3,996 research outputs found

    Work Is Fun, Isn’t It? Bibliometrics Of Fun Work

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    The attention and interest in fun work have exponentially increased among practitioners and academic communities. This phenomenon replaced the old-fashioned view that created a rigid climate in the office. Many employees have adopted a fun work culture to improve employer branding and employee experiences and retain their talents. Using bibliometric techniques, this study aimed to capture the trend of research in fun work and identify research streams in fun work derived from the critical topic distributions of the fun work academic literature. We performed word co-occurrence analysis, author network analysis, and publication analysis. This study identified four streams in the science of fun work: activities to make work fun, a fun work environment system, positive effects of fun work, and support for fun work. The research trend and research streams in Fun Work provided insight for researchers to find potential issues to address in future research. They revealed the interactions as well as connections among researchers in fun work

    Fun, ancient and modern.

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    "Grown out of a lecture bearing the same title, which the author delivered at the Literary institution, Edinburgh, the Royal institution, Hull, and several other places."--Pref.v. 1. Introduction. Attic salt. Roman satire. Comycke classicks. Fragmentary classical fun. Pseudo-classical fun. Troubadour fun. Provencal language and literature.--v. 2. Introductory chapter. Chaucer and his surroundings. Pantagruelism. Shakspere fun. National fun. Broad grins. Cockney poets. Eye-openers.Mode of access: Internet

    Urban Mountain: Laboratory of fun

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    The laboratory of fun is the new icon for West Chicago introducing a new typology which aim to answer the need of people to have fun.Complex ProjectsArchitectureArchitecture and The Built Environmen

    Contributions to Using IT in Education: An Educational Video Player

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    Following the trends of IT use in education we propose four main principles of educational application development: anytime-anywhere access (including access for mobile devices); user-generated content; assigning users an active role inside the platform; creating a correlation between natural activities and educational activities – adding fun into the equation. With these principles in mind we developed a small Educational Player – a movie player that connects to a database to show information relevant to the events in the movie, more specific to the exact key-frame (in the movie time-line) at the moment of the request. Though the application is still in a conceptual form, its possibilities make us confident in its future success either as an informal way of learning, or by using it in a formal educational context either as an e-learning tool, either as interactivity tool in a traditional classroom setting.E-learning, Educational Technologies, Multimedia Applications

    PLAY House: The Art of Finding Queer Pleasure in (Private & Public) FUN + PLAY

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    Utilizing a TRANSdisciplinary and iterative process, with a focus on collage and installation, I am investigating identity & Private spaces in relationship to the Public spaces of the Art Gallery & Internet. My thesis project, PLAY House (2021), comprises three installation works that occupy, whether physically or digitally, the same three-walled room. Holliday Home (Glitch of the Heart) (2020), MySpace.jpg (2020), and PLAY Room (2021) were all created during the Covid-19 pandemic and explore intimacy, collaboration, isolation, and self-reflection with a focus on transforming a Public space. These installations act as self-portraits that aim to invite the viewer into a Private space as a means of creating understanding and connection between the artist & the participant. As my work is autobiographical, my positionality as a Canadian Queer Disabled ‘90s Kid is key to unpacking my methodology of FUN(ny) + PLAY(sure/ful) art, terms I’ve invented for the purpose of this thesis. While both FUN + PLAY evoke child-like pleasure, FUN(ny) is one’s experience with pleasure, and is a synonym for something humorous, while PLAY(sure/ful) is the thing that activates one’s experience with pleasure and a synonym for sexuality. Ideally, FUN + PLAY activate Queer Pleasure (Pride & Joy), which decreases Queer Pain (Shame, Anxiety, and Depression). FUN + PLAY are essential to our survival, culture, learning and innovation (Koster, Huizinga, Brown). Queerness & Disability drive me to engage in FUN + PLAY and dictate my choice of a Colourful, Campy, Maximalist, DeSkilled or “BAD,” Dada, POP Art aesthetic. This hybridized aesthetic is funneled into my research on private space as self-portraiture & its relationship to the public art world (e.g. Vincent van Gogh, Robert Rauschenberg, Tracey Emin, and Erica Stocking). Through my research & practice I conclude that Queer Pleasure & FUN + PLAY are essential in how we connect to ourselves and others in an uplifting way that is generative for learning, creativity, self-love, and community building

    Climate of workplace fun in a retail setting

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    Includes bibliographical references.2015 Summer.Workplace fun is a relatively new topic of interest for organizations and researchers alike, and one that holds much promise given the reported positive attitudinal and behavioral outcomes associated with individuals experiencing fun at work. However, no research to date has investigated shared perceptions of workplace fun, or a climate of workplace fun, within a team. A climate of workplace fun is particularly relevant in retail store settings where customer engagement and overall store performance are top priorities. Thus, the major goal of the present study is to contribute to the literature by proposing a new theoretical model of how a climate of workplace fun is fostered and what group-level outcomes result from this climate of fun. Using self-report data from retail store employees and their managers, I proposed a theoretical model of climate for fun and examined the relationships between collective coworker trust and attitudes toward workplace fun in creating an overall climate of workplace fun. In addition, I examined the relationships between this climate of fun and the group-level outcomes of engagement, store organizational citizenship behaviors, and store performance. Results indicate that both employee and manager attitudes toward fun, as well as collective coworker trust, significantly relate to climate of fun at work. Additionally, climate of fun was significantly and positively related to the store employees’ average group levels of engagement and individually-directed organizational citizenship behaviors. Climate of fun was not, however, significantly related to store performance. Results from this study highlight the potential value in creating a climate of fun in retail settings and as such, makes a significant contribution to the scientific literature on fun at work

    Fun Bridge: pedestrian bridge on edge of vedado

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    This project tried to create a new pedestrian bridge on edge of Vedado, which also act as new public space of the urban area. And this project would offer a new place of Cuba to have fun with water.Havana StudioArchitecture, Urbanism and Building Sciences | Complex Project

    2100: FUN UNIVERSE: Vertical Entertaining Complex

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    In the coming 80 years, the rise of productivity will result in two main directions: first, decentralization of work and production; second, economy turns its focus to emotion and wellness. So we claim that “Pleasure and Leisure are becoming the next leading economy.” We envision Amstel to be a (P)Leisure City. Within this context, the Fun Universe is an entertainment complex dedicated to producing, presenting and broadcasting all types of social entertaining and visual augmented activities including cinematic experience, interactive performing arts, immersive gaming etc. It is an urban scale "Westworld", a vertical theme park that contains various popular destinations.Architecture, Urbanism and Building Science

    Humor and Fun in Human Service Practice and Education

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    Humor and fun, although essential factors to emotional health, are two of the most neglected aspects of human service practice and education. This article is an attempt to provide human service professionals and educators with an understanding of and some practical guidelines for the uses of humor and fun. (Author/BF
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