Papers
Each year many people are willing to migrate due to several reasons. There are many immigrants wh… more Each year many people are willing to migrate due to several reasons. There are many immigrants who live in Seville which is the capital city of Andalusia. This study aims to explore the motivations behind people’s decision to migrate and to where: what are the motivations of immigrants to migrate to Seville? We use data from several resources for the empirical analysis, and the field study relies on the survey which immigrants living in Seville participate. It concludes that security, economic, social and geographic conditions of the origin country can be the main determinants of giving migration decision and determining the migration destination.
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RESUMEN Ante el problema de jóvenes adultos excluidos del mercado laboral, por déficits en habili… more RESUMEN Ante el problema de jóvenes adultos excluidos del mercado laboral, por déficits en habilidades formativas para el empleo, los juegos serios y la gamificación de conocimientos se vislumbran como nueva tecnología capaz de reforzar al profesorado en su labor. El objetivo de esta investigación es describir y analizar el potencial docente del videojuego serio y gamificación de conocimientos, sopesando las claves de su éxito motivador; las habilidades laborales que entrena; los elementos de su diseño y lo valorado por estudiantes.. Entre las conclusiones se destaca que el diseño del videojuego para la formación de excluidos requiere tanto del docente, que construya los contenidos de narrativas y tareas; como del experto en gamificación que instrumente técnicamente elementos como el ritmo de diversión, la aparición de información inmediata sobre logros y progreso; la dosificación de contenidos para tomar decisiones, los momentos épicos o mantener interés en alcanzar el objetivo final. ABSTRACT In the light of recent problems regarding young adults’ exclusion from the labour market, mainly due to deficient training in employability skills, serious games and the gamification of knowledge are seen as a new technology capable of supporting teachers’ work in the classroom. The objective of the present article is to describe and analyse the teaching potential of serious videogames and gamification by paying attention to a series of aspects: videogames’ and gamification’s success regarding student motivation; the job skills they train; the elements of their design; and what students value in them. The main conclusion drawn from this study indicates that, in order to ensure inclusive learning and learner empowerment, the design of the videogame requires the intervention of both the teacher and the gamification expert. On the one hand, the teacher builds the contents and the narratives, and sets the tasks. On the other hand, the gamification expert paces the rhythm of the game; manages the information on progress and achievement that appears on the screen, the contents and the epic moments; and makes sure students’ interest in reaching the final goal is maintained.
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Given the number of adults who are excluded from the labour market due to lack of training, the c… more Given the number of adults who are excluded from the labour market due to lack of training, the cultural industries sector is expanding throughout Europe and Spain, especially in the video game design industry. Through its speciality of digital “serious games”, knowledge gamification emerges as an opportunity to facilitate training and adult learning.
The objective of this work is to study the elements developed by videogames that adapt to training for empowerment and labour insertion. Through a bibliographical, documentary, statistical and case study analysis, the debate on employability and skills shortages in 21st century workers is reviewed first. Secondly, we study the expansion of cultural and creative industries in Europe and Spain and the debate on videogames as learning instruments. Two video games designed for learning about environmental policies are compared.
In gamification models it is concluded that the most efficient digital games in learning are able to provide information in real time on the player’s achievements and progress, to maintain interest in the final objective, to live intermediate epic moments and to increase the complexity gradually.
The objective of this work is to study the elements developed by videogames that adapt to training for empowerment and labour insertion. Through a bibliographical, documentary, statistical and case study analysis, the debate on employability and skills shortages in 21st century workers is reviewed first. Secondly, we study the expansion of cultural and creative industries in Europe and Spain and the debate on videogames as learning instruments. Two video games designed for learning about environmental policies are compared.
In gamification models it is concluded that the most efficient digital games in learning are able to provide information in real time on the player’s achievements and progress, to maintain interest in the final objective, to live intermediate epic moments and to increase the complexity gradually.
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Thesis Chapters

Culture is one of the most important core areas of modern life. Although the cultural activities … more Culture is one of the most important core areas of modern life. Although the cultural activities exist from the beginning of time, it has started to be an economic sector gradually. Working conditions of cultural workers are different from the other sector because of wide variety of goods and services of cultural sector. This study aims to analyse labour market of cultural sector and specific case of Turkey. For this purpose, we first present a selected literature on labour market in cultural sector allowing us to identify key issue and variables to understand the ongoing changes of cultural sector, in the information and global society. And in the second part, we focus the overall indication of the cultural sector in European level and we study the specific case of cultural labour market in Turkey. Afterwards, we give the results of case study of Turkey. The methodologies are theoretical and empirical. We use generally data of EUROSTAT for the empirical analysis and the case study relies on online survey and depth interviews with cultural sector workers in Turkey. The results confirm the growth trends in cultural sector from 2005 to 2015 in spite of 2008 crisis, the diversification process related to audiences and technology, and the claim for specific legislative frame adapted.
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Conference Presentations
Resumen: Introducción: La medioambientalización o ecologización de los currículos es hoy un reto … more Resumen: Introducción: La medioambientalización o ecologización de los currículos es hoy un reto educativo transversal debido a la responsabilidad individual y colectiva de contribuir a mitigar el cambio climático mediante buenas prácticas en la vida privada y profesional. Por su carácter lejano e impersonal las problemáticas medioambientales se vienen mostrando difícilmente asimilables e interiorizables por métodos de enseñanza tradicionales. El uso de videojuegos serios medioambientales ha abierto una vía innovadora cuyas particularidades y procedimientos se analizan en esta ponencia. Método. Se realiza una revisión del debate sobre el cómo y el por qué los videojuegos serios contribuyen al aprendizaje en general y en el aula. Y en segundo lugar se evalúan comparativamente distintos videojuegos serios medioambientales disponibles en castellano Resultados. Entre las contribuciones del videojuego serio al aprendizaje medioambiental destacan la autonomía del estudiante en la toma de decisiones, el manejo de información compleja; la retroalimentación inmediata de la actividad que le permite enfrentarse a los efectos negativos o positivos de sus acciones y la posibilidad de volver a jugar de otra manera para lograr mayor éxito o puntuación en su gestión medioambiental. Describimos una plataforma para jugar los videojuegos serios para los grupos de estudiantes y los educadores. Discusión: La aplicación de la metodología para gamificar contenidos de aprendizaje que ha desarrollado la industria de los videojuegos se está adaptando a contenidos serios como la simulación de riesgos o formación general y especifica en cuestiones medioambientales. Con una breve formación a profesorado, los videojuegos serios medioambientales se pueden convertir en una innovación de gran aceptación para actividades prácticas en las aulas o mediante el registro de los alumnos para juego colectivo. Abstract: Introduction: Environmentalization or greening of curriculums is today a cross-cutting
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Özet: Tiyatro, toplumsal sorunların çözümü için toplumsal sorumluluk üstlenerek toplumla etkileşi… more Özet: Tiyatro, toplumsal sorunların çözümü için toplumsal sorumluluk üstlenerek toplumla etkileşime girmektedir. Bu çalışma, genellikle işletmecilik tarafından kullanılan sosyal sorumluluk kavramını tiyatroya uyarlamaktadır. En önemli tiyatro kuramcılarından biri olan Bertolt Brecht, tiyatro oyunlarında sosyal sorunlara odaklanmaktadır. Dünyanın değişebilir olduğunu düşünen Bertolt Brecht, bu fikri sahneye taşıyarak, seyircileri sosyal sorunlara çözüm üretebilen aktif öznelere dönüştürmeyi hedeflemiştir. Bu nedenle Bertolt Brecht, tiyatro teorilerinde önemli bir kilometre taşıdır. Bu makale, Brecht’in fikirlerini merkeze yerleştirerek tiyatronun sosyal sorumluluğunu ortaya koymayı amaçlamaktadır. Tiyatronun toplumsala yönelik sorumluluğunu, dolayısıyla onun toplumla olan ilişkisini, anlamak için tiyatroyu tarihiyle ve sahneleme teknikleriyle (konvansiyonel tiyatro ve konvansiyonel-olmayan tiyatro) beraber bütünlüklü bir şekilde ele almak gerekmektedir. Tarihsel süreç içinde ortaya çıkmış olan tiyatro işletmelerinin toplumla ilişkisinin, tiyatronun kendisinin toplumla olan ilişkisinden farklı olduğu düşünülmektedir. Sonuç olarak, bu çalışmada tiyatroya ilişkin tarihsel sürece yer verilerek tiyatronun sosyal sorumluluğu ile tiyatro işletmelerinin sosyal sorumluluğu sahneleme teknikleriyle beraber karşılaştırılmıştır. Tiyatronun sosyal sorumluluğunun ekonomik ve politik siyasi teorilerle bağlantılı olduğu sonucuna varılmıştır. Abstract Theatre has an interaction with the society by taking social responsibility on solving of the social problems. This study adapts the concept of social responsibility, which is generally used by business management, to theatre. As the one of the most important theatre theorists, Brecht focuses on social problems in his theatre plays. Bertolt Brecht, who thinks that the world is changeable, by bringing to his idea to the stage, targeted to change the spectators to active subjects who can produce the solutions to their problems. Therefore, Bertolt Brecht is an important milestone of theatrical theories. This article aims to reveal social responsibility of theatre by relocating Bertolt Brecht’s ideas to the center. In order to understand the theatrical responsibility of the theater, and therefore its relation to society, it is necessary to deal with the history of theatre and technics of staging (conventional theatre and * Yüksek Lisans Öğrencisi, Gazi Üniversitesi, Sosyal Bilimler Enstitüsü, Çalışma Ekonomisi ve Endüstri İlişkileri Anabilim Dalı, Sosyal Politika Bilim Dalı, S.yazar, [email protected] Bu çalışma, Prof.Dr. Bülent Bayat danışmanlığında Selda Dudu’nun Gazi Üniversitesi Sosyal Bilimler Enstitüsü Çalışma Ekonomisi ve Endüstri İlişkileri Anabilim Dalı Sosyal Politika Bilim Dalı yüksek lisansı kapsamında yazmakta olduğu ” Vasıf Öngören’in Zengin Mutfağı Oyununda Tiyatronun Sosyal Sorumluluğu: Brecht Çerçevesinden Bir Değerlendirme ” başlıklı master tezinden alınmıştır.
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VIII Cogreso Andaluz de Sociología, 2016
En la Unión Europea, el sector cultural emplea 6,2 millones de personas en 2014, que son alrededo… more En la Unión Europea, el sector cultural emplea 6,2 millones de personas en 2014, que son alrededor de 1,1 millones más que en 2008 (EUROSTAT, 2016: aumento del 2,4% al 2,9 % del empleo total de la Unión). Se muestra por lo tanto como un sector que crece en un período considerado de crisis. Siendo además un sector con un elevado peso de actividades creativas, su liderazgo en el cambio sociocultural adquiere relevancia adicional.
No obstante, esta tendencia de crecimiento se registra bastante más elevada en los países del norte de Europa a que en los del Sur. Esta comunicación explora estas diferencias para el caso de Andalucía. Se estudia el papel que se le puede atribuir al modelo de regulación flexible del empleo creativo aplicado al sector en diferentes países. Se exploran también los mecanismos públicos de dinamización de la oferta cultural.
La metodología aplicada es empírica y teórica. Se analizan las investigaciones recientes sobre el sector, así como las estadísticas europeas y locales. Además se realizan entrevistas específicas para el caso de Andalucía.
No obstante, esta tendencia de crecimiento se registra bastante más elevada en los países del norte de Europa a que en los del Sur. Esta comunicación explora estas diferencias para el caso de Andalucía. Se estudia el papel que se le puede atribuir al modelo de regulación flexible del empleo creativo aplicado al sector en diferentes países. Se exploran también los mecanismos públicos de dinamización de la oferta cultural.
La metodología aplicada es empírica y teórica. Se analizan las investigaciones recientes sobre el sector, así como las estadísticas europeas y locales. Además se realizan entrevistas específicas para el caso de Andalucía.
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