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Journal Article

Information activity in serious leisure

01 Dec 2016-Information Research: An International Electronic Journal (Thomas D. Wilson. 9 Broomfield Road, Broomhill, Sheffield, S10 2SE, UK. Web site: http://informationr.net/ir)-Vol. 21, Iss: 4
TL;DR: Anders Hektor’s model of information behaviour, with its locus in everyday life and precise delineation of eight information activities, can complement such research designs and enable research that is comparative and more precise.
Abstract: Background. In the past decade, scholars of information science have started to conduct research on information behaviour in serious leisure. Presently, these studies lack common concepts and terms and empirical discoveries are not easy to assemble into theory. Aim. This conceptual and methodological paper surveys the aforementioned research area and introduces Anders Hektor’s model of information behaviour in conjunction with the serious leisure perspective as a means to systematically study information behaviour in serious leisure. Method. Three methods are employed. The first is a selective literature review and intellectual history of research into information behaviour in serious leisure. The second is a conceptual analysis of Hektor’s model that relates its key features to the serious leisure perspective. The third consists of a deductive audit of three forms of serious leisure (the liberal arts hobby, amateur musicianship, and the hobby of running), utilizing the frameworks, concepts, and terms outlined in the paper. Results. Studies of information behaviour in serious leisure have increased and deepened in the past decade, largely through ideographic case studies. Hektor’s model of information behaviour, with its locus in everyday life and precise delineation of eight information activities, can complement such research designs. A deductive audit guided by Hektor’s model illuminated information activities within the three forms of serious leisure and enabled comparative observations. Conclusions. When combined with the serious leisure perspective, Hektor’s model enables research that is comparative and more precise. However, the extent to which this model captures physical or embodied information should be further examined.

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VOL. 21 NO. 4, DECEMBER, 2016
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Information activity in serious leisure
Jenna Hartel, Andrew M. Cox, and Brian L. Griffin
Abstract
Background. In the past decade, scholars of information science have started to conduct
research on information behaviour in serious leisure. Presently, these studies lack common
concepts and terms and empirical discoveries are not easy to assemble into theory.
Aim. This conceptual and methodological paper surveys the aforementioned research area
and introduces Anders Hektor's model of information behaviour in conjunction with the
serious leisure perspective as a means to systematically study information behaviour in
serious leisure.
Method. Three methods are employed. The first is a selective literature review and
intellectual history of research into information behaviour in serious leisure. The second is a
conceptual analysis of Hektor's model that relates its key features to the serious leisure
perspective. The third consists of a deductive audit of three forms of serious leisure (the
liberal arts hobby, amateur musicianship, and the hobby of running), utilising the
frameworks, concepts, and terms outlined in the paper.
Results. Studies of information behaviour in serious leisure have increased and deepened
in the past decade, largely through idiographic case studies. Hektor's model of information
behaviour, with its locus in everyday life and precise delineation of eight information
activities, can complement such research designs. A deductive audit guided by Hektor's
model illuminated information activities within the three forms of serious leisure and
enabled comparative observations.
Conclusions. When combined with the serious leisure perspective, Hektor's model enables
research that is comparative and more precise. However, the extent to which this model
captures physical or embodied information should be further examined.
Introduction
The speciality of information behaviour has traditionally focused on academic
scenarios or workplace settings. We use the term information behaviour to
mean 'the many ways in which human beings interact with information, in
particular, the ways in which people seek and utilise information' (Bates, 2010
,
p. 2381). Later, we adopt Hektor's (2001
) conception of information activity
which is defined and explained in Part 2. In the 1970s scholars began to explore
the broader research horizon of everyday life (Savolainen, 2009
), including
human experiences that are pleasurable and profound (Kari and Hartel, 2007
).
One such activity in everyday life is serious leisure, that is:
the systematic pursuit of an amateur, hobbyist, or volunteer core
activity that people find so substantial, interesting, and fulfilling
that, in the typical case, they launch themselves on a (leisure)
career centered on acquiring and expressing a combination of its
special skills, knowledge, and experience (Stebbins, 2009
, p.
622).
Hartel (2003
, 2005) has argued that serious leisure is information-rich and
merits special attention in information science.
To expedite inquiry into serious leisure and its information dimension, this
paper introduces a model of human information behaviour by Anders Hektor
(2001
), which has been relatively neglected in information behaviour
scholarship to date. Yet his model contains the first inductively generated
typology of information use in everyday life and complements the serious
change font

leisure perspective explained in several felicitous ways, explained in Part 2.
The conceptual and methodological paper that follows has two guiding research
questions. The first is: In what ways is Hektor's model beneficial for
understanding the information behaviour of those engaged in serious leisure
pursuits? Then conversely we ask: What are the shortcomings of Hektor's
model in characterising information behaviour in serious leisure?
This paper has three main parts: (1) a selective literature review of information
behaviour research into serious leisure; (2) an introduction to Hektor's vision of
information behaviour in everyday life, outlining its typology of information
activity, and highlighting its compatibility with the serious leisure perspective;
and (3) a demonstration of the proposed strategy for using Hektor's model to
perform a deductive audit of information activity in three forms of serious
leisure: the liberal arts hobby, amateur classical musicianship, and the hobby of
running. A discussion section critically considers the approach and notes the
challenge of capturing embodied (see Bates, 2006
) or corporeal (Lloyd, 2009,
2010
) information behaviour in serious leisure.
Part 1. Information behaviour research in serious leisure
To perform this literature review and intellectual history, the authors surveyed
writings on information behaviour in everyday life and leisure from the major
research journals and conference proceedings within the field of information
science. Relevant writings on information behaviour by sociologist Robert
Stebbins, architect of the serious leisure perspective, were also considered.
Bates (1974
, p. 53) was the first to articulate the importance of life information,
which she defined as any '…information needed for successful living', and it
ranged from health and safety to personal development and hobbies. Later,
Dervin (1983a
) formulated the sense-making methodology in which
information behaviour is construed metaphorically as a process of bridging gaps
across uncertain everyday situations. Chatman (1991
) pioneered ethnographic
studies of people living on the margins of society, and advanced a theory of
information behaviour as small worlds that are characterised by a routine and
narrow supply of information and a preference for human sources. Savolainen
(1995
) cast everyday life information seeking within Bourdieu's theory of
habitus; as such, information behaviour is a part of the activities undertaken to
maintain a particular way of life. Altogether, in the latter decades of the past
century, these works, among a few others, shifted attention from academic and
workplace scenarios and opened up a research frontier about information
behaviour in everyday life. Vakkari's (2008
) report on trends in information
behaviour scholarship noted that studies of everyday life had more than
doubled between the 1996 and 2008 Information Seeking in Context
conferences.
Yet the emerging investigations of everyday life information behaviour had a
predominant focus on problems, such as illness or unemployment, and the
research area was incomplete and unbalanced. In response, Kari and Hartel
(2007
, p. 1131) advanced a contextual research programme to investigate the
'higher things in life' that is, '…pleasurable or profound phenomena,
experiences, or activities that transcend the daily grind'. Likewise, Fulton
(2009
) drew attention to the fact that a positive affect exists in information
behaviour, which she coined 'the pleasure principle'. These assertions about the
positive or enjoyable side of everyday life information behaviour were fortified
by earlier observations of pleasure readers who find information in books
without consciously seeking it, thereby gaining tremendous pleasure and
satisfaction (Ross, 1999
).
One undeniably pleasurable realm of everyday life is leisure. Ranging from
mindless naps and bubble baths to craft and sport activities demanding the
utmost concentration, leisure is highly heterogeneous. To navigate leisure as a
research setting, Hartel (2003
, 2005) introduced the serious leisure perspective
(Stebbins, 2001b
), a grounded theoretical framework of leisure that brings the
distinct nature of leisure activities into focus. The serious leisure perspective
identifies three main types of leisure: serious pursuits centred on learning (e.g.,

being an amateur volleyball player); casual leisure that requires no training
(e.g., watching television); and project-based leisure that is a somewhat
complex, time-bound, creative undertaking (e.g., hosting a Halloween party).
According to Hartel, serious leisure and hobbies are interesting for information
science because they are based upon information acquisition and coalesced as
information-rich social worlds. Other scholars enacted research agendas about
casual leisure as a context for Web searching (Elsweiler, Wilson and Lunn,
2011), which is compelling due to its ubiquity.
The serious leisure perspective was discussed as, and demonstrated to be, a
strategic approach to information behaviour research at panels during the 2006
and 2009 ASIS&T annual meeting, the 2014 ISIC Conference, and most recently
a workshop at the 2016 iConference. The originator of the serious leisure
perspective, sociologist Robert Stebbins, participated in some of these events,
thereby generating an interdisciplinary enterprise. In addition, a special issue of
Library Trends (Fulton and Vondracek, 2009
) featured an integrative
statement by Robert Stebbins (discussed below) and case studies of virtual play
spaces, backpacking, coin collecting and genealogy. An edited book, Everyday
Information (Aspray and Hayes, 2011
), took an historical perspective on
information behaviour in leisure pursuits such as airline travel, fantasy sports
fandom, gourmet cooking, and collecting comic books. Given the groundswell of
attention to leisure, for the first time the Encyclopedia of library and
information sciences featured an article about leisure, 'Leisure and hobby
information and its users' (Hartel, 2010a
).
Substantial case studies of information behaviour in serious leisure began
appearing in premier journals of information science. For example, Prigoda and
McKenzie (2007
) used an ethnographic approach to document the
informational and social dynamics of a public library knitting group. Another
ethnography revealed the information needs of rubber duck collectors and
modelled the informational flows among the main participants in the hobby
social world (Lee and Trace, 2009
). The serious leisure pursuit of amateur
photography served as a setting to examine the use of photo sharing practices
on the Website Flickr (Cox, Clough and Marlow, 2008
).
As these exemplars illustrate, most studies of information behaviour in serious
leisure have been exploratory, naturalistic ethnographies followed by inductive
analysis and descriptive findings that are bound to their unique contexts.
Technically speaking, the research designs are idiographic and focused on
particular examples rather than nomothetic and pertaining to generic or
composite cases (Bates, 2005
). Unsurprisingly, the varied findings about
information behaviour therein have not been easy to synthesise and as of yet
there is no comprehensive theory of information behaviour in serious leisure.
Sociologist Robert Stebbins has also sought to characterise information
behaviour within leisure, providing an alternative perspective that is not
constrained by conventions of the information behaviour speciality. For
example, in The committed reader: reading for utility, pleasure, and fulfilment
in the twenty-first century (2012
), Stebbins identifies different kinds of reading
across three domains of everyday life: work, leisure, and non-work obligation.
Bridging the gap (Stebbins, 2009
), a lead article in a special issue of Library
Trends on leisure, introduces the serious leisure perspective as a conceptual
framework for understanding leisure and leisure activities. He notes the
important place of information in serious leisure and identifies two primary
types of information – fulfilment-related and social-world information – that
manifest variably across casual (see Elsweiler
et al., 2011), project-based, and
serious leisure.
According to Stebbins, fulfilment-related information exists in serious leisure
and many forms of project-based leisure. It contributes to the knowledge gained
over the course of the leisure career and involves 'reading books and articles,
examining websites, taking adult-education courses' for example (Stebbins,
2009, p. 628). In contrast, social-world information, which is present in
varying degrees across all three major forms of leisure, is gained by
participating in the social world and is more practical in nature. It includes
dates and places of upcoming events, contact information for services, and other

administrative or operational details that enable participation in the activity. In
comparing the two types of information, Stebbins writes, '[Social-world]
information is clearly important for participants in the activity, but it is,
however, generally less so than the kind of information related to effort
[fulfilment information]' (Stebbins, 2009
, p. 628). Stebbins's assertions about
these two types of information have yet to be established empirically.
On the one hand, Stebbins's observations of information behaviour are
pleasantly accessible without the technical vocabulary of information science,
and they describe information behaviour with a refreshing equanimity. On the
other hand, they are broad generalisations that would require further
development to be applied to the design of information systems, resources, or
services—admittedly the work of information professionals, not sociologists.
Stebbins's (2009
) orientation to types of information rather than information
behaviour brings to mind Dervin's (1983b
) critique of information research that
treats information as a brick or objective substance that exists separate from
any creator. Stebbins's emphasis on types of information is also at odds with
information behaviour research that places primary attention on human beings
and their behaviour or practices, not on information itself.
Part 2: Hektor's human information behaviour model and the serious
leisure perspective
Next, a conceptual analysis is performed to present a model of information
behaviour by Anders Hektor. In conceptual analysis, a whole is broken up into
its constituent parts for individual study; the process is based upon a close
reading of Hektor's work. This section also applies the method of
interdisciplinary translation work (Palmer and Neumann, 2002
), that
interprets and redefines concepts from outside fields; here, the serious leisure
perspective serves as a resource.
Hektor's (2001
) dissertation at the Department of Thematic Studies -
Technology and Social Change at Linkoping University, Sweden, entitled What's
the use: Internet and information behaviour in everyday life had two
objectives: 1.) To characterise how people use the Internet in relation to other
information systems in an everyday life context and 2.) to establish the
Internet's usefulness. The focus of this paper is limited to the model of
information behaviour that emerged from the first objective. It should be noted
that though Hektor's title and research design put primary emphasis on the
Internet, his study placed this singular information resource in the context of all
other information sources and systems of the day, resulting in a conception of
everyday life information behaviour that is more holistic than the title implies.
Despite sophisticated epistemological staging and innovative features, this work
and model have escaped the attention of information behaviour scholars and
are largely unused, with the exception of Savolainen (2008
), who incorporates
key elements into his theory of information practice. The objective of this paper
is to rescue this model from neglect, offer a critique, and encourage the
economical reuse of conceptual devices across information behaviour studies.
For several reasons, Hektor's (2001
) thesis was innovative. First, it was centred
on everyday life, that is non-work, or private aspects of people's lives (pp. 11-12)
at a time when studies of workplace or educational settings dominated the
literature, and it stands as a refreshing alternative to these foci even today.
Second, whereas most research of the era was based in the cognitive metatheory
oriented by individual experience, Hektor incorporated the immediate social
world of the actor, such as family and friends, to produce a model and findings
best characterised as microsocial. Third, another important innovation is that
existing research prioritised information seeking behaviour and the search for
information. Alternatively, Hektor widened the lens to include how information
is used, created, and shared—a substantially more complete, inclusive, and
realistic conception of information behaviour that suggests a more capable and
empowered human being. Finally, Hektor also anticipated the trend towards
information seeking in context. Drawing from the literature of time-geography,
he established major categories of everyday life activity as the immediate
context for information behaviour in daily living, namely: caring for oneself,

caring for others, household care, reflection and recreation, transportation,
procuring and preparing food, and gainful employment.
Hektor's research design had deductive and inductive elements. In a deductive
manner, he reviewed the information behaviour literature, focusing on its major
models. Building upon Taylor (1968
), Wilson (1981), Ellis (1989) and Kuhlthau
(1991
), Hektor established four elements that are likely to shape information
behaviour in everyday life: environment; information and communications
technology setting; information activity; and outcome and change. Due to space
limitations in this paper, the reader is pointed to Hektor's (2001
, pp. 60–67)
succinct explanations of these elements; here the focus is limited to one
element: information activity, that is 'the performing of a predominantly
mental process, which may include a physical process directed at
manipulation of information' (Hektor, 2001
, p. 311).
The inductive component of his research involved case studies of the
information behaviour of ten Swedish citizens. Hektor used judgement
sampling to hand pick ideal participants across a range of Internet experiences.
The ten individuals in the sample were all middle class but varied by age,
gender, family types, and employment. In an effort to characterise their
information behaviour, he employed two data gathering techniques. Subjects
participated in multiple semi-structured interviews about their information
behaviour and also kept a detailed diary of information behaviour for one week.
The data (interview transcripts and the diaries) were treated with analytical
induction to identify four broad categories of information behaviour and 8 more
specific types of information activity.
Diagrammatic models like Hektor's are a 'tentative ideational structure used as
a testing device' (Bates, 2005
, p. 2). They are the typical end products of
research using a cognitive perspective (Belkin, 1990
) or cognitive metatheory
(Talja, Tuominen and Savolainen, 2005
) that dominated information behaviour
research between approximately 1980-2005. Today such approaches and their
models are criticised by some as reductive (Day, 2011
) because they lack the
dimensionality and sensitivity to context associated with social constructionist
metatheory and qualitative or ethnographic methodology now in fashion. In
defence of such models, who can deny the explosion of theories and fruitful
applications that followed the models by Wilson (1997
, 1994, 1981), Ellis and
Haugan (1997
), and Bates (1989)? We seek the same positive outcome for the
serious leisure frontier.
From the literature of time-geography and the empirical data mentioned above,
Hektor elaborates the nature of everyday life and the information behaviour
therein. In his view, everyday life entails a sequence of many diverse activities
that are organised around projects. He states, 'Each activity in the unbroken
sequence of activities in everyday life relates to the circumstances of some
project' (Hektor, 2001
, p. 313). As one is engaged in a project, whether washing
the car or planning a vacation, problematic situations develop that arrest
forward progress. It is in the context of these projects and their problematic
situations that information behaviour and information activities reside and play
a functional role.

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Abstract: This research investigates the information behaviour of cult media fan communities on the internet, using three novel methods which have not previously been applied to this domain. Firstly, a review, analysis and synthesis of the literature related to fan information behaviour, both within the disciplines of LIS and fan studies, revealed unique aspects of fan information behaviour, particularly in regards to produsage, copyright, and creativity. The findings from this literature analysis were subsequently investigated further using the Delphi method and tag analysis. A new Delphi variant – the Serious Leisure Delphi – was developed through this research. The Delphi study found that participants expressed the greatest levels of consensus on statements on fan behaviour that were related to information behaviour and information-related issues. Tag analysis was used in a novel way, as a tool to examine information behaviour. This found that fans have developed a highly granular classification system for fanworks, and that on one particular repository a ‘curated folksonomy’ was being used with great success. Fans also use tags for a variety of reasons, including communicating with one another, and writing meta-commentary on their posts. The research found that fans have unique information behaviours related to classification, copyright, entrepreneurship, produsage, mentorship and publishing. In the words of Delphi participants – “being in fandom means being in a knowledge space,” and “fandom is a huge information hub just by existing”. From these findings a model of fan information behaviour has been developed, which could be further tested in future research.

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Abstract: Abstract:The growing study in information science of the role of the body in human information practice may benefit from the concepts developed around a set of fundamental forms of information previously published by the author. In applying these concepts to the study of human information practice, we see a framework that nicely names and locates the major components of an understanding of information seeking of all types, including that related to the body. We see information in nature, what happens to information when it encounters a nervous system, and how that information is used within nervous systems to both encode and embody the experiences of life. We see information not only in direct encounters with the body but also as it is experienced through extensions of the body, used for both input and output purposes. We also see information in the body in relation to a larger framework of forms of information encompassing both internal and external (exosomatic) information. Finally, a selective review is provided of related research and theory from biology, anthropology, psychology, and philosophy, which supports and deepens our understanding of the approach taken here to information embodiment.

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Cites background from "Information activity in serious lei..."

  • ...Hartel, Cox, and Griffin (2016) and Cox, Griffin, and Hartel (2017) amply demonstrate the importance of the body in several kinds of serious leisure activities....

    [...]

Journal ArticleDOI
TL;DR: Findings from a research project about human information behaviour in the context of serious leisure confirmed serious leisure is a unique context in terms of the diversity of information activities embedded into a wide range of individual and collective actions in this context.
Abstract: This paper reports findings from a research project about human information behaviour in the context of serious leisure. Various forms of information activities in this context have been identified and categorised to depict common patterns of information seeking, sharing, using and producing.,The project adopted a qualitative approach in an interpretive paradigm using a thematic analysis method. Data-collection technique was semi-structured interview and 20 volunteers were recruited via a maximum variation sampling strategy. The collected data was transcribed and thematically analysed to identify the main concepts and categories.,The participants have been experiencing six qualities of serious leisure during their long-term engagement with their hobbies or voluntary jobs and their experiences can be fully mapped onto the serious leisure perspective. The findings also confirmed serious leisure is a unique context in terms of the diversity of information activities embedded into a wide range of individual and collective actions in this context. Information seeking and sharing in serious leisure is not only a source of personal satisfaction for the participants, it also can provide them with a sense of purpose in a meaningful journey towards self-actualization and social inclusion.,The generalisability of the findings needs to be examined in wider populations. Nonetheless, the existing findings can be useful for follow-up research in the area.,This study will be useful in both policy and practice levels. In the policy level, it will be beneficial for cultural policy makers to gain a better understanding about the nature of leisure activities. In the practice level, it will be helpful for serious leisure participants to understand the value of information seeking and sharing in their leisure endeavours. Also, information professionals can use it to enhance the quality of their services for the serious leisure participants who are usually among devoted patrons of libraries, museums, archives and galleries.,Learning about serious leisure can provide new insights on people preferences in terms of choosing different entertaining and recreational pursuits – such as indoor and outdoor hobbies – in their free time.,The informational aspects of serious leisure is an emerging and evolving ground of research. This paper provides empirical evidence on this topic from a specific context in the regional areas in Australia.

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Abstract: There have been many conceptualizations of knowledge in information studies. Though presently disparate, they can be brought together under a common framework with the concept of understanding. As such, understanding can provide an account for how bodily experience, recorded information, and other forms of information can contribute together epistemically. This paper provides a way for researchers to analyze understanding informationally: It defines information as form-and-activity and suggests that multiple pieces of information can be bundled together as information constellations with narrative as a cohering structure. The concept of information constellation is illustrated in a hermeneutic-phenomenological study of the information experience of ultrarunners. The resulting anecdotes and information constellation mappings show how multiple forms and activities of information are integrated as understanding even in the “simple” act of running. This discussion puts embodied, experiential, corporeal information on equal footing with the external, recorded forms of information that have been the traditional focus of information studies.

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TL;DR: Findings suggest ways that queer creators respond to, challenge, and reorient cis/heteronormative narratives perpetuated by EM and other information sources, as well as ways their practices are constrained by structural power dynamics.
Abstract: This pilot study explores how queer slash fanfiction writers reorient cis/heteronormative entertainment media (EM) content to create queer information worlds.,Constructivist grounded theory was employed to explore queer individuals' slash fanfiction reading and creation practices. Slash fanfiction refers to fan-written texts that recast cis/heteronormative content with queer characters, relationships, and themes. Theoretical sampling drove ten semi-structured interviews with queer slash writers and content analysis of both Captain America slash and material features found on two online fanfiction platforms, Archive of Our Own and fanfiction.net. “Queer” serves as a theoretical lens through which to explore non-cis/heteronormative perspectives on gender and sexuality.,Participants' interactions with and creation of slash fanfiction constitute world-queering practices wherein individuals reorient cis/heteronormative content, design systems, and form community while developing their identities over time. Findings suggest ways that queer creators respond to, challenge, and reorient cis/heteronormative narratives perpetuated by EM and other information sources, as well as ways their practices are constrained by structural power dynamics.,This initial data collection only begins to explore the topic with ten interviews. The participant sample lacks racial diversity while the content sample focuses on one fandom. However, results suggest future directions for theoretical sampling that will continue to advance constructs developed from the data.,This research contributes to evolving perspectives on information creation and queer individuals' information practices. In particular, findings expand theoretical frameworks related to small worlds and ways in which members of marginalized populations grapple with exclusionary normativity.

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Abstract: First, a new model of searching in online and other information systems, called ‘berrypicking’, is discussed. This model, it is argued, is much closer to the real behavior of information searchers than the traditional model of information retrieval is, and, consequently, will guide our thinking better in the design of effective interfaces. Second, the research literature of manual information seeking behavior is drawn on for suggestions of capabilities that users might like to have in online systems. Third, based on the new model and the research on information seeking, suggestions are made for how new search capabilities could be incorporated into the design of search interfaces. Particular attention is given to the nature and types of browsing that can be facilitated.

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  • ...Building upon Taylor (1968), Wilson (1981), Ellis (1989) and Kuhlthau (1991), Hektor established four elements that are likely to shape information behaviour in everyday life: environment; information and communications technology setting; information activity; and outcome and change....

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TL;DR: A general model of information behaviour is proposed as it is studied in a variety of disciplines, other than information science, and areas of research interest to information science are identified.
Abstract: This paper reports on a recent review of the literature of “information behaviour” as it is studied in a variety of disciplines, other than information science. As a result of the review, areas of research interest to information science are identified and a general model of information behaviour is proposed.

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TL;DR: In this paper, a framework for the study of everyday life information seeking (ELIS) in the context of way of and mastery of life is proposed, which is defined as the order of things, manifesting itself in the relationship between work and leisure time, models of consumption, and nature of hobbies.
Abstract: The study offers a framework for the study of everyday life information seeking (ELIS) in the context of way of and mastery of life. Way of life is defined as the “order of things,” manifesting itself, for example, in the relationship between work and leisure time, models of consumption, and nature of hobbies. Mastery of life is interpreted as “keeping things in order;” four ideal types of mastery of life with their implications for ELIS, namely optimistic-cognitive, pessimistic-cognitive, defensive-affective and pessimistic-affective mastery of life are outlined. The article reviews two major dimensions of ELIS, there are. the seeking of orienting and practical information. The research framework was tested in an empirical study based on interviews with teachers and industrial workers, eleven of both. The main features of seeking orienting and practical information are reviewed, followed by suggestions for refinement of the research framework.

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TL;DR: A behavioural approach to information retrieval system design is outlined based on the derivation of a behavioural model of the information seeking patterns of academic social scientists, and the extent to which these characteristics are available on existing systems is considered.
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What every body knows: Embodied information in serious leisure?

本文讨论了在严肃的休闲活动中捕捉隐含的信息行为所面临的挑战。