Documents found

  1. 81.

    Article published in Canadian Journal of Academic Librarianship (scholarly, collection Érudit)

    Volume 6, 2020

    Digital publication year: 2020

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    This article explores technology fetishism in academic libraries as an irrational form of worship. Academic libraries participate in networks of prestige through their investments in technology and its fetishistic rhetoric. To counter the myth of technology as a neutral good, this article draws on contemporary fetishism theory and specifically the work of Bruno Latour to trace how technology is entangled with social relations and upholds hegemonic power. All technology is laden with human thought, feeling, and intent. However, Modern fetishes are dispersed into culture and obscure these entanglements, hiding materiality and obscuring the visibility of labour. This article considers library technology through the lens of fetishism, specifically considering the ways in which discovery layers shape research. Confronting fetishism enables academic library workers to reimagine more human-centered approaches to technology and to bring to light embedded whiteness and sexism in library practices. There is an urgent need to reconfigure our relationships with technology given its entanglement with research and the unexamined power that fetishism holds.

    Keywords: discovery, fetishism, gender, invisibility, labour, materiality, power, search, technology, whiteness, blanchité, découverte, fétichisme, genre, invisibilité, matérialité, pouvoir, recherche, technologie, travail

  2. 83.

    Article published in Séquences : la revue de cinéma (cultural, collection Érudit)

    Issue 327, 2021

    Digital publication year: 2021

  3. 84.

    Other published in Sens public (scholarly, collection Érudit)

    2012

    Digital publication year: 2012

  4. 85.

    Article published in L'Inconvénient (cultural, collection Érudit)

    Issue 92, 2023

    Digital publication year: 2023

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    Keywords: surveillance

  5. 86.

    Article published in Canadian Journal of Learning and Technology (scholarly, collection Érudit)

    Volume 49, Issue 1, 2023

    Digital publication year: 2023

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    This study focuses on the use of Google Classroom as assistive technology in inclusive classrooms. Findings were based on data collected through single-case study methodology in semi-structured formal and informal interviews with eight teachers and a focus group with six students at one junior high school in the province of Newfoundland and Labrador in Canada. This study is designed to better understand the benefits and challenges associated with the use of Google Classroom within the framework of universal design for learning. The findings showed that Google Classroom was perceived by both teachers and students as effective classroom technology in meeting the needs of each learner in the classroom.

    Keywords: Google Classroom, Google Classroom, technologie d'assistance, assistive technology, conception universelle de l'apprentissage, universal design for learning, éducation inclusive, inclusive education

  6. 87.

    Article published in Drogues, santé et société (scholarly, collection Érudit)

    Volume 22, Issue 1, 2024

    Digital publication year: 2024

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    The free-to-play business model became increasingly popular over the past decade. Based on the collection of personal data, microtransactions and advertising profiling, this model requires the sale of in-game items and players' prolonged connection times to generate profits. Various strategies are used to ensure its financial success, including so-called “persuasive” strategies that influence players to stay connected, spend money, and return frequently to the game. Among these strategies, gambling mechanics are renowned for their persuasiveness and addictive power. Nevertheless, they are increasingly present in mobile games for adults, as well as those for children. To document this phenomenon, 249 free mobile games for children were analyzed to assess the prevalence of persuasive and gambling mechanics, actualization, and types of integration into children's gaming experiences. Our findings demonstrate a gamblification of free mobile games for children by conditioning behaviours through the normalization of persuasive and gambling mechanics with this young audience. The convergence of video games with gambling is confirmed once again, focusing on games for a very young audience. The article concludes by acknowledging this serious public health issue concerning children's well-being.

    Keywords: jeux mobiles gratuits, jeux vidéo, mécaniques persuasives, « gamblification », enfants, addiction, Free-to-play, mobile games, video games, persuasives mechanics, gamblification, children, addiction, juegos móviles gratuitos, mecánicas persuasivas, introducción del azar, niños

  7. 88.

    Delfour, Jean-Jacques

    Humiliation prométhéenne

    Other published in Sens public (scholarly, collection Érudit)

    2016

    Digital publication year: 2016

  8. 89.

    Gajan, Philippe

    Dominic Gagnon

    Article published in 24 images (cultural, collection Érudit)

    Issue 163, 2013

    Digital publication year: 2013