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This important new book explores the psychological motives that shape the extent and nature of people's cooperative behaviour in groups, organizations and societies to which they belong. Individuals may choose to expend a great deal of effort on promoting the goals and functioning of the group, they may take a passive role, or they may engage in behaviours targeted towards harming the group and its goals. Such decisions have important implications for the group's functioning and viability, and the goal of this book is to understand the factors that influence these choices. In so doing, the authors bring together two literatures: the study of rule-following behaviour and the study of helping behaviour, and show how both types of cooperative behaviour are rooted in people's views about the justice of group procedures. The authors argue that people focus on procedural fairness because they use information about the fairness within the group. These status judgments are important to people because they shape their self definitions and feelings of self worth. By understanding the motivations which underlie willingness to cooperate we can better explain why it is that people value group membeship, and what groups mean to individuals. Cooperation in Groups is essential reading for students and researchers of group behaviour in both social and organizational psychology. Given its discussion of the powerful factors that can build higher levels of organizational commitment, and decrease rule breaking and other negative actions, it will also be important reading for all kinds of group leaders including managers, officials and policy-makers.
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Issues of social justice have been an important part of social
psychology since the explosion of psychological research that
occurred during and after World War II. At that time, psychologists
began to move away from earlier theories that paid little attention
to people's subjective understanding of the world. As increasing
attention was paid to people's thoughts about their social
experiences, it was discovered that people are strongly affected by
their assessments of what is just or fair in their dealings with
others. This recognition has led to a broad range of studies
exploring what people mean by justice and how it influences their
thoughts, feelings, and behaviors.
Issues of social justice have been an important part of social
psychology since the explosion of psychological research that
occurred during and after World War II. At that time, psychologists
began to move away from earlier theories that paid little attention
to people's subjective understanding of the world. As increasing
attention was paid to people's thoughts about their social
experiences, it was discovered that people are strongly affected by
their assessments of what is just or fair in their dealings with
others. This recognition has led to a broad range of studies
exploring what people mean by justice and how it influences their
thoughts, feelings, and behaviors.
A playful reflection on animals and video games, and what each can
teach us about the other Video games conjure new worlds for those
who play them, human or otherwise: they've been played by cats,
orangutans, pigs, and penguins, and they let gamers experience life
from the perspective of a pet dog, a predator or a prey animal, or
even a pathogen. In Game, author Tom Tyler provides the first
sustained consideration of video games and animals and demonstrates
how thinking about animals and games together can prompt fresh
thinking about both. Game comprises thirteen short essays, each of
which examines a particular video game, franchise, aspect of
gameplay, or production in which animals are featured, allowing us
to reflect on conventional understandings of humans, animals, and
the relationships between them. Tyler contemplates the significance
of animals who insert themselves into video games, as protagonists,
opponents, and brute resources, but also as ciphers, subjects, and
subversive guides to new ways of thinking. These animals encourage
us to reconsider how we understand games, contesting established
ideas about winning and losing, difficulty settings, accessibility,
playing badly, virtuality, vitality and vulnerability, and much
more. Written in a playful style, Game draws from a dizzying array
of sources, from children's television, sitcoms, and regional
newspapers to medieval fables, Shakespearean tragedy, and Edwardian
comedy; from primatology, entomology, and hunting and fishing
manuals to theological tracts and philosophical treatises. By
examining video games through the lens of animals and animality,
Tyler leads us to a greater humility regarding the nature and
status of the human creature, and a greater sensitivity in dealings
with other animals.
This important new book explores the psychological motives that
shape the extent and nature of people's cooperative behavior in the
groups, organizations and societies to which they belong.
Individuals may choose to expend a great deal of effort on
promoting the goals and functioning of the group, they may take a
passive role, or they may engage in behaviors targeted towards
harming the group and its goals. Such decisions have important
implications for the group's functioning and viability, and the
goal of this book is to understand the factors that influence these
choices.
This Element presents the history, research, and future potential
for an alternative and effective model of policing called
'legitimacy-based policing'. This model is driven by social
psychology theory and informed by research findings showing that
legitimacy of the police shapes public acceptance of police
decisions, willingness to cooperate with the police, and citizen
engagement in communities. Police legitimacy is found to be
strongly tied to the level of fairness exercised by police
authority, i.e. to procedural justice. Taken together these two
ideas create an alternative framework for policing that relies upon
the policed community's willing acceptance of and cooperation with
the law. Studies show that this framework is as effective in
lowering crime as the traditional carceral paradigm, an approach
that relies on the threat or use of force to motivate compliance.
It is also more effective in motivating willing cooperation and in
encouraging people to engage in their communities in ways that
promote social, economic and political development. We demonstrate
that adopting this model benefits police departments and police
officers as well as promoting community vitality.
A playful reflection on animals and video games, and what each can
teach us about the other  Video games conjure new worlds for
those who play them, human or otherwise: they’ve been played by
cats, orangutans, pigs, and penguins, and they let gamers
experience life from the perspective of a pet dog, a predator or a
prey animal, or even a pathogen. In Game, author Tom Tyler provides
the first sustained consideration of video games and animals and
demonstrates how thinking about animals and games together can
prompt fresh thinking about both. Game comprises thirteen short
essays, each of which examines a particular video game, franchise,
aspect of gameplay, or production in which animals are featured,
allowing us to reflect on conventional understandings of humans,
animals, and the relationships between them. Tyler contemplates the
significance of animals who insert themselves into video games, as
protagonists, opponents, and brute resources, but also as ciphers,
subjects, and subversive guides to new ways of thinking. These
animals encourage us to reconsider how we understand games,
contesting established ideas about winning and losing, difficulty
settings, accessibility, playing badly, virtuality, vitality and
vulnerability, and much more. Written in a playful style, Game
draws from a dizzying array of sources, from children’s
television, sitcoms, and regional newspapers to medieval fables,
Shakespearean tragedy, and Edwardian comedy; from primatology,
entomology, and hunting and fishing manuals to theological tracts
and philosophical treatises. By examining video games through the
lens of animals and animality, Tyler leads us to a greater humility
regarding the nature and status of the human creature, and a
greater sensitivity in dealings with other animals.
Chronicles many significant and exciting developments in jigsaw
puzzle production during the 20th century.
The Greek philosopher Protagoras, in the opening words of his lost
book Truth, famously asserted, "Man is the measure of all things."
This contention-that humanity cannot know the world except by means
of human aptitudes and abilities-has endured through the centuries
in the work of diverse writers. In this bold and creative new
investigation into the philosophical and intellectual parameters of
the question of the animal, Tom Tyler explores a curious fact: in
arguing or assuming that knowledge is characteristically human,
thinkers have time and again employed animals as examples,
metaphors, and fables. From Heidegger's lizard and Popper's bees to
Saussure's ox and Freud's wolves, Tyler points out, "we find a
multitude of brutes and beasts crowding into the texts to which
they are supposedly unwelcome." Inspired by the medieval
bestiaries, Tyler's book features an assortment of "wild animals"
(ferae)-both real and imaginary-who appear in the works of
philosophy as mere ciferae, or ciphers; each is there deployed as a
placeholder, of no importance or worth in their own right.
Examining the work of such figures as Bataille, Moore, Nietzsche,
Kant, Whorf, Darwin, and Derrida, among others, Tyler identifies
four ways in which these animals have been used and abused: as
interchangeable ciphers; as instances of generalized animality; as
anthropomorphic caricatures; and as repetitive stereotypes. Looking
closer, however, he finds that these unruly beasts persistently and
mischievously question the humanist assumptions of their would-be
employers. Tyler ultimately challenges claims of human
distinctiveness and superiority, which are so often represented by
the supposedly unique and perfect human hand. Contrary to these
claims, he contends that the hand is, in fact, a primitive organ,
and one shared by many different creatures, thereby undercutting
one of the foundations of anthropocentricism and opening up the
possibility of nonhuman, or more-than-human, knowledge.
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