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This article first looks at the relationship between museums and art galleries and their potential audiences and, in particular, the under-represented sector of young visitors. It examines the main findings from the limited research available on young visitors, and goes on to discuss theories delineating the differences between the cultures, identities and values of culture consumers and culture providers. The second part of the article looks at what specific museums have done towards being more inclusive in their appeal, and then reports the findings of a survey of young people in relation to New Zealand's Auckland Art Gallery. The survey found that young people's ideas of what constitutes modern, relevant art do not match standard art criteria, and that most exhibitions and marketing methods do not mesh with their worldview. The article concludes by using data from the survey to suggest ways of engaging more young people with public art galleries. 相似文献
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Yu. N. Schuko 《Scientific and Technical Information Processing》2018,45(3):163-167
Although the USSR and the United States had a comparable number of employees in the field of scientific information, there was a substantial difference in funding, which resulted in a lack of information support for Soviet scientists. While 90% of the publications in the United States were available almost immediately after their release, in the USSR they were delayed by 1.5 to 2 years. Since the publication of the Abstracts Journal by VINITI (AJ), its content was consistently expanding and reached its peak in 1990 (1.5 million documents per year). The next quarter of a century was characterized by a decline in both the composition of the AJ and the time required for its document coverage. The steps for restructuring VINITI activities are discussed. The focus is made on improving the limited coverage of the Russian-language part of the global flow of scientific information by Western information systems. 相似文献
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Jorge Peña Subuhi Khan Christopher N. Burrows Hart Blanton 《Communication Research Reports》2018,35(4):293-302
This study examined whether persuasive health messages embedded in shooter games have broad or targeted effects on players’ willingness to engage in risk behaviors (N = 145). Participants presented with in-game health messages discouraging alcohol-impaired driving of motor vehicles showed reduced willingness to drink alcohol and to operate both motor and nonmotor vehicles, compared to those in a no-message gaming control condition. There were no spillover effects on willingness to smoke cigarettes or marijuana, thus implying targeted persuasive effects. In addition, players experiencing high instead of low cognitive load showed decreased postexperiment willingness to drink and operate nonmotor vehicles, thus suggesting that playing a game under high cognitive load can influence players’ attitudes. The findings replicate previous research and further expand on knowledge-activation and thought-disruption mechanisms underlying the persuasiveness of health messages. 相似文献
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Nathan Walter Sheila T. Murphy Erica L. Rosenthal 《Communication Research Reports》2018,35(5):402-412
The study explored the role of second-screen use and binge-watching in moderating entertainment education (EE) effects. A pretest/posttest experiment of 273 viewers of East Los High measured the effects of exposure to three subplots, concerning alcohol abuse, abortion, and immigration. The effect of identification with characters on change in attitudes was significantly moderated by second-screen use and binge-watching. In particular, second-screening tended to enhance the positive impact of identification; whereas, among respondents who binge-watched the show, the effects of identification were weaker. 相似文献