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This set addresses the many ethics issues that have come to prominence over the past decade. These include such religious topics as church-state separation, faith healers, Islamic ethics, the jihad concept, religion and violence, the Roman Catholic priests sexual abuse scandal, Scientology, and televangelists. The set also gives particular attention to business and labor ethics, with articles on such topics as advertising, computer misuse, corporate compensation, downsizing and outsourcing, and the tobacco industry. New topics on political and economic issues include Congress, distributive justice, famine as an instrument of oppression, care of the homeless, lobbying, lotteries, minimum wage laws, and the fairness of taxes.
Violent video games are successfully marketed to and easily obtained by children and adolescents. Even the U.S. government distributes one such game, America’s Army, through both the internet and its recruiting offices. Is there any scientific evidence to support the claims that violent games contribute to aggressive and violent behavior? Anderson, Gentile, and Buckley first present an overview of empirical research on the effects of violent video games, and then add to this literature three new studies that fill the most important gaps. They update the traditional General Aggression Model to focus on both developmental processes and how media-violence exposure can increase the likelihood of aggressive and violent behavior in both short- and long-term contexts. Violent Video Game Effects on Children and Adolescents also reviews the history of these games’ explosive growth, and explores the public policy options for controlling their distribution. Anderson et al. describe the reaction of the games industry to scientific findings that exposure to violent video games and other forms of media violence constitutes a significant risk factor for later aggressive and violent behavior. They argue that society should begin a more productive debate about whether to reduce the high rates of exposure to media violence, and delineate the public policy options that are likely be most effective. As the first book to unite empirical research on and public policy options for violent video games, Violent Video Game Effects on Children and Adolescents will be an invaluable resource for student and professional researchers in social and developmental psychology and media studies.
What does it mean to forgive? Using topical examples Anthony Bash explores practical questions such as how and when it is right to forgive. The conclusions he reaches are surprising and will promote debate on and discussion about this important and complex subject.
ما از اخلاق چه انتظاری داریم؟ این سوال شاید تاحدودی برای عموم مردم و یا متخصصان این رشته قابل پاسخ باشد؛ اینکه خوب بودن را به ما بیاموزد و در تنظیم روابط فردی م...
جشن کتاب تهران به ایستگاه سی و یکم رسیده است. حال و احوال نشر کتاب خوب نیست و باید فرهنگدوستان را به خرید و هدیه دادن کتاب ترغیب نمود. خانه اخلاقپژوهان جوان ب...
بنیاد کتابهای اخلاق اسلامی عمدتا پالایش جان از آلودگیها و آراستن آن به زیباییها است. اندیشه محوری این قبیل کتابها آن است که انسان فعلی آنی نیست که باید باشد...
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