The aim of this paper is to associate elements of Aristotle's view of a "good society" with the development ethics standpoint of a "good society." For Aristotle, the vehicle to "eudaimonia" and to a ..."good society" is "politics." We argue that development ethics provides an ethical response to the question "what is good society" based on Aristotle's key concept of "eudaimonia." The Aristotelian vision for a "good life" can be perceived as a precursor and a contributor to development ethics perspective for a "good society."
Humanism and Morality Ellis, Brian
Sophia,
04/2011, Volume:
50, Issue:
1
Journal Article
Peer reviewed
A theory of morality acceptable to humanists must be one that can be accepted independently of religion. In this paper, I argue that while there is such a theory, it is a non-standard one, and its ...acceptance would have some far-reaching consequences. As one might expect, the theory is similar to others in various ways. But it is not the same as any of them. Indeed, it is a radically new theory. Like Hume’s ethics, it is founded on our natural sociability, and feelings of empathy for others. Like Aristotle’s theory, it incorporates an ethics of virtue. Like Kant’s theory, it regards the set of moral principles as those appropriate for a socially ideal society. But unlike Kant’s theory, it is essentially utilitarian. I call it ‘social contractual utilitarianism’.
Eudaimonia and Behavior Change Torsi, Silvia; Rebek, Cristina; Giunchiglia, Benedetta ...
Proceedings of the 6th EAI International Conference on Smart Objects and Technologies for Social Good,
09/2020
Conference Proceeding
Behavior Change is presently an important objective in the multidisciplinary field of healthcare HCI, and Gamification is one of the most satisfactory ways to address it. However, for a Behavior ...Change adequate Gamification processes to happen, we have to take into account the occurrence of negative feelings and discomfort that can interfere with reaching their goals. In this paper, we present a pertinent way to embody these antagonistic emotions into the design of a game. We started from the known fact that the primary function of games lies not only in providing fun, but also in teaching players how to positively manage difficulties. This idea is consistent with the tenets of Distributed Cognition, which state that external tools and representations afford the perception, the manipulation, and the sharing of inner thoughts, just like successful games for Behavior Change should do. This paradigm in turn, could represent a way to deal with Cognitive Dissonance and, in particular, with Self-Discrepancy, that are usually occurring during the processes of Behavior Change.
This essay explores connections and divergences between Alasdair MacIntyre's eudaimonistic ethic and Søren Kierkegaard's agapeistic ethic--perhaps the greatest proponents of these ethical paradigms ...from the past two centuries. The purpose of the work is threefold. First, to demonstrate an impressive amount of convergence and complementarity in their approaches to the transcendent grounds of an ethic of flourishing, the rigors necessary for a proper self-love, and the other-directed nature of proper social relations. Second, given the inapplicability of common dichotomies, to pinpoint more precisely where Kierkegaard departs from eudaimonism, and where MacIntyre departs from agapeism. Finally, to show that both Kierkegaard's and MacIntyre's grounds for departure are inadequate, and thus that the most central insights of eudaimonist and agapeist ethics can be harmonized to a greater extent than either Kierkegaard's or MacIntyre's framework can allow.
Typically, research on enjoyment motivations for media selection has centered on hedonic, or pleasure-seeking, motivations. Recently eudaimonic, or truth-seeking, motivations have also received ...attention. Most investigations into hedonic and eudaimonic motivations for media consumption have conceptualized these motivations as traits, rather than as states, using surveys to determine that long-standing hedonic and eudaimonic motivations influence entertainment preferences. This experiment explored the possibility that more temporary hedonic and eudaimonic states can also be induced by media exposure. A laboratory experiment successfully manipulated hedonic and eudaimonic states using clips with either hedonic or eudaimonic tone from 3 different TV programs, with clip tone affecting participants' reports of hedonic and eudaimonic states as well as meaningful and fun affect. The experiment also found partial evidence that clip tone might influence subsequent program selection, but only with 1 program of 3 in the study. Implications for an understanding of TV consumption motivations are discussed.
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Anecdotal evidence suggests that fascination, amazement, and wonder are regular audience responses to entertainment fare and substantially fuel users’ entertainment experiences. However, so far ...entertainment theory has largely overlooked these states. This chapter attempts to conceptually describe these experiences with the emotion awe and offers a case for awe as an important element in media entertainment. In a first step, it models conceptual relationships between awe and both hedonic and eudaimonic entertainment experiences. In a second step, it systematically discusses what entertainment fare is capable to elicit awe. To do so, it draws on appraisal theories of emotion and distinguishes different levels of media use, stimuli, processes, and preconditions likely involved in the elicitation of awe during media use. Its model shows that awe is potentially experienced frequently during the reception of many forms of media and is able to contribute substantially to media users’ entertainment responses.
HCI and the tech industry are increasingly interested in designing products that afford meaningful user experiences. Yet while several metrics of meaningfulness have been suggested, their utility and ...relevance for industry is unclear. We conducted workshops with 9 welfare technology companies and presented them with different metrics from existing literature in HCI, psychology, and industry, to evaluate their product and consider how relevant designing for meaningfulness is for them in their practice. We point to four metrics which companies considered particularly relevant, and suggest that further defining metrics of meaningfulness in HCI would be beneficial to both academia and industry.