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Social perspective-taking, intimate friendship, and the adolescent transition to mutualistic moral judgmentGrime, Rebecca L. 13 July 2005 (has links)
No description available.
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Svåra samtal : En sociologisk studie om ledares erfarenheter av svåra samtal i arbetslivetLillqvist, Linda, Gillström, Malin January 2014 (has links)
This qualitative study is aimed to explore the leaders’ experiences of difficult conversations in their work. We have examined if they take on a different role during the difficult conversations and how communication can affect their leadership during the conversation. We have also examined the importance of the leaders’ ability to distance themselves from the sensitive subject and situation, to maintain their role as leaders. We conducted six interviews with leaders who often convey difficult messages in their daily work. The interviews were based on a semi- structured interview guide. The interview results were analyzed with the help of George H. Mead´s role-taking theory and his concept of "I" and "Me", and Erving Goffman´s dramaturgical perspective and impression management concept. The theories and concepts contributed to a deeper understanding of leaders´ experiences regarding difficult conversations. According to the results, the leaders seem to practice Role-taking in their everyday work, to be able to distance themselves from the sensitive subject and avoid getting too emotionally involved. Impression management also appears to be a useful tool that leaders use in order to control the situation during the difficult conversation. Communication, both verbal and non-verbal communication is something that is perceived by the leaders, to have an impact on the impression that the employee gets during the difficult conversations. Adapting the leaders´ ways of communication can therefore help to influence, and regulate the experience, impression and reaction the employee will have. / I denna kvalitativa studie undersöker vi ledares erfarenheter av svåra samtal i arbetslivet, om dessa intar en annan roll vid svåra samtal samt på vilket sätt kommunikationen kan påverka ledarskapet under samtalet. Vi undersökte även vilken betydelse distansering har för att lyckas behålla sin roll som ledare. Vi har genomfört 6 intervjuer med ledare som ofta förmedlar svåra budskap i sitt arbete. Intervjuerna gjordes utifrån en semistrukturerad intervjuguide. Sedan analyserades resultatet med hjälp av George H. Meads teori om rollövertagande och begreppen den generaliserade andre, I och Me. Samt Erving Goffmans teori om den dramaturgiska handlingsmodellen och begreppet intrycksstyrning. Teorierna och begreppen bidrog till en djupare förståelse av ledares erfarenheter av svåra samtal. Rollövertagande verkar enligt resultaten vara något som ledarna utövar, för att enklare kunna utföra sitt arbete och distansera sig, för att inte bli för emotionellt engagerad. Intrycksstyrning verkar också vara ett användbart verktyg som ledare använder sig av för att styra situationen under samtalet. Kommunikation, både verbal och icke-verbal uppfattas ha en påverkan på intrycket som medarbetaren får. Anpassning av ledarens sätt att kommunicera på kan hjälpa till att styra och reglera medarbetarens intryck och reaktion.
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An Analysis Of The Moral Development Of George Eliot' / s Characters In Middlemarch According To Lawrence Kohlberg' / s Theory Of MoralizationCetinkaya, Goksev 01 December 2003 (has links) (PDF)
This study analyzes the moral development of George Eliot' / s characters in her novel Middlemarch according to Lawrence Kohlberg' / s theory called " / The Cognitive-Developmental Theory of Moralization" / . Eliot' / s moral view is characterized by man' / s relation with other men, not man' / s relation with God. As long as the individuals treat others with sympathy and understanding, they can develop morally. Eliot' / s aim is to contribute to the creation of a happier society by presenting the harms of egoism. According to Kohlberg' / s theory, individuals can develop their role taking abilities parallel to their cognitive developments. This development is displayed by three levels and at the heighest level an individual can go beyond the expectations of society with principles of justice and respect for basic human rights and dignity. However, although the characters in Eliot' / s novel are sometimes in conflict with the society, they tend to find solutions to their problems within the social structure they live in because Eliot contends that the harmony of society is more important than the personal satisfaction and happiness of individuals for the welfare and happiness of humanity as a whole.
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“Spelar vi tillsammans så tänker jag att det här kan nog gå bra men spelar jag själv så det här kan ju gå åt alla håll och kanter”: : En kvalitativ studie om sociala interaktioner, roller och affektiva reaktioner inom gaming i etablerade samt icke-etablerade lag / "If we play together, I think this can probably go well, but if I play by myself then this can go in every direction’’: : A qualitative study of social interactions, roles and affective reactions in gaming in established and non-established teamsBabic, Alexander, Olsson, Alexander January 2022 (has links)
Gaming är ett ständigt växande fenomen som för tillfället omfattar ca 2,5 till 3,25 miljarder gamers. En central aspekt av gaming är konkurrens och detta har senare utvecklats till E-sport. Tidigare forskning inom gaming inriktar sig ofta på negativa aspekter av fenomenet, men med tanke på att bilden av en gamer har förändrats under senare tid där de gick från att ses som en hobby för socialt utkastade till att klassas som officiella atleter i bland annat USA (Svenska e-sportförbundet 2021) saknas det viss forskning med tyngdpunkt på de positiva aspekterna av gaming. Syftet med denna studie var att jämföra sociala interaktioner, roller och affektiva reaktioner mellan etablerade respektive icke-etablerade e-sportlag. Detta undersöktes med utgångspunkt i de socialpsykologiska teorierna social interaktion, samarbetsbeteende , roller och rolltagning, teamwork och affektteori om socialt utbyte. Två fokusgrupper och fyra semistrukturerade intervjuer med totalt tolv respondenter genomfördes på ett urval där fokusgrupperna var etablerade lag och respondenterna till de semistrukturerade intervjuerna tillhörde icke-etablerade lag. Resultatet i undersökningen visar att sociala interaktioner, roller och affektiva reaktioner i etablerade lag tenderar att vara mer öppna, konsekventa och positiva, jämfört med i icke-etablerade lag. Mest sannolikt beror detta på de tidigare relationerna och kunskapen om varandra som finns i etablerade lag, något som de icke-etableradelagen saknar. / The phenomenon of gaming is continuously expanding and currently includes an approximate of 2,5 to 3,25 billion gamers worldwide. A central concept of gaming is competition which has then evolved into e-sport. Previous research of gaming tend to focus on the negative aspects of the phenomenon. Considering, however, that the view of a gamer has changed during recent times where gaming has previously been seen as a hobby for the socially excluded for now to be classified as official athletes, for instance in the USA (Svenska e-sportförbundet, 2021), there is a need to conduct research looking at the positive aspects of gaming.The purpose of this study was to compare the social interactions, roles and affective reactions between established and non-established e-sports teams. This was investigated on the basis of the social psychological theories social interaction, cooperative behavior, roles and role-taking, teamwork and affect theory of social exchange. Two focus groups and four semi-structured interviews with a total of twelve participants were conducted on a sample where the focus groups were established teams and the respondents to the semi-structured interviews belonged to non-established teams.The results of the study show that social interactions, roles and affective reactions in established teams tend to be more open, consistent and positive overall. This is most likely due to the previous relationships and knowledge of each other that exists in established teams, something that the non-established teams lack.
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