The study provides an overview of the portrayal and role of acceptance, empathy, and special treatment in the Harry Potter-series. The focus of the analysis revolves around the depiction of four ...different attitudes, which manifest in the relation between humans and magical objects, magical creatures, humanoid beings, and other humans. These four attitudes are represented by four main characters and are exemplified through their actions. The four attitudes are indifferent-passive, rejecting-active, accepting-active, and responsible-active. Due to their magical nature, the objects of the examined attitudes operate differently from what is expected by everyday logic, their needs and behaviors deviate from conventional societal norms, and they can even be intimidating and hazardous. The study illustrates how the novel series encourages readers to engage in the community through various examples and highlights the development of the underlying theme that the most powerful magical force is love, thus deserving acceptance, empathy, or special treatment by everyone. This contributes to the enhancement of readers' emotional intelligence and empathy skills, fostering the acceptance of diverse perspectives.
A tanulmány áttekintést nyújt a Harry Potter-regénysorozatban az elfogadás, az empátia és a különleges bánásmód megjelenéséről és szerepéről. A vizsgálat középpontjában négyféle attitűd megjelenése áll, amelyek az ember és a varázstárgyak, a mágikus állatok, a humanoid lények és a többi ember viszonylatában érvényesülnek. A négyféle attitűdöt négy főszereplő képviseli, és a cselekedeteivel szemlélteti. A négyféle attitűd a közömbös-passzív, az elutasító-aktív, az elfogadó-aktív és a felelős-aktív. Mágikusságuk okán a vizsgált attitűdtárgyak működése eltér a hétköznapi logika alapján elvárttól, az igényeik, viselkedésük különbözik a valóságban megszokott társadalmi normáktól, akár ijesztőek és veszélyesek is lehetnek. A tanulmány bemutatja, hogy a regénysorozat milyen példákkal ösztönzi az olvasókat a másokkal való közösségvállalásra, és hogy miként bontakozik ki az az alaptétel, miszerint a leghatalmasabb mágikus erő a szeretet, ezért mindenki megérdemli az elfogadást, az empátiát vagy a különleges bánásmódot. Ezzel hozzájárulva az olvasók érzelmi intelligenciájának és empátiakészségének fejlődéséhez, és annak a nézőpontnak az elfogadásához, hogy a sokszínűséget előnynek tekintsük
The story of a young student of wizardry Harry Potter is still famous all over the world even though the first book was published more than 20 years ago. The author of this heptalogy J. K. Rowling ...made up a whole new world full of spells, potions and magical creatures. When creating new words, she proved her talent for creating various puns. These expressions became a major challenge for translators of various languages, including Chinese. This study presents the results of a lexicological analysis of the neologisms that occurred in Harry Potter films. The main aim of the analysis was to determine which loanword categories were used for borrowing every single neologism from English to Chinese and which category was the most productive one within various groups of neologisms and within the whole corpus.
Legilimens Bell, Christopher E
2013, 2013-12-01
eBook
The current state of scholarship surrounding Harry Potter is both vibrant and varied. One of the reasons scholars continue to be attracted to the series as an artifact is the colossal range of ...disciplinary foci that can find treasures to unearth in its pages and films. In the Harry Potter series, "legilimens" is the spell that allows a wizard to see into another persons mind, reading the subjects thoughts. As such, it is an appropriate moniker for the attempt of scholars to see into the Har.
The stories teachers tell can reveal the epistemological dilemmas they encounter along the professional landscape, such as possessing knowledge that others do not. To explore this type of knowledge ...dilemma, the teacher stories of a fictional character, Harry Potter's Albus Dumbledore, are examined. Dumbledore's stories reveal his attempts to navigate knowledge asymmetries between himself and others. The knowledge stances taken up in these stories signal the relational issues that underlie the dilemmas and influence Dumbledore's professional actions. To provide real-world relevance to the fictional examples, the paper ends by highlighting similar dilemmas that surface in the stories of real-life teachers.
This project investigates fans who participate in media tourism, a niche facet of the tourist industry, at Platform 9 ¾ in King's Cross Station, London. The kaleidoscope of fans who gather at this ...single brick wall within the train station transform an everyday space into a lieux d'imagination, a place for fans to experience a collective social imagination (Reijnders, 2011a). This study adopts an anthropological perspective to explore the lived social experiences of tourists who visited the attraction. Findings reveal two central imaginative behaviors which advance the transformation: demarking space through impermanent theming, and entering an imagined world. Both theoretical and practical implications, such as expanding the understanding of tourist experiences and destination image, are discussed. Findings are transferable to other media tourism attractions and fan communities.
•Adapts Reijnders' theoretical concept of lieux d'imagination•Documents the intersection of fanship with media tourism and lieux d'imagination•Reveals the demarking of space through impermanent theming•Reveals how fans' presence behaviors signal the importance of lieux d'imagination•Advances how ageographic communities re-shape the experience of everyday places
Dans les études de loisir, la lecture est généralement considérée comme une activité pratiquée personnellement. Parfois, grâce aux pratiques des lecteurs, elle sort de la sphère personnelle de ...l'individu et devient une activité plutôt partagée. Cet article se centre sur la série Harry Potter et interroge dans quelles mesures la lecture de la série Harry Potter à l'âge de l'adolescence engendre d'autres loisirs partagés. Il constate les sociabilités créées autour de cette série littéraire en soulignant différentes déclinaisons de partage d'expérience des lecteurs. Dans cette recherche, le point de vue de la sociologie de la réception est appliqué aux études de loisir et une recherche qualitative est réalisée auprès des lecteurs de Harry Potter en Turquie. Les résultats montrent que la lecture de cette série devient un outil pour créer trois types de sociabilité : amicale, familiale et numérique. Ainsi, le partage d'expérience devient une signifiance de lecture.
Location-based augmented reality (AR) games, such as Pokémon GO and Harry Potter: Wizards Unite, have been shown to have a beneficial impact on the physical activity, social connectedness, and mental ...health of their players. In March 2020, global social distancing measures related to the COVID-19 pandemic prompted the AR games developer Niantic Inc to implement several changes to ensure continued player engagement with Pokémon GO and Harry Potter: Wizards Unite. We sought to examine how the physical and mental well-being of players of these games were affected during the unprecedented COVID-19 restriction period as well as how their video game engagement was affected.
The aims of this study were to examine the impact of COVID-19-related social restrictions on the physical and mental well-being of AR game players; to examine the impact of COVID-19-related social restrictions on the use of video games and motivations for their use; and to explore the potential role of AR games (and video games in general) in supporting well-being during COVID-19-related social restrictions.
A mixed methods web-based self-reported survey was conducted in May 2020, during which COVID-19-related social restrictions were enforced in many countries. Participants were recruited on the web via four subreddits dedicated to Pokémon GO or Harry Potter: Wizards Unite. Data collected included quantitative data on demographics, time spent playing video games, physical activity, and mental health; qualitative data included motivations to play and the impact of video games on mental health during COVID-19 lockdown.
We report results for 2004 participants (1153/1960 male, 58.8%, average age 30.5 years). Self-reported physical activity during COVID-19-related social restrictions significantly decreased from 7.50 hours per week on average (SD 11.12) to 6.50 hours (SD 7.81) (P<.001). More than half of the participants reported poor mental health (925/1766, 52.4%; raw World Health Organization-5 Well-Being Index score <13). Female gender, younger age, and reduced exercise were significant predictors of poor mental health. Participants reported a significant increase in video game play time from 16.38 hours per week on average (SD 19.12) to 20.82 hours (SD 17.49) (P<.001). Approximately three quarters of the participants (n=1102/1427, 77.2%) reported that playing video games had been beneficial to their mental health. The changes made to Pokémon GO and Harry Potter: Wizards Unite were very well received by players, and the players continued to use these games while exercising and to maintain social connection. In addition to seeking an escape during the pandemic and as a form of entertainment, participants reported that they used video games for emotional coping and to lower stress, relax, and alleviate mental health conditions.
AR games have the potential to promote physical and mental health during the COVID-19 pandemic. Used by populations under isolation and distress, these games can improve physical and mental health by providing virtual socialization, sustained exercise, temporal routine, and mental structure. Further research is needed to explore the potential of AR games as digital behavioral interventions to maintain human well-being in the wider population.