies and trophy subculture, the method of virtual ethnography was used.

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Pokémon TCG Live: A Game without Monetization and Its
Place in the Gaming Industry

Pokémon TCG Live: A Game without Monetization and Its Place in the Gaming Industry

Author(s): Miroslav Macák / Language(s): English Issue: 1/2024

Over recent decades, digital games have been trying to find new ways to monetize their player base. The games have evolved from purely premium titles sold as a product, to repeatedly monetized free-to-play games as a service that allow players to spend limitless amount on various microtransactions. However, there are still some oddities present on the gaming market. The case study analyses the digital game Pokémon TCG Live, which does not have any form of direct monetization. The study points out how it corresponds to both the overarching Pokémon franchise, as well as the digital games industry. Its main goal is to identify its core mechanics that are traditionally connected with monetization practices, and find its position on the market in relation to other digital trading card games. Another point of interest for our study is the high level of interconnection between the printed and digital versions of the Pokémon Trading Card Game and how it impacts the online client.

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A Cultural History of the Greek Digital Games Origins: From Clones to Originality

A Cultural History of the Greek Digital Games Origins: From Clones to Originality

Author(s): Maximos S. Theodoropoulos / Language(s): English Issue: 1/2024

Literature on the digital games industry and gaming history has for the most part focused on the global production centres of North America, Western Europe, Japan, and, lately, China. However, in recent years, a call to research the diverse and less dominant national contexts within which digital games are produced has been addressed. In this article, we shed light on early digital game development in Greece, covering the years between 1982 and 2002. This particular region has been highly neglected by both domestic and international researchers. We approach Greek digital game development from both historical and cultural perspectives, through an investigation of how local game developers interact with a wide range of contextual facets in a complex interrelation between global and national conditions. This article argues that, in order to highlight the characteristics of early national game production cultures and digital games design, one must examine them as well under the broader cultural production ecosystem, along with the economic and institutional contexts and transformations within which digital game production takes shape.

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Escape with a Purpose

Escape with a Purpose

Author(s): Daniela De Angeli / Language(s): English Issue: 1/2024

Escape rooms are increasingly popular all around the world. Due to their popularity, we are also seeing more variations in concept, form, and aim. For example, nowadays we can engage with physical, digital or mixed escape rooms. Escape rooms are also developed for a range of purposes beyond entertainment, including to broadcast a message, train, and/or exchange data. However, past research on escape rooms has focused mostly on analysing physical versions or on investigating if and how escape rooms can educate players. This paper aims to overcome these gaps by exploring how escape rooms (digital, physical or mixed) can be designed for a variety of purposes beyond entertainment. Hence, this paper offers two main contributions: a definition of escape rooms with a purpose and a framework that can be used to both design and analyse escape rooms with a purpose. The framework is initially implemented based on a literature review in the fields of serious games, escape rooms and puzzle design. Its efficacy is then tested through the analysis of three escape rooms with a purpose. Following this analysis, the framework is finalised to include the following key design elements: concept/idea; stakeholders (target players and others); purpose; goal/winning condition; equipment; theme; narrative (puzzle organisation and storytelling methods); puzzle design; and evaluation.

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Understanding Auditory Space in Digital Games for Visually Impaired People

Understanding Auditory Space in Digital Games for Visually Impaired People

Author(s): Tomáš Farkaš / Language(s): English Issue: 1/2024

The article seeks to establish a foundational framework for comprehending crucial definitions and concepts related to auditory space in digital gaming, particularly focusing on audio games designed for visually impaired individuals (VI), often devoid of graphical interfaces. While existing studies often emphasize players’ interactions with interfaces and the acquisition of real-life skills, this text explores audio games through the lens of entertainment and immersion. Numerous studies indicate a demand among visually impaired players for more intricate and challenging games, incorporating elements usually used in standard digital gaming experiences. By combining definitions from both audio and traditional digital games, this article broadens the scope of sound design considerations, encompassing various aspects and classifications. It presents several auditory dimensions, consolidating them into a comprehensive dimension called attenuation, putting their roles within a game’s context. The author is a sound designer currently working on an audio game; therefore, many of the presented definitions are also a guide that will represent some of his own considerations while working on this game. These include not only the use of binaural or ambisonic sound but also understanding the ways and means of how to work with (3D) space in the context of audio and its possible functions.

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Suicide squad: kill the justice league

Suicide squad: kill the justice league

Author(s): Zdenko Mago / Language(s): English Issue: 1/2024

Review of: Rocksteady Studios. (2024). Suicide Squad: Kill the Justice League (Deluxe Edition, PS5 version) [Digital game]. WarnerBros. Games.

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Are You Living in a Computer (Game)?

Are You Living in a Computer (Game)?

Author(s): Walter Barta / Language(s): English Issue: 1/2024

First, we can reconstruct the simulation argument from Bostrom’s “Are you living in a computer simulation?” (2003, p. 243), more recently and lengthily defended by Chalmers (2022). As the argument goes, at least one of the following must be true:• S1. 100% of civilizations go extinct before making computer simulations.• S2. 100% of civilizations will never make computer simulations of ancestors.• S3. We are probably living in such an ancestor simulation.

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