Purpose – This chapter responds to interdisciplinary debates regarding studies of sex, sexuality, and gender. I briefly examine how the sex/gender paradigm of the 1960s shaped…
Abstract
Purpose – This chapter responds to interdisciplinary debates regarding studies of sex, sexuality, and gender. I briefly examine how the sex/gender paradigm of the 1960s shaped feminist theory in the social sciences and explore two feminist frameworks that have contested the sex/gender paradigm: West and Zimmerman's “doing gender” and Butler's performativity. I situate this literature, and related debates about intersectionality, in the context of Margaret Andersen's (2005) Sociologists for Women in Society (SWS) feminist lecture.
Methodology/approach – Using empirical analyses of brief television excerpts, I develop an ethnomethodological study of practice and poststructural analysis of discourse to demonstrate how trenchant forms of cultural knowledge link together gender, sex, and sexuality.
Findings – Sex and gender function as disciplinary forces in the service of heterosexuality; consequently studies of gender that do not account for sexuality reproduce heterosexism and marginalize queer sexualities. These findings, considered in relationship to Andersen's analysis of intersectionality, illustrate both a narrow conceptualization of the field rooted to a 19th century European model and a methodological mandate that must be examined in relationship to the politics of social research.
Practical implications – A more fruitful conceptual starting point in thinking through intersectionality may be citizenship, rather than systematic exploitation of wage labor. In addition, a more full analysis of intersectionality would also require that we rethink our methodological orientations.
Originality/value of paper – The chapter illustrates some of the analytic effects and political consequences that commonsense knowledge about gender, sex, and sexuality holds for feminist scholarship and advances alternative possibilities for future feminist research.
Lynn A. Isabella and Jessica Pohl
“Hey that was my idea!” How often have your students had that exact thought? Were they on a team when they felt most able to identify with that statement? This case is about a…
Abstract
“Hey that was my idea!” How often have your students had that exact thought? Were they on a team when they felt most able to identify with that statement? This case is about a recent MBA graduate who faces challenges within her consulting team on her first post-graduation job. She is frustrated with one teammate in particular who she believes practices self-interest politics–he takes her ideas. The case allows for a healthy discussion on team dynamics and strategies to help students when the team mix is wrong. The case may also be used to discuss issues regarding women in business.
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Michael Saker and Leighton Evans
This chapter is concerned with exploring the various ways in which Pokémon Go complements or challenges family life. The chapter begins by explicating the multisided concept of…
Abstract
This chapter is concerned with exploring the various ways in which Pokémon Go complements or challenges family life. The chapter begins by explicating the multisided concept of play and the myriad definitions that surround this term. Having established the various way in which this phenomenon can improve the lives of those who engage in it – physically, emotionally and cognitively – we go on to consider how play has gradually shifted from public spaces and into designated playgrounds, and how this trend corresponds with children concurrently moving away from the streets and into their bedrooms. Following this, we explore the impact digital technologies are having on the practice of parenting, paying particular attention to video games as a significant facet of youth culture that is often associated with a range of negative connotations. Yet, video games are not intrinsically bad. As we outline, research on intergenerational play and joint-media engagement (JME) readily demonstrate the many benefits families can experience when these games are played together. What is missing from this developing body of work is the familial playing of locative games and the extent to which this practice adds contours to our understanding of this field. The chapter is, therefore, driven by the following research questions. First, why and how do families play Pokémon Go? This includes the different roles that family members adopt, alongside motivations for families playing this game, how the playing of this game complements the rhythms of family life and the extent to which this hybrid reality game (HRG) is suited to intergenerational play. Second, what impact does locative familial play have on families, collectively speaking, and regarding individual family members? Here, we are not just interested in whether this game allows families to bond and how this bonding process is experienced, but also whether the familial play of Pokémon Go provides families with any learning opportunities that might facilitate personal growth beyond the game. Third, what worries might parents have about the familial playing of Pokémon Go and to what extent does the locative aspect of this game reshape their apprehensions?
When does a business gift become a bribe? Although there is a world of difference between a million or two from Lockheeds and a ballpoint from a local trader, the principles…
Abstract
When does a business gift become a bribe? Although there is a world of difference between a million or two from Lockheeds and a ballpoint from a local trader, the principles raised are worrying British business men, says Alec Snobel in this special report.