title: Indigenising the national census? A Global Study of the Enumeration of Indigenous Peoples, 1985-2014

authors: Mullane-Ronaki, Maraea-Tracy Te Kokiri Kihirini

subjects: demography

abstract: While the last decade has seen a growing academic interest in how states count and classify Indigenous peoples in the national census, most research has been limited to small case studies. In contrast, this study examines key patterns of Indigenous enumeration worldwide spanning the period 1985 to 2014. This comparative perspective is valuable because it theorises practices of ethnic counting and classification as a phenomenon positioned with a broader social context rather than a parochial practice that can only be explained by unique historical or political factors within states. Two key questions illuminate this study: how widespread is Indigenous enumeration in national censuses globally over the focal period (1985 to 2014); and, how have forms of classification of Indigenous peoples in the census changed. To explore these questions I utilise data from a unique time-series database from the Ethnicity Counts? Project which combines information about civic and ethnic questions asked in national censuses, with data on countries’ social, economic and political characteristics. The research findings show the number of states employing some form of Indigenous enumeration in censuses has increased over the focal period. Furthermore strategies of enumeration have shifted, with ethnicity type questions becoming more prevalent over time. Despite the observed increase in Indigenous enumeration over the focal period, the majority of Indigenous peoples are not counted in their national census. Ultimately this study provides new empirical findings regarding patterns of state enumeration of Indigenous populations which highlight the need for improved coverage and quality of data on Indigenous peoples.

text: Indigenising the national census? A Global Study of the Enumeration of Indigenous Peoples, 1985-2014 While the last decade has seen a growing academic interest in how states count and classify Indigenous peoples in the national census, most research has been limited to small case studies. In contrast, this study examines key patterns of Indigenous enumeration worldwide spanning the period 1985 to 2014. This comparative perspective is valuable because it theorises practices of ethnic counting and classification as a phenomenon positioned with a broader social context rather than a parochial practice that can only be explained by unique historical or political factors within states. Two key questions illuminate this study: how widespread is Indigenous enumeration in national censuses globally over the focal period (1985 to 2014); and, how have forms of classification of Indigenous peoples in the census changed. To explore these questions I utilise data from a unique time-series database from the Ethnicity Counts? Project which combines information about civic and ethnic questions asked in national censuses, with data on countries’ social, economic and political characteristics. The research findings show the number of states employing some form of Indigenous enumeration in censuses has increased over the focal period. Furthermore strategies of enumeration have shifted, with ethnicity type questions becoming more prevalent over time. Despite the observed increase in Indigenous enumeration over the focal period, the majority of Indigenous peoples are not counted in their national census. Ultimately this study provides new empirical findings regarding patterns of state enumeration of Indigenous populations which highlight the need for improved coverage and quality of data on Indigenous peoples.

year: 2017

title: Adaptive Interfaces for Massively Multiplayer Online Games

authors: Deaker, Chris

subjects: HCI

abstract: Massively multi-player online role-playing games (MMORPGs), such as World of Warcraft, have become very popular in recent years. These types of games typically feature rich and complex game environments, enabling more engaging game-play experiences. However, the complexity of the underlying game systems can also result in increased interface complexity, which may diminish player enjoyment - a major element of players' game experience. Players may customise their in-game interfaces to deal with this type of complexity and hence improve their performance, but the challenges associated with manual interface customisation may prevent some players from effectively personalising their own game interface. 

Players' behavioural models can be used to provide a means of determining potential player in-game behaviour, thus allowing for the automatic adaptation of game interfaces to better suit player needs. This thesis aims to determine whether player-modelled adaptive interfaces can improve players' game experience in MMORPGs.

A survey of MMORPG players was conducted to determine which aspects of player experience may be impacted by interface modification. The findings of this study informed the development of an adaptive interface feedback system which aimed to provide players with relevant information, in order to improve their game experience. This prototype system was then evaluated, in order to determine the impact of the developed system on players' game experience.

text: Adaptive Interfaces for Massively Multiplayer Online Games Massively multi-player online role-playing games (MMORPGs), such as World of Warcraft, have become very popular in recent years. These types of games typically feature rich and complex game environments, enabling more engaging game-play experiences. However, the complexity of the underlying game systems can also result in increased interface complexity, which may diminish player enjoyment - a major element of players' game experience. Players may customise their in-game interfaces to deal with this type of complexity and hence improve their performance, but the challenges associated with manual interface customisation may prevent some players from effectively personalising their own game interface. 

Players' behavioural models can be used to provide a means of determining potential player in-game behaviour, thus allowing for the automatic adaptation of game interfaces to better suit player needs. This thesis aims to determine whether player-modelled adaptive interfaces can improve players' game experience in MMORPGs.

A survey of MMORPG players was conducted to determine which aspects of player experience may be impacted by interface modification. The findings of this study informed the development of an adaptive interface feedback system which aimed to provide players with relevant information, in order to improve their game experience. This prototype system was then evaluated, in order to determine the impact of the developed system on players' game experience.

year: 2013

title: Supervision as cultural partnership: Contributions to dialogue

authors: Crocket, Kathie

abstract: The term cultural supervision has been coined as part of a strategy that implicates supervision in the support and development of culturally appropriate therapeutic practice. In Aotearoa New Zealand particular focus has been given to supervision where the client is Māori and the practitioner is a member of the dominant Pākehā culture particularly, or of other non-Māori cultures. However, while the phrase cultural supervision has entered common professional parlance, the practice has had little research attention in counselling/psychotherapy in New Zealand. Cultural supervision appears to encompass a range of understandings, and there is no clear agreement about practice implications. It is unclear what alignment there is between aspirations, regulations, and practice. This article reports on an exploratory qualitative study that investigated how supervision might work in supporting culturally appropriate counselling practice in Aotearoa New Zealand. The study’s findings are presented as a multi-voiced dialogue. This arts-based representational practice enacts the uncertainties of post-colonial experience. Its intention is to make assumptions, ideas, and practices available for discussion. Its contribution is to join current dialogue about supervision and culture, and to raise further questions about how supervision and culturally appropriate practice come together.

text: Supervision as cultural partnership: Contributions to dialogue The term cultural supervision has been coined as part of a strategy that implicates supervision in the support and development of culturally appropriate therapeutic practice. In Aotearoa New Zealand particular focus has been given to supervision where the client is Māori and the practitioner is a member of the dominant Pākehā culture particularly, or of other non-Māori cultures. However, while the phrase cultural supervision has entered common professional parlance, the practice has had little research attention in counselling/psychotherapy in New Zealand. Cultural supervision appears to encompass a range of understandings, and there is no clear agreement about practice implications. It is unclear what alignment there is between aspirations, regulations, and practice. This article reports on an exploratory qualitative study that investigated how supervision might work in supporting culturally appropriate counselling practice in Aotearoa New Zealand. The study’s findings are presented as a multi-voiced dialogue. This arts-based representational practice enacts the uncertainties of post-colonial experience. Its intention is to make assumptions, ideas, and practices available for discussion. Its contribution is to join current dialogue about supervision and culture, and to raise further questions about how supervision and culturally appropriate practice come together.

year: 2015