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This article sheds light on what citizenship means for individuals’ experiences of belonging. Through 41 interviews conducted in Oslo, Norway, we trace understandings of how, when and why citizenship matters (or not) for belonging. Our interviewees fall into one of four categories: born citizens; naturalized citizens; dual citizens and non-Norwegian citizens who would qualify for naturalization, thus mixing participants with and without immigrant backgrounds. We interpret individuals’ experiences evaluating whether formal citizenship is explicitly or implicitly salient and whether it is associated with secure or insecure belonging. We find that citizenship matters for security and recognition, both linked to belonging, in expected and unexpected ways. Our findings point to how, when and why citizenship matters (or not) for belonging, constituting the citizenship–belonging nexus. Here, race continues to matter, as does the materiality of the passport document, in how the citizenship–belonging nexus interacts with the nation as locus of membership for citizens.  相似文献   
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ABSTRACT

The article explores how stabilisation missions reproduce the patterns that constituted colonial states. Following African historiography, the article argues that stabilisation’s militarised approach to neutralising resistance, its racialisation of targets and its aim to constitute and reform state authority evoke how colonial states were forged by the inseparable relationship between authority, force, race, production and resistance. However, it will be shown that those patterns cannot be fully understood without an account of the broader structure of coloniality and imperialism. In so doing, the article aims to contribute to bring together different literatures on contemporary peace-building interventions and contemporary militarism by examining the relation between militarism, coloniality and imperialism. It focuses on the Democratic Republic of Congo to show how an intensified use of force against resistance, added to frames that see Congolese politics as deviant, has guided the goal of restoration of state authority, and with it, different economic reforms, all of which have reinforced the military and economic power of national and international elites, without reporting significant benefits to the population at large.  相似文献   
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European Journal of Law and Economics - Epstein (Simple rules for a complex world, Harvard University Press, Cambridge, 1995) defended the superiority of simple legal rules over complex,...  相似文献   
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Using the Princeton nuptiality index Im, we analyzed historical developments in the proportion of married women of reproductive age in Spain. We show the internal diversity in nuptiality patterns and offer an explanatory statistical model based on panel data analysis to identify the main variables influencing these changes over more than a century (1887–1991). We found that Spain has been the developed country with the greatest contrasts in its provincial nuptiality patterns (measured by Im), although this diversity has lessened over the course of time. We also found that some socioeconomic variables (the gross domestic product per capita and the percentage of population living in cities) do not have a linear relationship with female nuptiality but rather have a U shape or an inverted U shape. This may partly account for some of the controversy that has raged on this topic over the past few decades on an international level.  相似文献   
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The relevance of videogames in the contemporary cultural ecosystem and their social impact make it necessary to develop theories and analytical models to understand the expressive potential of videogame design, and how videogames work as texts, giving shape to certain values, behavioural patterns and ideological visions. To do so, it is crucial to build a bridge between game studies and contemporary semiotics. Thus, with this aim, we present in this paper an analysis model for studying videogames as texts that combines theoretical and methodological elements from social semiotics and procedural rhetorics, a specific branch of game studies. Our model is based on four levels: the narrative, ludo-narrative, system-gameplay and designer-player dimensions. As a case study, the model is applied to the videogame The Last of Us.  相似文献   
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