The Significance of the Division of Linguistic Labor

The Monist ◽  
2020 ◽  
Vol 103 (4) ◽  
pp. 381-390
Author(s):  
Henri Wagner

Abstract This essay aims to explore the significance of Hilary Putnam’s reflections on the division of linguistic labor by putting them into contrast with those of Gareth Evans. Whereas Putnam’s reflections purport to uncover neglected aspects of the contribution of social environment to the meaning and the reference-fixing of conceptual terms, Evans’s reinterpretation of the division of linguistic labor results in obliterating its antisubjectivist and instrumentalist dimension. The crux of the disagreement between Putnam and Evans on the significance of the division of linguistic labor lies in Evans endorsing, while Putnam rejects, the principle of discrimination—a generalization of what Evans calls “Russell’s principle.”

Author(s):  
Thomas Mößle ◽  
Florian Rehbein

Aim: The aim of this article is to work out the differential significance of risk factors of media usage, personality and social environment in order to explain problematic video game usage in childhood and adolescence. Method: Data are drawn from the Berlin Longitudinal Study Media, a four-year longitudinal control group study with 1 207 school children. Data from 739 school children who participated at 5th and 6th grade were available for analysis. Result: To explain the development of problematic video game usage, all three areas, i. e. specific media usage patterns, certain aspects of personality and certain factors pertaining to social environment, must be taken into consideration. Video game genre, video gaming in reaction to failure in the real world (media usage), the children’s/adolescents’ academic self-concept (personality), peer problems and parental care (social environment) are of particular significance. Conclusion: The results of the study emphasize that in future – and above all also longitudinal – studies different factors regarding social environment must also be taken into account with the recorded variables of media usage and personality in order to be able to explain the construct of problematic video game usage. Furthermore, this will open up possibilities for prevention.


1983 ◽  
Vol 28 (2) ◽  
pp. 134-135
Author(s):  
Louise Cherry Wilkinson

1991 ◽  
Vol 36 (2) ◽  
pp. 146-147
Author(s):  
Mollie B. Condra

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