title: Gaming Business Communities: Developing online learning organisations to foster communities, develop leadership, and grow interpersonal education

authors: Gallagher, Lloyd

subjects: gaming business communities

abstract: This paper explores, through observation and testing, what possibilities from gaming can be extended into other realms of human interaction to help bring people together, extend education, and grow business. It uses through action learning within the safety of the virtual world within Massively Multiplayer Online Games. Further, I explore how the world of online gaming provides opportunity to train a wide range of skills through extending Revans’ (1980) learning equation and action inquiry methodology. This equation and methodology are deployed in relation to a gaming community to see if the theories could produce strong relationships within organisations and examine what learning, if any, is achievable.

I also investigate the potential for changes in business (e.g., employee and customer relationships) through involvement in the gaming community as a unique place to implement action learning. The thesis also asks the following questions on a range of extended possibilities in the world of online gaming: What if the world opened up to a social environment where people could discuss their successes and failures? What if people could take a real world issue and re‐create it in the safe virtual world to test ways of dealing with it? What education answers can the world of online gaming provide?

text: Gaming Business Communities: Developing online learning organisations to foster communities, develop leadership, and grow interpersonal education This paper explores, through observation and testing, what possibilities from gaming can be extended into other realms of human interaction to help bring people together, extend education, and grow business. It uses through action learning within the safety of the virtual world within Massively Multiplayer Online Games. Further, I explore how the world of online gaming provides opportunity to train a wide range of skills through extending Revans’ (1980) learning equation and action inquiry methodology. This equation and methodology are deployed in relation to a gaming community to see if the theories could produce strong relationships within organisations and examine what learning, if any, is achievable.

I also investigate the potential for changes in business (e.g., employee and customer relationships) through involvement in the gaming community as a unique place to implement action learning. The thesis also asks the following questions on a range of extended possibilities in the world of online gaming: What if the world opened up to a social environment where people could discuss their successes and failures? What if people could take a real world issue and re‐create it in the safe virtual world to test ways of dealing with it? What education answers can the world of online gaming provide?

year: 2012

title: Critical geographies of love as spatial, relational and political

authors: Morrison, Carey-Ann

subjects: affect

abstract: Geographers to date have resisted writing about feelings, affects, places and spaces of love. It is timely to put love on the geographical agenda. We begin by addressing the question ‘what does love do?’, and we review the work of geographers who have been thinking about love via a number of different theoretical lenses. We then argue for a consideration of love as spatial, relational and political. We prompt geographers to think critically about love in its entire multisensory, lived, embodied, felt and contradictory guises. Finally, the work of Ahmed, Sedgwick and Berlant is useful for furthering geographers’ insights on love

text: Critical geographies of love as spatial, relational and political Geographers to date have resisted writing about feelings, affects, places and spaces of love. It is timely to put love on the geographical agenda. We begin by addressing the question ‘what does love do?’, and we review the work of geographers who have been thinking about love via a number of different theoretical lenses. We then argue for a consideration of love as spatial, relational and political. We prompt geographers to think critically about love in its entire multisensory, lived, embodied, felt and contradictory guises. Finally, the work of Ahmed, Sedgwick and Berlant is useful for furthering geographers’ insights on love

year: 2012

title: Hāwatewate

authors: Maxwell, Te Kahautu

abstract: Hāwatewate; this composition is in remembrance of the hanging of the Ōpōtiki missionary Rev Carl Sylvius Volkner by the Hauhau, Kereopa Te Rau of Ngāti Rangiwewehi of Te Arawa. As a consequence the Te Whakatōhea chief Mokomoko was wrongly convicted and executed by hanging in Mount Eden Prison 17 May 1866. 143870 acres of Te Whakatōhea land was confiscated under the New Zealand Settlements Act 1863. This item placed third in the Whakaeke discipline and was performed by Ōpōtiki Mai Tawhiti at the Te Matatini World Championship Kapa Haka Competition 2015.

text: Hāwatewate Hāwatewate; this composition is in remembrance of the hanging of the Ōpōtiki missionary Rev Carl Sylvius Volkner by the Hauhau, Kereopa Te Rau of Ngāti Rangiwewehi of Te Arawa. As a consequence the Te Whakatōhea chief Mokomoko was wrongly convicted and executed by hanging in Mount Eden Prison 17 May 1866. 143870 acres of Te Whakatōhea land was confiscated under the New Zealand Settlements Act 1863. This item placed third in the Whakaeke discipline and was performed by Ōpōtiki Mai Tawhiti at the Te Matatini World Championship Kapa Haka Competition 2015.

year: 2015-01-08