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Finding the public in public trust: A bottom-up study of trust in politicians and government agencies
In this study we undertake a novel, bottom-up approach to the measurement and study of public trust. Reflecting recent calls for trust research to ‘pay greater attention to the way trust is expressed by individuals’ (Syed 2024: 7), we conducted telephone interviews of a representative sample of 1200 Australians, qualitatively measuring what trust means to them, and their reasons for trusting politicians and government agencies. Through our analysis of their responses, we make three important contributions to the public trust literature. First, allowing respondents to express trust in their own words highlights a richer array of drivers of trust than is often presented in public trust research. Second, we reveal systematic differences in the way respondents evaluate the trustworthiness of different public trust objects (politicians compared to government agencies), underscoring the need for greater nuance in the way public trust is conceptualised. Third, we use the first two insights to examine opportunities to refine the measurement of public trust to better reflect the intricacies of the way citizens think about political actors
Healthy lifestyles program for prefrail older people - a millennial perspective
Introduction: The “program” is a 12-week intensive active lifestyle program developed by university allied health professionals including occupational therapy, exercise science, physiotherapy and nutrition and dietetics disciplines. The program is designed to deliver bi-weekly, client-centred health education and exercise classes to community members identified by their general practitioner as at risk of frailty and/or early admission to aged care facilities. Community challenge: The focus of the program is to target the pre-frailty population and provide a strong evidence-based program to build sustainable behavioural and physiological changes to improve physical function, reduce falls and increase safe engagement in daily occupations. Approach: The program includes weekly themes inclusive of cognition, general health, functional independence, social support, nutrition, mood, continence, home safety and functional performance. These sessions compliment the evidence informed exercise program specifically designed for the older population. Learning objectives: Under the supervision of appropriately registered health professionals, students assess, develop, and deliver evidenced based approaches to achieve lifestyle changes. As a new program providing clinical practice hours for occupational therapy students there have been many leanings and opportunities identified. Practice implications: Students can make a remarkable contribution to lifestyle programs for older people. While an interprofessional approach is not always an easy road, having consumers at the centre of care provides mutual benefits. These include upskilling the OTs of the future in primary care approaches, developing core OT competencies and providing a valuable service to the underserved community of pre fail older people Key words: Older adults, Education/Fieldwor
Partnering With Lived Experience Experts: A Toolkit for Inclusive Consumer Research
This article examines the partnership between researchers and health consumers, with a focus on those experiencing vulnerability. It aims to understand how consumers perceive their involvement in research, explore their lived and living experiences as co-researchers, and develop a practical tool to strengthen these partnerships. A qualitative, arts-based method - LEGO® SERIOUS PLAY® - was used to facilitate creative dialogue and expression. Psychological empowerment theory informed the analysis, providing a lens to understand what supports or hinders meaningful involvement. The study identifies barriers to participation, including power imbalances, unclear roles, and organisational constraints, alongside enablers such as emotional safety, shared purpose, and respect for lived experience. Drawing on these insights, the article introduces a strength-based, humanistic Transformative Service Initiative (TSI) empowerment checklist to guide inclusive and respectful research partnerships. The study contributes to Transformative Service Research (TSR) by presenting a conceptual model called the Pathway from Consumer Co-Researchers to Societal Well-being Outcomes. This illustrates how supporting consumer involvement in research partnerships can generate broader social impact. The findings highlight how co-creating with consumers can provide valuable insight, bring about more equitable research and generate well-being
Returning to The Last of Us: The Aesthetics and Contexts of Remaking & Remastering The Last of Us Franchise
This paper will examine the industrial contexts, textual characteristics, critical reaction, and player culture of three entries in the The Last of Us franchise - The Last of Us Remastered (2014), The Last of Us Part I (2022), and The Last of Us Part II Remastered (2024), in an effort to analyse the nature of remastering and remaking in videogames in general and how these particular entries contribute to the TLoU franchise by creating ‘definitive versions’ of the original games.Identifying that the three games represent, in terms of some of the key research on remakes - ‘direct remakes’ (Druxman, 1975), ‘true remakes' (Leitch, 1990), and ‘acknowledged, close remakes’ (Greenberg, 1991) and by applying theory on videogame horror (Krzywinska, 2002; Perron, 2009, Rouse, 2009) and both film (Horton & McDougal, 1998; Klein & Palmer, 2016) and game remakes (Brown, 2023), insights can be gleaned into the effects of alterations in game design elements such as cut-scenes (Howells, 2002; Klevjer, 2008), sensation, game feel, and accessibility. The approach to remastering and remaking employed by the developers was to modernize features such as graphical textures, character models and accessibility, while preserving the ‘essence’ of the originals in terms of the power of the gripping, affecting narrative, sensation, game feel, and environmental storytelling.Adapting the conceptual framework from Verevis’s 2006 study of film remakes, this paper investigates the network of relationships between developer, text and game culture using developer accounts, critical analysis of the games, reaction of game critics, and player responses via forum discussions and YouTube videos.The study will attempt to identify the motivations and goals of Naughty Dog in creating these remasters/remakes (Francis, 2014; “TLoU devs…”, 2014; “Rebuilding TLoU Part I”, 2022), considering such ideas as the creation of ‘definitive’ or ‘special’ editions including supplementary materials (Barlow, 2004), in addition to the role of the concept of ‘prestige games’ (Parker, 2015) and legitimisation as well as the relationship of these franchise remasters to Sony’s console release strategy.A discussion of the textual qualities of the TLoU remasters/remake in relation to the original games opens up questions about the nature of videogame remakes/remasters in terms of overall approach, remake strategies, modernisation, and deviation from the original works in relation to a variety of formal characteristics.Questions regarding the position of the TLoU remasters/remake in game and player culture will be investigated such as the perspectives of TLoU fan culture and their implications – as some players saw the games as an opportunity to revisit a classic franchise and a chance to return to a beloved story, while others disagreed with their release and aligned with the ‘don’t mess with a classic’ attitude. Further questions regarding how game critics responded to the remasters/remakes and how their responses impacted the reputational position of the franchise in game culture are examined, as well as how reception of new players entering the franchise via the remasters/remake compares with players familiar with the original versions of the games. Finally, what are the implications of continual updates of classic games such as the TLoU franchise as ‘new’ versions appear with each subsequent console generation.KeywordsThe Last of Us, remakes, remastersREFERENCESBarlow, A. (2004). The DVD revolution: Movies, culture, and technology. New York: Bloomsbury Publishing.Brown, L. (2023). Rethinking remakes: value and culture in video game temporalization. Games and Culture, 18(3). Druxman, M. B. (1975). Make it again, Sam: A survey of movie remakes. Cranbury, NJ: A.S. Barnes.Francis, B. (2024, 17 January 17). The Last of Us Part II’s new rougelike mode let its combat designers go wild. Game Developer.https://www.gamedeveloper.com/design/the-last-of-us-part-ii-s-new-roguelike-mode-let-its-combat-designers-go-wild-Gray, J. (2010). Show sold separately: Promos, spoilers and other media paratexts. New York: New York University Press.Greenberg, H. R. (1991). Raiders of the lost text: Remaking as contested homage in Always. Journal of Popular Film and Television, 18 (4).Horton, A., & McDougal, S. Y. (Eds.). (1998). Play it again, Sam: Retakes on remakes. Berkeley, CA: University of California Press.Howells, S. A. (2002). Watching a game, playing a movie: When media collide. In G. King & T. Krzywinska (Eds.), ScreenPlay: Cinema / videogames / interfaces (pp. 110-121). London: Wallflower Press.Klein, A. A., & Palmer, R. B. (Eds.). (2016). Cycles, sequels, spin-offs, remakes, and reboots: Multiplicities in film and television. Austin: University of Austin Press.Klevjer, R. (2008). Cut-scenes. In M. J. P. Wolf & B. Perron (Eds.), The Routledge companion to video game studies (pp. 301-309). London: Routledge.Krzywinska, T. (2002). Hands-on horror. In G. King & T. Krzywinska (Eds.), ScreenPlay: Cinema / videogames / interfaces (pp. 206-223). London: Wallflower Press.Leitch, T. (1990). Twice-told tales: The rhetoric of the remake. Literature / Film Quarterly, 8(3), 138-149.Loock, K., & Verevis, C. (Eds.). (2012). Film remakes, adaptations and fan productions. London: Palgrave Macmillan.McCarter, Reid. (2022, 26 December). The Last of Us Part I shows there’s no such thing as a faithful remake. Game Informer.https://www.gameinformer.com/feature/2022/12/26/the-last-of-us-part-i-shows-theres-no-such-thing-as-a-faithful-remakeParker, F. (2015). Canonizing BioShock: Cultural value and the prestige game.Games and Culture, 12(7-8).https://journals.sagepub.com/doi/full/10.1177/1555412015598669Perron, B. (Ed.). (2009). Horror video games: Essays on the fusion of fear and play. Jefferson, N.C.: McFarland.Rebuilding The Last of Us Part I: A deep dive into combat, animation, audio and visual changes with Naughty Dog. (2022, 29 August). PlayStation.Bloghttps://blog.playstation.com/2022/08/29/rebuilding-the-last-of-us-part-i-a-deep-dive-into-combat-animation-audio-and-visual-changes-with-naughty-dog/Rouse, R. (2009). Match made in hell: The inevitable success of the horror genre in video games. In B. Perron (Ed.), Horror video games: Essays on the fusion of fear and play (pp. 15-25). Jefferson, NC: McFarland.The Last of Us Remastered devs discuss making 60fps the new standard in games. (2014, 16 July, 16). GameSpot.https://www.gamespot.com/articles/the-last-of-us-remastered-devs-discuss-making-60fp/1100-6421147/Tong, W. L., & Tan, M. C. C. (2002). Vision and virtuality: The construction of narrative space in film and computer games. In G. King & T. Krzywinska (Eds.), ScreenPlay: Cinema / videogame / interfaces (pp. 98-109). London: Wallflower Press.Verevis, C. (2006). Film remakes. Edinburgh, Scotland: Edinburgh University Press.<br/
Editorial December 2025
I am delighted to present the final edition of the Australian and New Zealand Continence Journal for 2025. It’s been a very busy, yet productive year here at the ANZCJ! We have welcomed a new journal manager, Dr Katie Martin, within CSIRO Publishing, released a new website (https://connectsci.au/cj), celebrated our 30th anniversary, increased overall citations and enhanced the visibility of our articles globally. We have also expanded the editorial team, welcoming: Dr Irmina Nahon, Associate Professor in Physiotherapy from the University of Canberra; Dr Eric Chung from the University of Queensland and the Macquarie University Hospital (Sydney); and Dr Małgorzata Starzec-Proserpio from the Université de Sherbrooke in Canada and the Centre of Postgraduate Medical Education in Poland
Moral injury: an emerging aspect of the employer’s duty of care to employees?
Moral injury is a discrete form of harm affecting individuals as a potentially avoidable consequence of exposure to a morally injurious event. That injury (independent of psychological injury or illness) has been identified as a cause of physical symptoms, suicide and suicidality. Originally identified within military and veteran cohorts, it is observable in emergency responders, healthcare providers, human rights advocates and others. Its aetiology suggests that other groups where the potential for tensions between personal morals, professional ethics and occupational activities arises (such as whistleblowers, law enforcement personnel and lawyers) may be at risk. Despite increasingly diverse evidence identifying moral injury as a substantive harm with significant consequences, the legal options for redress are unclear. This article explores whether requirements for establishing a duty of care as a precursor to a negligence claim are likely to pose an insurmountable obstacle for plaintiffs, including in the context of employer–employee duty relationships. It concludes that despite popular perceptions that negligence law is unlikely to be able to accommodate moral injury claims, a closer reading of key judgments indicates that there are opportunities for it to potentially be recognised as a harm on a principled basis—consistent with existing jurisprudence and legislation—for the purposes of establishing a duty of care. In the event that normative claims for its recognition are resisted, the justification for that resistance must be found outside historical development of legal principles from case law
Occupational fraud in family and non-family businesses: a mixed-methods study using expert perceptions
Methodological approaches in 16S sequencing of female reproductive tract in fertility patients: a review
Background:The female genital tract microbiome has become a particular area of interest in improving assisted reproductive technology (ART) outcomes with the emergence of next-generation sequencing (NGS) technology. However, NGS assessment of microbiomes currently lacks uniformity and poses signifcant challenges for accurate and precise bacterial population representation.Objective:As multiple NGS platforms and assays have been developed in recent years for microbiome investigation—including the advent of long-read sequencing technologies—this work aimed to identify current trends and practices undertaken in female genital tract microbiome investigations.Results:Areas like sample collection and transport, DNA extraction, 16S amplifcation vs. metagenomics, NGS library preparation, and bioinformatic analysis demonstrated a detrimental lack of uniformity. The lack of uniformity present is a signifcant limitation characterised by gap discrepancies in generation and interpretation of results. Minimal consistency was observed in primer design, DNA extraction techniques, sample transport, and bioinformatic analyses.Conclusion:With third-generation sequencing technology highlighted as a promising tool in microbiota-based research via full-length 16S rRNA sequencing, there is a desperate need for future studies to investigate and optimise methodological approaches of the genital tract microbiome to ensure better uniformity of methods and results interpretation to improveclinical impact