Tuesday, December 31, 2019

Anarchy State and Utopia Chapter 7 Summary - 5678 Words

Distributive Justice Robert Nozick From Anarchy, State, and Utopia, 149-182, with omissions. Copyright @ 1974 by Basic Books, Inc. Reprinted by permission of Basic Books, a subsidiary of Perseus Books Group, LLC. The minimal state is the most extensive state that can be justified. Any state more extensive violates peoples rights. Yet many persons have put forth reasons purporting to justify a more extensive state. It is impossible within the compass of this book to examine all the reasons that have been put forth. Therefore, I shall focus upon those generally acknowledged to be most weighty and influential, to see precisely wherein they fail. In this chapter we consider the claim that a more extensive state is justified, because necessary†¦show more content†¦2. A person who acquires a holding in accordance with the principle of justice in transfer, from someone else entitled to the holding, is entitled to the holding. 3. No one is entitled to a holding except by (repeated) applications of 1 and 2. The complete principle of distributive justice would say simply that a distribution is just if everyone is entitled to the holdings they possess under the distribution. A distribution is just if it arises from another just distribution by legitimate means. The legitimate means of moving from one distribution to another are specified by the principle of justice in transfer. The legitimate first moves are specified by the principle of justice in acquisition. Whatever arises from a just situation by just steps is itself just. The means of change specified by the principle of justice in transfer preserve justice. As correct rules of inference are truth-preserving, and any conclusion deduced via repeated application of such rules from only true premisses is itself true, so the means of transition from one situation to another specified by the principle of justice in transfer are justice-preserving, and any situation actually arising from repeated transitions in a ccordance with the principle from a just situation is itself just. The parallel between justice-preserving transformations and truth-preserving transformations illuminates where it fails as wellShow MoreRelatedOrganizational Behaviour Analysis28615 Words   |  115 Pages(Anthropological) Metaphor The Political Metaphor The Psychic Prison Metaphor Flux and Transformation The Dominance Metaphor Using the Metaphors References and bibliography Workshop Aims Workshop Objectives Reading Lists Core Texts 1 2 3 3 3 4 4 4 4 5 5 5 7 10 10 13 13 14 15 16 16 17 18 20 20 20 21 21 21 22 22 23 23 24 28 28 30 30 Organisational Analysis: Notes and Essays Page iii Supplementary Texts Extended Reading List Directed Readings Frameworks of Reality: Prediction Control, and the SOGIRead MoreOrganisational Theory230255 Words   |  922 Pagesorganization theory within the scholarly debates on modernism and postmodernism, and provides an advanced introduction to the heterogeneous study of organizations, including chapters on phenomenology, critical theory and psychoanalysis. Like all good textbooks, the book is accessible, well researched and readers are encouraged to view chapters as a starting point for getting to grips with the field of organization theory. Dr Martin Brigham, Lancaster University, UK McAuley et al. provide a highly readableRead MoreGame Theory and Economic Analyst83847 Words   |  336 Pages Game Theory and Economic Analysis Game Theory and Economic Analysis presents the wide range of current contributions of game theory to economics. The chapters fall broadly into two categories. Some lay out in a jargon-free manner a particular branch of the theory, the evolution of one of its concepts, or a problem that runs through its development. Others are original pieces of work that are signiï ¬ cant to game theory as a whole. After taking the reader through a concise history of game

Monday, December 23, 2019

Basic Concept of Organizational Behavior Essay - 2147 Words

Perhaps the single most important technique for motivating the people you supervise is to treat them the same way you wish to be treated: as responsible professionals. It sounds simple; just strike the right balance of respect, dignity, fairness, incentive, and guidance, and you will create a motivated, productive, satisfying, and secure work environment. Unfortunately, as soon as the complexities of our evolving workforce mix with human relationships, even the best-intentioned supervisors can find the management side of their jobs deteriorating into chaos. Theories As corporations strive to boost earnings in an increasingly competitive environment, they inevitably turn their attention to the issue of employee productivity and†¦show more content†¦For an individual, hygiene conditions include company policy and administration, supervision, relationships with peers and supervisors, work conditions, salary, status, and security. These, according to Herzberg account for 69% of the factors which cause employee dissatisfaction or lack of motivation. The motivation conditions, which include achievement, the job itself, recognition, responsibilities, and personal growth, accounted for 81% of the factors which contributed to job satisfaction. The hygiene conditions are extrinsic factors while the motivation conditions are intrinsic factors, and the only way to sustain motivation toward organizational goals is through the achievement of intrinsic outcomes. X, Y, Z Theories An additional theory on human behavior, motivation, and management was developed in the late 1950 ¡Ã‚ ¦s by McGregor. His theories X and Y and were based on assumptions made regarding the system and individuals. In short, in Theory X management organizes all elements of production, motivates and controls employee behavior to fit the needs of the organization, and without this intervention, employees would be indifferent to changing organizational needs. McGregor further assumes that managers believe that the average employee is by nature indolent and lazy, lacks ambition, is self-centered, and resistant to change6. McGregor ¡Ã‚ ¦s alternative to Theory X was Theory Y. This theoryShow MoreRelatedOrganizational Culture Within A Hospital Setting1693 Words   |  7 Pagesregarding Organizational Culture as it relates to corporate business. Peters and Waterman (1982) book, In Search of Excellence: Lessons from America’s Best Run Companies, became the blueprint for organizatio nal success. 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Organizational Behavior: A Concise Definition In seeking to define organizational behavior, we must firstRead MoreOrganizational Culture And Leadership Development1275 Words   |  6 Pageseffective functioning in an organization, and what relationships are existent between organizational factors and workplace effectiveness (Kwantes and Boglarsky, 2007). Knowing the importance of leadership in modern-day organizations, it is not shocking that leadership development gets the biggest percentage distribution from training and development resources of most organizations. The part that organizational culture plays in the development of leaders is critical but often ignored. One motive forRead MoreConcept Of Culture And Organizational Analysis1269 Words   |  6 Pages3.0 LITRATURE REVIEW 3.1 Concept of culture and organizational analysis: The concept of culture has been linked increasingly with the study of organisation (Graves and Rouse, 1990). 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Organizational behavior can help organizations expand, communicate, learn, and develop for better performance in the competitive, vibrant, and ever changing economy we all live in. It is important for organizations to learn the different behaviors, cultures, diversity, communications, effectiveness, and the learning styles that make up the organization and its environment. This paper will define and explain the terminology and concepts of organization behavior through

Saturday, December 14, 2019

A Critique “My Boys Like Shootouts, What’s Wrong With That” Free Essays

â€Å"My Boys Like Shootouts. What’s Wrong With That?† by Jonathan Turley (The Washington Post, 25 February 2007) discusses how parents are becoming increasingly against the play of toy-guns, and how such gun-paranoia will inhibit children’s development. Turley, a professor at George Washington University, speaks against those negative attitudes and hopes to educate parents and fellow activists with regards to how toy weaponry contributes to children’s development and emotional progress. We will write a custom essay sample on A Critique: â€Å"My Boys Like Shootouts, What’s Wrong With That?† or any similar topic only for you Order Now In general, Turley portrays the image of a concerned father seemingly disgruntled at attitudes encountered from his personal experiences. The tone adopted is casual and the author’s use of examples serve to reinforce his ideas and arguments. Turley claims that the allowance of gun play is not an idea which should be condemned and its impact exaggerated. He supports this claim by citing references concerning this topic giving toy guns credit for â€Å"channeling of aggression† (2007, Para 7) and amplifies the requisite to â€Å"distinguish between the two† with reference to â€Å"play† and â€Å"violence† (2007, Para 8). While Turley’s sentiments do reflect some truth, this truth is belittled by the one-dimensionality of his discussion and lack of consideration of other concerns such as â€Å"encouraging aggressive behavior and violent attitudes† and â€Å"reinforcing gender stereotypes† (2007, Para 4). Part Two: Turley’s arguments are logical but are discredited by their one-dimensionality as he does not accord sufficient discussion to other pertinent issues identified. There seems to be a lack of impartiality in the discussion as Turley is inclined to his own ideas. For instance, Turley used an example from his personal experience relating to his efforts to â€Å"avoid any gender stereotypes† (2007, Para 5) which did not strengthen his argument as he did not give depth to the point raised. Furthermore, the informal tone Turley used undermined the seriousness of the issue, and the example used was lacking as its scope cannot be reflective of an entire societal issue. Hence, Turley’s ideas, though valid, are weakened as he fails to present a just, two-sided argument. The examples cited in the article succeed in substantiating Turley’s arguments as they are quoted from several published sources with experience and the necessary expertise. These examples exemplify important ideas such as the use of toy weaponry as a form of catharsis for children â€Å"to make meaning of what they have experienced in life† (2007, Para 9) and â€Å"to be able to discharge their anger through symbolic play† (2007, Para 10). They also demonstrate the existing need for a certain degree of change in mindset with regards to allowing gun play. In that sense, Turley has succeeded in delivering his message pertaining to the necessity of such play in children’s development. However, the impact may be contracted by his use of a casual tone in a matter of significance to his target audience. Turley clearly describes the importance of gun play in children’s development and explains that such play is acceptable as long as â€Å"strict guidelines† (2007, Para 5) are imposed. He is considered to have achieved his intention as he cites useful and credible examples in substantiating his ideas. However, the casual tone adopted undermines the seriousness of the issue as despite it being a topic about play, it is one which parents and relevant groups view with significance. The lack of a balanced argument also weakens the ideas presented. Therefore, for an issue of societal scale, the scope covered by Turley may be too narrow. How to cite A Critique: â€Å"My Boys Like Shootouts, What’s Wrong With That?†, Papers

Friday, December 6, 2019

Violent Video Games Increase Aggression free essay sample

Opponents argue that there are no substantial connections between VVGs and aggression. For example, In 2007, Ferguson, an associate professor of psychology at Texas Aamp;M International University and the author of  Suicide Kings, after doing a meta-analysis study which contain all the articles concerning violent video games and aggression behavior from 1995 to 2007, denies that there is a link between VVGs and violent behavior. For another example, the U.S. Ninth Circuit Court of Appeals declares â€Å"The state has not produced substantial evidence that †¦ violent video games cause psychological or neurological harm to minors (qtd. in Gallagher). In short, many people do not think VVGs cause harm to minds. These declarations, however, are not valid. First, although Ferguson found that VVGs do not cause aggression behavior in his 2007 study, he only used resources that concerning the connection between VVGs and behavior (Ferguson â€Å"The Good, the Bad †¦Ã¢â‚¬  311-12). Thus, it is not comprehensive enough. Besides, Anderson, an Iowa State University psychology professor and chairperson of the Department of Science and Technology of the university, refutes that if people examine many researches and find out what is the most common feature of all those studies, they would know the truth. That is â€Å"exposure to violent video games increase subsequent aggression†. It becomes even more obvious when people look at those high quality study results (Anderson â€Å"Violent Video Games and Other Media Violence (Part I)† 30). Thus, by reviewing all the studies regarding this topic, people would find there is a connection between VVGs and violence. What is more, a new study shows the opposite too. Marko et al, an assistant professor at Nanyang Technological University of Singapore, finds similar results. They did a longitudinal study which published in 2011 and was three weeks long. This study is newer than Furguson’s one. In the study, they used 135 participates, and assigned them to two groups; one group played a VVG called Grand Theft Auto, and the researchers prohibited participates in the other group playing any video games (Marko et al. ) The result reveals â€Å"playing violent video games leads to an increase in aggressive attitudes† (Marko et al. 597). This study shows that VVGs harm the mind. Further, Anderson et al. have done a study in Japan and U. S, which consists of 1231 children in Japan. They published this study in 2008. They measured those kids’ aggression at the beginning of the study, and then they measured the aggression level after about half a year. In this study, Anderson et al. suggests â€Å"violent video games are a significant risk factor for later physically aggressive behavior† (Anderson et al). So, VVG do increase violent behavior. Then, Anderson, Gentile and Buckley have done a study with 161 kids and 354 adults. , They published it before 2007. They divided participates to two groups. One group played non-violent video games and the other played violent video games. Immediately after participates playing, they measured participates’ aggression by a test. The test was also a video game, and it was a competitive one which the winners would punish the loser with a noise. The winner set the noise level. The result tells researchers that participants who played the violent video games punished their opponents with significantly more high-noise blasts than those who played the nonviolent video games (Anderson, Gentile and Buckley 66). Thus, VVGs make people less nice towards others. Also, Anderson, Gentile and Buckley have done a similar research study. They published this study before 2007, too. For 189 children in high school, researchers inquired their habits about how often they played violent video games and how they felt about violent video games. The result shows that those children played more VVG â€Å"hold more pro-violent attitudes, have more hostile personalities, are less forgiving, believe violence to be more typical, and behave more aggressively in their everyday lives† (Anderson, Gentile and Buckley 83). In other words, VVGs do make children nastier. Additionally, Anderson, Gentile and Buckley did another research study before 2007 of 430 elementary school kids. To measure kids’ aggression, they surveyed kids themselves, teachers and classmates. Researchers asked kids’ how often they played VVGs and what were their attitudes towards violence; to teachers, they asked teachers to give them the children’s information about those children’s compassion towards others; and to classmates, researchers asked what kids they thought exhibited good moral character. They asked them twice in a year’s time. The result shows that â€Å"children who played more violent video games early in the school year changed to see the world in a more aggressive way and also changed to become more verbally and physically aggressive later in the school year (Anderson, Gentile and Buckley 102). Thus, VVGs make many adolescents perceive the world in a more negative way. Ferguson is partially correct that many experiments regarding VVGs are too short, and the results that show VVGs cause aggression and violence are not valid because that the players didn’t have the time learn enough skills to play the game well, thus subsequently feel frustrated. Nevertheless, longitudinal studies show the opposite. Anderson asserts that from the results of many longitudinal studies (studies that need a longer period of time to do perhaps months or years) that done in Asia or America or Europe, the outcome was consistent; those participates, who were kids, all became aggressive at the end of the study (Anderson Violent Video Games And Other Media Violence, Part II† 21-22). As these larger scale studies show the same thing – VVGs spur aggression – the results are valid. Ferguson in his article â€Å"Video Games Don’t Make Kids Violent† claims that many researches concerning VVG are not valid because what researchers of those studies measure has nothing to do with real life situation. However, Anderson, Gentile and Buckley et al. disputes those experiments are valid because people would respond the same way both in the experiments and real life. They argue that the authenticity of those researches as â€Å"The validity of laboratory research paradigms in psychology has passed so many logical and empirical tests that they can be generally accepted as having both high internal and external validity† (Anderson, Gentile and Buckley 23). That is to say, what happens in the lab will predict what happens outside the lab. Some people believe that there is a theory of venting, which means that as aggression accumulates in the body, VVGs can help relieve some of those pressures. However, The 14th Dalai Lama, a renowned teacher of Tibetan Buddhism and Nobel Peace Prize winner of 1989, suggests the venting of anger as â€Å"if you †¦ just keep expressing them, this usually results in their growth, not their reduction† (Bstan-? dzin-rgya-mtsho). Likewise, Anderson suggests the contrary happens too. Researches from the past 30 years show that exposure to violence only makes those people involved more aggressive (Anderson The Impact of Interactive Violence on Children). In essence, â€Å"venting† will not decrease aggression, but do the opposite. Proponents claim that only some kids who have problems with their minds such as tend to be angry are prone to the negative effects of VVGs, the Harvard Mental Health Letter article â€Å"Violent Video Games and Young People† mentions. Yet, Anderson responds that â€Å"Scientists have not been able to find any group of people who consistently appear immune to the negative effects of †¦ video game violent (Anderson Violent Video Games and Other Media Violence (Part I) 29). In other words, not one can escape the negative influence of VVGs. It would seem that VVGs only affect kids. Still, as Anderson, Gentile and Kather observe that it is not true. From the previous example which 161 kids and 354 adults participated, they find that VVGs not only affect kids, but those games also affect adults, who are in the universities (Anderson, Gentile and Buckley 67). Hence, VVGs affect nearly everyone. Granted, there are many other factors contributing to violence, just like not only smoking contribute to lung cancer, but there are many other factors. But Anderson contends that in today’s society â€Å"media violence† such as violent video games is the most prevalent factor that lead to violence (Anderson Violent Video Games and Other Media Violence (Part I) 29). That is to say, although VVGs are not the only cause of violence, it is the main cause. To be sure, the crime rate has declined steadily while more and more are buying more and more VVGs, Gerdes, the author of Guns and Crime, suggests (Gerdes). Nevertheless, the VVGs exert subtle negative influence on game players that may only become obvious after some time. Anderson explains why violent video games can do this to children: children who spend long hours playing violent video games would expect the real world resembling a game because they immerse themselves in the game. In the game, many people tend to kill the player; so kids who play those games would subconsciously expect the same in the real world because of the learning process. What is more, they see the world differently; if something is not going well, they would think people are against him. This gradual process of harming slowly changes childrens personality (Anderson â€Å"Impact of Media†¦Ã¢â‚¬ ). That is to say, while statistic shows the situation is getting better, VVGs are harming people in an esoteric way. As it were, VVGs is not as adorable as many think, those games slowly some individuals’ mentality.