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Intergenerational continuity in family behaviors partly results from socialization processes in the parental home. However, socialization is a multidimensional process. This article tests hypotheses about the relative importance of value transmission and modeling in explaining expectations of adolescence concerning the timing of leaving home, and entry into cohabitation, marriage, and parenthood. Structural equation modeling on multiactor data from over 1,000 parent–adolescent child couples in the Netherlands is used to test hypotheses. Results suggest that, in general, both value transmission and modeling are important predictors of adolescents’ expectations concerning the timing of major family events. Moreover, no differences between mothers and fathers and between boys and girls are observed in the strength of the intergenerational relationships studied.
The authors discuss and analyse the complex interplay between rail transport and urban development around railway stations in the Netherlands. Although this interrelationship, known as transit-oriented development (TOD), has been theorised and studied in the academic literature, the complex and dynamic underlying mechanisms and the appropriate planning and management responses have yet to be understood sufficiently. This is particularly relevant for local, regional, and national policy makers in the various planning subsystems. In order to improve the understanding and management of the dynamic relationship between rail transport and urban development, a conceptual model of TOD was developed. Actors validate and learn from this model in the serious game SPRINTCITY, in which a rail corridor is developed over a period of twenty years. It is hypothesised that playing SPRINTCITY helps actors to understand factors, other actors, and potential barriers related to TOD. Research data were collected through debriefings, questionnaires, and model output from more than thirty sessions conducted between 2010 and 2012. The authors conclude that the combined and iterative use of modelling and gaming was effective from the perspectives of design (development of the TOD model), research (insight acquired on TOD), and policy (policy-oriented learning and analysis).