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Game-street: Rhetoric and critical play for business ethics instruction

Posted on:2011-04-18Degree:M.AType:Thesis
University:Clemson UniversityCandidate:Southergill, Glen TFull Text:PDF
GTID:2445390002464103Subject:Business Administration
Abstract/Summary:PDF Full Text Request
This thesis explores business ethics instruction as a rhetorical problem and discusses critical play as a means of learning. Artistotle's concept of phronesis, or practical wisdom, is used as a way of demonstrating the problematic nature of business ethics pedagogy theory and practice when viewed through a lens of social epistemic rhetorical theory. Rather than attempting to quantify business ethics, this work argues for a subversive paradigm achievable through critical play.Game space is observed in two domains of ethical learning. I argue that the business ethics classroom space of Clemson University is a form of remediated non-space constrained by game-esque mechanics and social conventions. A Massively Multi-Player Online Role-Playing game (in this case, World of Warcraft ) offers illustration of aligning business ethics learning with play. Critical play permits subversion and/or unlearning (replacement of existing paradigms with new ones), and is observed in classroom (non-space) and World of Warcraft (virtual mixed-ecology space).For educators and theorists interested in business ethics instruction, this thesis suggests both a mechanism of "viewing" and "teaching" that responds to the rhetorical problem of business ethics and concludes with a call for interactive ethics across the curricula.
Keywords/Search Tags:Business ethics, Critical play, Rhetorical problem
PDF Full Text Request
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