We live in time period when advertising dominates both in media and marketing environments. Advertising becomes an absolute and necessary part of the functioning of companies, media concerns and individuals. Individually oriented advertising is often put into the context of politics, especially in times of significant socio-political changes, such as elections.
The paper deals with the issue of negative phenomena related to the field of communication in the workplace and has the character of an interdisciplinary study using knowledge from the theory of law, personnel management, psychology, theory of communication and media studies. The main aim of the paper is to examine the issue of communication in the workplace with a specific emphasis on mobbing and cybermobbing as negative aspects and consequences of this communication, and the legislative and non-legislative options for protection against them. In the paper, we present a reflection of the basic theoretical background and defining frameworks from various author's perspectives. In this paper, we focus on the origin of mobbing, its forms, and manifestations, as well as a brief description of cyberspace as a determinant for the transformation of mobbing into the virtual environment. The dominant part is the second section of the paper, where the current possibilities of legislative protection in the context of victims of mobbing and cybermobbing are identified regarding various manifestations and selected types of aggressive communication and behaviour.
Life in the 21st century has presented people with unprecedented appeals and ethical challenges which are nowhere more evident than in educational institutions as well as in the online space. A renewed interest in the character as one of the crucial ethical developments is gaining momentum today. Good character is based on the virtues one possesses. We argue that education focused on the cultivation of intellectual virtues such as curiosity, intellectual humility, intellectual autonomy, attentiveness, intellectual carefulness, intellectual thoroughness, openmindedness, intellectual courage and intellectual tenacity are needed for individuals to lead fulfilling lives. At least, growing in intellectual virtues seems to be a valuable and desirable educational aim. This theoretical study strives to make a twofold contribution to the area of knowledge: firstly, it aims to contribute to the area of character and moral education through describing its forms and features; and secondly, it aims to contribute to virtue epistemology by identifying its nature and focus and outlining nine intellectual or epistemic virtues. Further to the second contribution, the study ends by arguing that the intellectual virtue approach and the critical thinking approach both help to cultivate intellectually virtuous critical thinkers.
This paper focuses on the phenomenon of bullying in the electronic environment - cyberbullying. It is divided in two parts - a theoretical part in which we define basic concepts such as bullying and cyberbullying, as they are important in our context. The contribution includes several definitions of cyberbullying from authors who first thought of this topic. Cyberbullying also includes various forms, which, together with their means, are elaborated at work. It is important to explain basic bullying that we compare with cyberbullying. Our goal is to design options and solutions for its prevention and elimination. The research part is in the form of a quantitative questionnaire which analyzes the issue of cyberbullying through the eyes of secondary school pupils, especially their real experience and knowledge of the assumed subject to achieve the idea of the current state. We discovered whether students were bullying someone over the internet, cyberbullying, and how they matched cyberbullying. The aim of our research questions was also to find out if students are familiar with some of the web sites that deal with cyberbullying prevention and whether their school provides enough information to address this issue.
This research paper aims to provide a picture of women’s participation in various positions in the field of digital games in Slovakia, such as creators of game content, women involved in eSports, the gaming industry, casual gamers as well as women working in the field of digital game education. Based on theoretical knowledge and qualitative in-depth interviews with seven women working in various positions in the gaming industry, the women’s positive and negative work experiences, and the problems and obstacles linked to their gender were identified. The research is specifically focused on the situation of women in the gaming industry in Slovakia. The results show that female gamers and streamers face negative behaviour from their fellow players and viewers which may result in an array of negative consequences. Findings also indicate that the low representation of women in some areas of the gaming industry is a consequence of prevailing gender roles in society. Furthermore, women’s participation in eSports and competitive gaming is limited due to toxic meritocracy, prevailing masculinity and sexism.
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