2 resultados para Morality and affectivity


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Ethical issues are at the heart of planning. Thus, planning theory has long displayed an interest in debating both the ethical justification for planning and how the activity of planning can be rendered more ethically sensitive. However, comparatively little attention has been shown to how the very constitution of the planner as a ‘moral subject’ may be ethically problematic for planning practice. This article addresses this lacuna through an engagement with the philosophy of Michel Foucault. In contrast to how his work is normally applied, this article accords with Foucault’s own direction that his later examination of ethics be used as a lens through which to read his earlier analysis of power and knowledge. Accordingly, the article first outlines Foucault’s innovative reinterpretation of how power and knowledge operate in society before setting this within his novel reconception of ethics. This theoretical exposition is then employed to interpret the material drawn from in-depth qualitative interviews with 20 planning officers working in a range of different contexts. The article subsequently employs Foucault’s ethically informed reading of power and knowledge to identify ethical issues arising from the approaches used by practitioners to justify their planning activities. The article concludes by suggesting how such issues can be resolved.

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Purpose - Chronic consumption practice has been greatly accelerated by mobile, interactive and smartphone gaming technology devices. This study explores how chronic consumption of smartphone gaming produces positive coping practice. Design/methodology/approach - Underpinned by cognitive framing theory, empirical insights from eleven focus groups (n=62) reveal how smartphone gaming enhances positive coping amongst gamers and non-gamers. Findings - The findings reveal how the chronic consumption of games allows technology to act with privileged agency that resolves tensions between individuals and collectives. Consumption narratives of smartphone games, even when play is limited, lead to the identification of three cognitive frames through which positive coping processes operate: (a) the market generated frame, (b) the social being frame, and (c) the citizen frame. Research limitations/implications – This paper adds to previous research by providing an understanding of positive coping practice in the smartphone chronic gaming consumption. Originality/value - In smartphone chronic gaming consumption, cognitive frames enable positive coping by fostering appraisal capacities in which individuals confront, hegemony, culture and alterity-morality concerns.