Dienst van SURF
© 2025 SURF
© 2025 SURF
There are huge opportunities to use commercial, artistic video games as educational tools. This talks about one example where a commercial artistic/entertainment video game was created that also addressed content with both societal and educational impact. The game ‘Fragments of Him’ touches on topics of gay/bisexual relationships, love, family, intergenerational conflict, mourning, and more. It has been used as a teaching tool for both the content and the processes of creation, and has been released commercially on multiple gaming platforms. It proves that, with sufficient investment and quality in the interface, art, and interaction design, commercial video games can have significant pro-social and educational applications.
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Culture has freed us to some extent from nature, first through language and religion, and almost simultaneously through technology. From the control of the fire and the first tools until now - smart technology - technological development has taken a long cultural path, with many challenges and possibilities. The CBS report also shows that the average ecological footprint of Dutch residents is still far too large. It is entirely right that we allow the refugees to share in "our" wealth. In a globalized world, looking away is not an option. In a positive psychology, reciprocity characterizes our humanity. But at the same time we must guard our values: equality between man and woman, love for man is not tied dogmatically to sexuality and ... there is nothing wrong with the occasional drink! In: Education Journal 2018-341 p.19
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Although the prevalence of cybercrime has increased rapidly, most victims do not report these offenses to the police. This is the first study that compares associations between victim characteristics and crime reporting behavior for traditional crimes versus cybercrimes. Data from four waves of a Dutch cross-sectional population survey are used (N = 97,186 victims). Results show that cybercrimes are among the least reported types of crime. Moreover, the determinants of crime reporting differ between traditional crimes and cybercrimes, between different types of cybercrime (that is, identity theft, consumer fraud, hacking), and between reporting cybercrimes to the police and to other organizations. Implications for future research and practice are discussed. doi: https://doi.org/10.1177/1477370818773610 This article is honored with the European Society of Criminology (ESC) Award for the “Best Article of the Year 2019”. Dit artikel is bekroond met de European Society of Criminology (ESC) Award for the “Best Article of the Year 2019”.
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A previous study found a variety of unusual sexual interests to cluster in a five-factor structure, namely submission/masochism, forbidden sexual activities, dominance / sadism, mysophilia, and fetishism (Schippers et al., 2021). The current study was an empirical replication to examine whether these findings generalized to a representative population sample. An online, anonymous sample (N = 256) representative of the Dutch adult male population rated 32 unusual sexual interests on a scale from 1 (very unappealing) to 7 (very appealing). An exploratory factor analysis assessed whether similar factors would emerge as in the original study. A subsequent confirmatory factor analysis served to confirm the factor structure. Four slightly different factors of sexual interest were found: extreme, illegal and mysophilic sexual activities; light BDSM without real pain or suffering; heavy BDSM that may include pain or suffering; and illegal but lower-sentenced and fetishistic sexual activities. The model fit was acceptable. The representative replication sample was more sexually conservative and showed less sexual engagement than the original convenience sample. On a fundamental level, sexual interest in light BDSM activities and extreme, forbidden, and mysophilic activities seem to be relatively separate constructs.
We examined the neural correlates of facial attractiveness by presenting pictures of male or female faces (neutral expression) with low/intermediate/high attractiveness to 48 male or female participants while recording their electroencephalogram (EEG). Subjective attractiveness ratings were used to determine the 10% highest, 10% middlemost, and 10% lowest rated faces for each individual participant to allow for high contrast comparisons. These were then split into preferred and dispreferred gender categories. ERP components P1, N1, P2, N2, early posterior negativity (EPN), P300 and late positive potential (LPP) (up until 3000 ms post-stimulus), and the face specific N170 were analysed. A salience effect (attractive/unattractive > intermediate) in an early LPP interval (450–850 ms) and a long-lasting valence related effect (attractive > unattractive) in a late LPP interval (1000–3000 ms) were elicited by the preferred gender faces but not by the dispreferred gender faces. Multi-variate pattern analysis (MVPA)-classifications on whole-brain single-trial EEG patterns further confirmed these salience and valence effects. It is concluded that, facial attractiveness elicits neural responses that are indicative of valenced experiences, but only if these faces are considered relevant. These experiences take time to develop and last well beyond the interval that is commonly explored.
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