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Leáne Ackermann

Biographic Data

ID6802280
NAMELeáne Ackermann
GIVEN NAMESLeáne
FAMILY NAMEAckermann
SIGNATUREACKERMANN L
AFFILIATIONSUniversity of the Free State
VERIFIEDNo
TOTAL WORKS2
TOTAL CITATIONS2
AUTHOR COUNT2
EDITOR COUNT0
FIRST PUBLICATION YEAR2019
LATEST PUBLICATION YEAR2019
H-INDEX1
  • The Creative Process. A Case for Meaning-Making

    Open Access•Phokeng Tshepo Setai, J K Coetzee et al.•ARTICLE•Qualitative Sociology Review•2019•References: 3

    Since the beginning of time art-making has been a tool to express, preserve, and challenge the extant knowledge in society. Artists do this by finding or creatively constructing new understandings in society. An artist is able to do this through the medium he/she uses to relay the message of the artwork. The medium that an artist uses to express his/her artistic concept has an impact on the character that the artwork will take. The medium of expr…

  • Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein

    Open Access•André J Pietersen, J K Coetzee et al.•ARTICLE•Qualitative Sociology Review•2019•Cited by: 2•References: 24

    Individuals who partake in video games are often regarded with prejudice. It is an activity that is perceived to be mainly related to senseless leisure and teenage entertainment. However, many diverse people make video games such an important part of their lives that they become passionately engaged in it. Video games and online video gaming offer the player immersive experiences unlike any other forms of media. A phenomenological and interpretiv…

  • Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein

    Open Access•André J Pietersen, J K Coetzee et al.•ARTICLE•Qualitative Sociology Review•2019•Cited by: 2•References: 24

    Individuals who partake in video games are often regarded with prejudice. It is an activity that is perceived to be mainly related to senseless leisure and teenage entertainment. However, many diverse people make video games such an important part of their lives that they become passionately engaged in it. Video games and online video gaming offer the player immersive experiences unlike any other forms of media. A phenomenological and interpretiv…

  • The Creative Process. A Case for Meaning-Making

    Open Access•Phokeng Tshepo Setai, J K Coetzee et al.•ARTICLE•Qualitative Sociology Review•2019•References: 3

    Since the beginning of time art-making has been a tool to express, preserve, and challenge the extant knowledge in society. Artists do this by finding or creatively constructing new understandings in society. An artist is able to do this through the medium he/she uses to relay the message of the artwork. The medium that an artist uses to express his/her artistic concept has an impact on the character that the artwork will take. The medium of expr…

  • Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein

    Open Access•André J Pietersen, J K Coetzee et al.•ARTICLE•Qualitative Sociology Review•2019•Cited by: 2•References: 24

    Individuals who partake in video games are often regarded with prejudice. It is an activity that is perceived to be mainly related to senseless leisure and teenage entertainment. However, many diverse people make video games such an important part of their lives that they become passionately engaged in it. Video games and online video gaming offer the player immersive experiences unlike any other forms of media. A phenomenological and interpretiv…

Computer Science (2 works) · Psychology (2 works) · Sociology (2 works) · Visual arts (2 works) · Aesthetics (1 works) · Art (1 works) · Art Education and Development (1 works) · Art methodology (1 works) · Art Therapy and Mental Health (1 works) · Character (mathematics (1 works)

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