Browsing by Subject "Performativity"

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  • Segercrantz, Beata; Tuori, Annamari; Niemistö, Charlotta (2021)
    Purpose – Drawing on a performative ontology, this article extends the literature on health promotion in organizations by exploring how health promotion is performed in care work. The focus of the study is on health promotion in a context of illness and/or decline, which form the core of the studied organizational activities. The paper addresses the following question: how do care workers working in elderly care and mental health care organizations accomplish health promotion in the context of illness and/or decline? Design/methodology/approach – The article develops a performative approach and analyses material-discursive practices in health promoting care work. The empirical material includes 36 semi-structured interviews with care workers, observations and organizational documents. Findings –Two central material-discursive health promoting practices in care work are identified: confirming that celebrates service users as residents and the organizations as a home, and balancing at the limits of health promotion. The practices of balancing make the limitations of health promotion discernible and involve reconciling health promotion with that which does not neatly fit into it (illness, unachievable care aims, the institution and certain organizing). In sum, the study shows how health promotion can structure processes in care homes where illness and decline often are particularly palpable. Originality/value –The paper explores health promotion in a context rarely explored in organization studies. Previous organization studies have to some extent explored health promotion and care work, but typically separately. Further, the few studies that have adopted a performative approach to material-discursive practices in the context of care work have typically primarily focused on IT. We extend previous organization studies literature by producing new insights: (1) from an important organizational context of health promotion and (2) of under-researched entanglements of human and non-human actors in care work providing a performative theory of reconciling organizational tensions. Keywords Health promotion, Illness, Material-discursive practices, Performativity, Care work, Organizing, Body, Space, Object Paper type - Research paper
  • Gamburg, Bogdana (Helsingfors universitet, 2016)
    This thesis examines the ways of how different elements of identity are performed in massively multiplayer online games. It tries to find patterns in identity construction through observation of features, such as gender, age, race, ethnicity, status and religion and how individuals interact with each other. The aim is to explore the premise that because online games provide endless opportunities for identity performance, and thus these identities might have little to do with reality and the offline world. In order to analyze identities online, a number of key topics are covered. These include identity, performativity of identity, online games and players behavior online. Cross-disciplinary theoretical approach is used to attack the problem. Several identity theories are overviewed (Boellstorff, 2008, 2012; Deterding, Waltz, 2012; Jenkins, 2004; Gilchrist et al. 2015; Wetherell, 2015; Goffman, 1959, 1961a; Appelrouth & Desfor, 2008; Crenshaw, 1989). Here identity is understood as an action - individual’s reaction to the society and as a process. Next, performativity of identity is discussed. Special attention is given to the deeply rooted performance discourse in games (Butler, 1990, 1997, 1999; Deterding, Waltz, 2012; Schechner, 2006; Brooks, 2011; Turner, 1982). Finally, key issues on identity performing online are discussed. Those include interconnectivity of offline and online identity, and how they might correlate (Boellstorff, 2008; Horns, Miller 2012; Kozinets, 2011; McGonigal 2012; Thomas 2007; Nakamura, 2002; Sarkeesian, 2012). The methodology used for collecting and analyzing the data draws from netnography, a sub-discipline of online ethnography and digital anthropology, which allows observing online games as a spectacle (Kozinets, 2011; Boellstorff, 2008; Boellstorff et al. 2012). Massively multiplayer online games provide a good possibility to have a large human sample for performance, games, sociological and cultural studies. Online communities of one such game, Clash of Clans, are observed in the game environment and at forums, where players are interacting with each other through written communication over an extended period of time. Number of observations on how age, status, gender and other elements of identity are performed online are recorded. The examples of online conversations are documented and analyzed and parts of the collected data are presented in the paper. Key findings show that individuals demonstrate their feelings and opinions stronger than in offline setting, since online world assumes less moderation and social constraints. However, even though there is a certain degree of freedom online, it is used sparingly. Certain identity experiments are happening online, for example individuals are trying to play a game as a player of an opposite sex. However, on a verbal level, individuals tend to be more truth to their opinions and beliefs (Schau and Gilly, 2003; Whitty, 2004). A strong interconnectivity of online and offline identities in a digital age is found, so the basic hypothesis is contested. Currently hundreds of millions of people of all age groups are the participants of the massively multiplayer online games daily. Players start to take their online identities seriously and their online life starts to affect offline life, cultural, social norms and beliefs. And since we understand that online and offline identity is affecting each other on a deeper level than ever before, research in online massive multiplayer online games should be carried further. The field of game studies and performativity online should not be overlooked. The way identities are presented online mirror identity presentation in offline world closely.
  • Karhunmaa, Kamilla (2020)
    The linear model of science-policy interaction presents scientific knowledge as a necessary and straightforward requirement for rational decision-making. While the practices related to the linear model have been criticized by science policy actors and research funders, who promote more participatory arrangements, the linear model persists in both research policy and practice. This study investigates why and in which form the linear model continues to exist. I focus on the "professor group on energy policy", a voluntary and bottom-up science-policy initiative active in Finnish energy policy debates during 2013-2017. The analysis is based on interviews, reports, news articles and observations. I assess both the engagement practices of the group and how they are justified and evaluated. The study demonstrates the prevalence of the linear model as a repertoire that different actors employ to order science and policy. The results point to the need to critically assess the context, politics and expectations related to science-policy interaction.