1,720,987 research outputs found
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Interview with Amanda Warner, designer of Influence, Inc.
Amanda just released Influence, Inc., her second game about propaganda and media manipulation after her 2017 game Fake it to make it. In this interview, I am learning from her about how the game works in allowing players to explore propaganda, what Amanda ́s aims with the game are, and how she thinks about games as a medium and their impact on politics. The interview has been conducted by Patrick Prax over Zoom on the 19th of April 2022, with additions and revisions through subsequent exchanges
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
From Talking about Loot Boxes to Discussing Political Economy : Conceptualizing Critical Game Literac
This article follows the call for action from Kellner and Share (2007) to educate for critical media literacy by extending and concretizing a framework for critical media and game literacy from Buckingham (2015) based on contributions from critical media studies, game studies, and reflexive game design. The article discusses critical media literacy education as a part of critical citizen education and critical pedagogy (Johnson and Morris 2010), which takes their inspirations from the Pedagogy of the Oppressed (Freire 2018). After that, the article discusses two cases from university education in Game Design for what critical game and media education should contain. These cases showcase the approach and exemplify why it is important to take this approach to media literacy. The article concludes that critical game literacy requires learning about the properties of the medium through production: learning about games by making games and a contextualization of that kind of learning. This process can link game design to an understanding of the systemic and economic scaffolding of game production. Linking the political and the practical is necessary in order to be able to step beyond one’s individual perspective in a system and take collective decisions, as well as fighting against injustice and marginalization. The cases show that literacy education that does not take these systemic and political points into account may lead to inadequate conclusions about what to do in order to improve the situation in practice as well as in policy
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
This Time it’s for all the Marbles : Towards Social Justice in Digital Gaming. Introduction to the Special Issue
The previous special issues of gamevironments, issues #13 (2020) and #11 (2019), explored the connections of games and (anti-)democratic ideals (Pfister, Winnerling and Zimmermann 2020) and nationalism and identity (Kienzl and Trattner 2019). This special issue aims to examine the ways in which games and gaming are connected to and potentially accelerate undemocratic and bigoted movements while simultaneously highlighting projects and perspectives from games and games research that learn from analyzing these issues and then use that knowledge to work towards social justice and against oppression. This introduction presents the logic of the special issue and suggests a path for reading the contributions, starting with those articles which trace the relationship between games and oppression and then moving to those that occupy this problem space and offer potential steps toward solutions. This special issue contains nine peer-reviewed articles as well as a game review, an interview with a designer of games for media literacy education, and two reports that offer practical guidelines for anti-oppressive, reflexive, and revolutionary game design. Each contribution is briefly summarized here
Dispelling the Myths Behind First-author Citation Counts
We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued
use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation
counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more
sophisticated methods
koamabayili/VECTRON-author-checklist: VECTRON author checklist
We have done our best to complete the author checklist relating to the use of animals in the hut study. Note that the objective for the hut study was to evaluate the IRS treatment applications for residual efficacy against Anopheles mosquitoes, including the local An. coluzzii mosquito population. Cows were only used to attract mosquitoes into the huts and no tests were carried out directly on the cows. The author checklist is intended for use with studies where experiments are carried out on animals, which is why we have had such difficulty in completing this for the hut study, as many of the questions do not relate to how the cows were used
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