Methods for Consumer Research, Volume Two: Alternative Approaches and Special Applications brings together world leading experts in global consumer research who provide a fully comprehensive state-of-the-art coverage of emerging methodologies and their innovative application. The book puts consumer research in-context with coverage of immersive techniques and virtual reality, while also looking at health-related Issues in consumer science, including sections on food intake and satiation. Other sections delve into physiological measurements within the context of consumer research and how to design studies for specific populations. In conjunction with the first volume, which covers new approaches to classical methodology, this book is an invaluable reference for academics working in the fields of in-sensory and consumer science, psychology, marketing and nutrition. With examples of the methodology being applied throughout, it serves as a practical guide to research and development managers in both food and non-food companies. - Presents comprehensive coverage of new and emerging techniques in consumer science - Provides examples of successful application of the methodologies presented throughout - Identifies how to design research for special populations, including children, the elderly and low-income consumers - Discusses sensitivity to cross-cultural populations and emerging markets - Includes research design for food, cosmetic and household products - Highlights both psychological and physiological consumer measurements
Stressing the historical and theological significance of pivotal figures and movements, William Baird guides the reader through intriguing developments and critical interpretation of the New Testament from its beginnings in Deism through the watershed of the Tubingen school. Familiar figures appear in a new light, and important, previously forgotten stages of the journey emerge. Baird gives attention to the biographical and cultural setting of persons and approaches, affording both beginning student and seasoned scholar an authoritative account that is useful for orientation as well as research.
This handbook examines how electrical technologies and their corresponding economies of scale have rendered music and sound increasingly mobile-portable, fungible, and ubiquitous. Highly interdisciplinary, the two volumes of the Oxford Handbook of Mobile Music Studies consider the devices, markets, and theories of mobile music, and its aesthetics and forms of performance.
This two-volume set presents a course outline, in modular format, that deals step-by-step with the development of a Health Systems Research (HSR) proposal and field testing (Part 1) and with data analysis and report writing (Part 2).
Post-Christendom Studies publishes research on the nature of Christian identity and mission in the contexts of post-Christendom. Post-Christendom refers to places, both now and in the past, where Christianity was once a significant cultural presence, though not necessarily the dominant religion. Sometimes “Christendom” refers to the official link between church and state. The term “post-Christendom” is often associated with the rise of secularization, religious pluralism, and multiculturalism in western countries over the past sixty years. Our use of the term is broader than that however. Egypt for example can be considered a post-Christendom context. It was once a leading center of Christianity. “Christendom” moreover does not necessarily mean official public and dominant religion. For example, under Saddam Hussein, Christianity was probably a minority religion, but, for the most part, Christians were left alone. After America deposed Saddam, Christians began to flee because they became a persecuted minority. In that sense, post-Saddam Iraq is an experience of post-Christendom—it is a shift from a cultural context in which Christians have more or less freedom to exercise their faith to one where they are persecuted and/or marginalized for doing so.
Analog Game Studies is a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more. Analog Game Studies was founded to reserve a space for scholarship on analog games in the wider field of game studies.