A critical review of the low-cost housing policy in South Africa: a multi case study
- Authors: Mkuzo, Tim Zamuxolo
- Date: 2017
- Subjects: Public housing -- South Africa Housing policy -- South Africa
- Language: English
- Type: Thesis , Doctoral , DPhil
- Identifier: http://hdl.handle.net/10948/18972 , vital:28761
- Description: Housing is a complex subject and has stimulated thought processes of scholars globally for a long time. Throughout the world, governments are flooded by a myriad of housing challenges associated with the provision of housing. Policy has been used as a communicator of governments’ visions and strategies on housing provision. The apartheid legacies have left the country’s housing terrain totally disfigured. To correct this travesty of justice, the government has resorted to policy and legislative framework. In 1994, the Housing White Paper on housing was introduced as a guiding vehicle of the state’s aspirations in its quest to address spatial inequalities and provide housing to millions who had never had a place they could call home. However, the inability of the programme, to mitigate a successful provision of sustainable housing, motivated the government to rethink its strategy. Thus, a new approach to housing called, “Breaking New Ground” (BNG, 2004) was launched. Contrary to the old housing approach that focussed on mass delivery, BNG would regard quality and spatial reconfiguration and social-cohesion as vital to the realization of sustainable human settlements. Few years after its introduction, the new housing approach had its own share of challenges. The main aim of this investigation was to critically review the state of low-cost housing programme by establishing whether the 2004 policy revision of the national housing programme has had any significant effect on the low-cost housing programme in the country by assessing some of the recent projects initiated under the ambit of the BNG. Through a multi-case study, the researcher has qualitatively investigated the research question. A multi-data gathering approach, consisting of both qualitative and quantitative data-collection instruments such as open-ended interviews, questionnaires and observations, helped the researcher to answer the questions posed by the study. From the investigation, a blend of successes and failures has been noted. It is undeniable that the low-cost housing programme is still inundated with challenges right under the domain of BNG. It is also irrefutable that many positives on the current and recent low-cost housing projects initiated under BNG can be seen.
- Full Text:
- Date Issued: 2017
- Authors: Mkuzo, Tim Zamuxolo
- Date: 2017
- Subjects: Public housing -- South Africa Housing policy -- South Africa
- Language: English
- Type: Thesis , Doctoral , DPhil
- Identifier: http://hdl.handle.net/10948/18972 , vital:28761
- Description: Housing is a complex subject and has stimulated thought processes of scholars globally for a long time. Throughout the world, governments are flooded by a myriad of housing challenges associated with the provision of housing. Policy has been used as a communicator of governments’ visions and strategies on housing provision. The apartheid legacies have left the country’s housing terrain totally disfigured. To correct this travesty of justice, the government has resorted to policy and legislative framework. In 1994, the Housing White Paper on housing was introduced as a guiding vehicle of the state’s aspirations in its quest to address spatial inequalities and provide housing to millions who had never had a place they could call home. However, the inability of the programme, to mitigate a successful provision of sustainable housing, motivated the government to rethink its strategy. Thus, a new approach to housing called, “Breaking New Ground” (BNG, 2004) was launched. Contrary to the old housing approach that focussed on mass delivery, BNG would regard quality and spatial reconfiguration and social-cohesion as vital to the realization of sustainable human settlements. Few years after its introduction, the new housing approach had its own share of challenges. The main aim of this investigation was to critically review the state of low-cost housing programme by establishing whether the 2004 policy revision of the national housing programme has had any significant effect on the low-cost housing programme in the country by assessing some of the recent projects initiated under the ambit of the BNG. Through a multi-case study, the researcher has qualitatively investigated the research question. A multi-data gathering approach, consisting of both qualitative and quantitative data-collection instruments such as open-ended interviews, questionnaires and observations, helped the researcher to answer the questions posed by the study. From the investigation, a blend of successes and failures has been noted. It is undeniable that the low-cost housing programme is still inundated with challenges right under the domain of BNG. It is also irrefutable that many positives on the current and recent low-cost housing projects initiated under BNG can be seen.
- Full Text:
- Date Issued: 2017
Video games as “play assemblages”: applying philosophical concepts from deleuze and guattari to create a novel approach to video games
- Authors: Du Plessis, Corné
- Date: 2017
- Subjects: Video games Video games -- Research , Video games -- History and criticism Video games -- Analysis, appreciation
- Language: English
- Type: Thesis , Doctoral , DPhil
- Identifier: http://hdl.handle.net/10948/16119 , vital:28322
- Description: The phenomena that we collectively refer to as “play” form a significant part of life at numerous levels. According to the play scholar, Johan Huizinga, play has not only been part of all human societies, it is also at the root of the development of numerous cultural activities, including structured games and sports, certain judicial and legal activities, war, and numerous forms of art. Despite its importance, play, with its various manifestations, is often relegated to being a children’s activity or an occasion of pure waste, and is a surprisingly marginalized topic in academic scholarship. In part to remedy this deficit, my aim in this thesis is to explore the comparatively new phenomenon of video games as a particular form of play. While there are undoubtedly many philosophical approaches that can respond to different aspects of the “problem” of video games, I propose that Gilles Deleuze and Felix Guattari’s philosophy of “difference” and “becoming” is particularly useful. On the one hand, Deleuze and Guattari’s philosophy provides a viable framework through which to determine the limitations of the current prominent theories in the field of video game studies, which include “narratology”, “ludology”, and the more recent “hybrid approach”. On the other hand, their philosophy enables one to extend the creative and transformative potential that is inherent to a philosophical “problem”, in this case the “problem” of video games. By adapting selected Deleuzian and Deleuzoguattarian philosophical concepts, including “assemblage”, “percept”, “affect”, “transversal becoming”, and “becoming-imperceptible”, I aim to establish a philosophical framework through which different forms of play, and different video games, can be analyzed in terms of their capacity to generate “difference” and “becoming”. More specifically, I argue that video games can be understood as particular kinds of “play assemblages” that can potentially open the player to “transversal becomings”. The video games that I analyze as play assemblages that can generate “transversal becomings” are Thatgamecompany’s Flower (2009) and Journey (2012). Importantly, “transversal becomings”, understood in this instance as the “becoming-other” of human individuals, have the potential to contribute to the individual’s capacity for creative thought and action. Therefore, I argue that video games, far from being activities of pure waste, can potentially open the player to various forms of “becoming-other”, which can, in turn, increase the player’s capacity to think differently, to become different and to create differences. Ultimately, I aim to promote the value of play and video games on the one hand, and the value of Deleuze and Guattari’s philosophy on the other hand, for the aim of extending the questioning power of life, and increasing our capacity to effectively respond to a continuously changing world of problems.
- Full Text:
- Date Issued: 2017
- Authors: Du Plessis, Corné
- Date: 2017
- Subjects: Video games Video games -- Research , Video games -- History and criticism Video games -- Analysis, appreciation
- Language: English
- Type: Thesis , Doctoral , DPhil
- Identifier: http://hdl.handle.net/10948/16119 , vital:28322
- Description: The phenomena that we collectively refer to as “play” form a significant part of life at numerous levels. According to the play scholar, Johan Huizinga, play has not only been part of all human societies, it is also at the root of the development of numerous cultural activities, including structured games and sports, certain judicial and legal activities, war, and numerous forms of art. Despite its importance, play, with its various manifestations, is often relegated to being a children’s activity or an occasion of pure waste, and is a surprisingly marginalized topic in academic scholarship. In part to remedy this deficit, my aim in this thesis is to explore the comparatively new phenomenon of video games as a particular form of play. While there are undoubtedly many philosophical approaches that can respond to different aspects of the “problem” of video games, I propose that Gilles Deleuze and Felix Guattari’s philosophy of “difference” and “becoming” is particularly useful. On the one hand, Deleuze and Guattari’s philosophy provides a viable framework through which to determine the limitations of the current prominent theories in the field of video game studies, which include “narratology”, “ludology”, and the more recent “hybrid approach”. On the other hand, their philosophy enables one to extend the creative and transformative potential that is inherent to a philosophical “problem”, in this case the “problem” of video games. By adapting selected Deleuzian and Deleuzoguattarian philosophical concepts, including “assemblage”, “percept”, “affect”, “transversal becoming”, and “becoming-imperceptible”, I aim to establish a philosophical framework through which different forms of play, and different video games, can be analyzed in terms of their capacity to generate “difference” and “becoming”. More specifically, I argue that video games can be understood as particular kinds of “play assemblages” that can potentially open the player to “transversal becomings”. The video games that I analyze as play assemblages that can generate “transversal becomings” are Thatgamecompany’s Flower (2009) and Journey (2012). Importantly, “transversal becomings”, understood in this instance as the “becoming-other” of human individuals, have the potential to contribute to the individual’s capacity for creative thought and action. Therefore, I argue that video games, far from being activities of pure waste, can potentially open the player to various forms of “becoming-other”, which can, in turn, increase the player’s capacity to think differently, to become different and to create differences. Ultimately, I aim to promote the value of play and video games on the one hand, and the value of Deleuze and Guattari’s philosophy on the other hand, for the aim of extending the questioning power of life, and increasing our capacity to effectively respond to a continuously changing world of problems.
- Full Text:
- Date Issued: 2017
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