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Organisationen sind Zusammenschlüsse von Menschen, die sich Strukturen geben und Prozesse beschreiben, um gemeinsam und arbeitsteilig Ziele zu erreichen. Organisationen handeln nicht im luftleeren Raum: Sie streben die Verwirklichung ihrer Ziele unter gegebenen äußeren Bedingungen mit gegebenen Ressourcen ihrer Mitglieder bzw. Mitarbeiter an. Besonders, wenn sich die äußeren Gegebenheiten wandeln, besteht die Gefahr, dass Organisationen unter Druck geraten, ihre Ziele unter Bedingungen zu realisieren, die die Mitglieder überfordern und krank machen. Die Untersuchung zeigt am Beispiel von Organisationen des Sozialwesens, die zumindest in Mitteleuropa genau einer solchen Veränderung der gesellschaftlichen Rahmenbedingungen ausgesetzt sind, auf, welche Mechanismen die Mentalhygiene der Organisationsmitglieder gefährden und welche Werte, Ziele und Strukturen in Organisationen gewährleisten können, dass die seelische Gesundheit der Mitglieder im Blick bleibt und aktiv durch die Organisation geschützt und unterstützt wird. Dazu gehört eine Organisationsethik, die die Ziele der Organisation offen legt und die Wege zur Realisierung dieser Ziele unter sich wandelnden Bedingungen jeweils neu auf den Prüfstand stellt. Weiterhin zeichnet sich die mentalhygienisch sensible Organisation durch Strukturen aus, die die Mitglieder an der Suche nach der jeweils bestmöglichen Verwirklichung der Organisationsziele beteiligen. Zum Dritten betreibt die mentalhygienisch gut aufgestellte Organisation eine Personalentwicklung, die die Ressourcen der Mitglieder und die Anforderungen in den verschiedenen Rollen und Positionen aktiv in Übereinstimmung bringt. Und schließlich gehört zur mentalhygienischen Vorsorge, den Mitgliedern qualifizierte Angebote zur Selbstreflexion in der jeweiligen Rolle und Aufgabe, im Team und in der Gesamtorganisation zu eröffnen.

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H. H. Bülthoff Z. Kourtzi 2003 Perceptual organization of local elements into global shapes in the human visual cortex

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Work addiction: An organizational behavior as well as an addictive behavior?

Commentary on: Ten myths about work addiction (Griffiths et al., 2018)

Journal of Behavioral Addictions
Authors: Oren Lior, Reizer Abira, and Weinstein Aviv

(measurement interval = 7 months), workaholism was related to increase in ill health ( Shimazu, Schaufeli, Kubota, & Kawakami, 2012 ). Interestingly, in organizations, workaholism was positively associated with health-related absences ( Falco et al., 2013

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Learning & Perception
Authors: Tamás M. Bőhm, Lidia Shestopalova, Alexandra Bendixen, Andreas G. Andreou, Julius Georgiou, Guillame Garreau, Philippe Pouliquen, Andrew Cassidy, Susan L. Denham, and István Winkler

organisation in auditory streaming. In: Lopez-Poveda, E.A., Palmer, A. R., Meddis, R. (eds.), The Neurophysiological Bases of Auditory Perception (pp. 477–488). Springer. Denham, S. L., Winkler, I. (2006). The role of predictive

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Journal of Behavioral Addictions
Authors: Espen Aarseth, Anthony M. Bean, Huub Boonen, Michelle Colder Carras, Mark Coulson, Dimitri Das, Jory Deleuze, Elza Dunkels, Johan Edman, Christopher J. Ferguson, Maria C. Haagsma, Karin Helmersson Bergmark, Zaheer Hussain, Jeroen Jansz, Daniel Kardefelt-Winther, Lawrence Kutner, Patrick Markey, Rune Kristian Lundedal Nielsen, Nicole Prause, Andrew Przybylski, Thorsten Quandt, Adriano Schimmenti, Vladan Starcevic, Gabrielle Stutman, Jan Van Looy, and Antonius J. Van Rooij

Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming. The act of formalizing this disorder, even as a proposal, has negative medical, scientific, public-health, societal, and human rights fallout that should be considered. Of particular concern are moral panics around the harm of video gaming. They might result in premature application of diagnosis in the medical community and the treatment of abundant false-positive cases, especially for children and adolescents. Second, research will be locked into a confirmatory approach, rather than an exploration of the boundaries of normal versus pathological. Third, the healthy majority of gamers will be affected negatively. We expect that the premature inclusion of Gaming Disorder as a diagnosis in ICD-11 will cause significant stigma to the millions of children who play video games as a part of a normal, healthy life. At this point, suggesting formal diagnoses and categories is premature: the ICD-11 proposal for Gaming Disorder should be removed to avoid a waste of public health resources as well as to avoid causing harm to healthy video gamers around the world.

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– corporate contexts. This choice was also guided by the fact that a majority of organizations today are knowledge organizations ( Kálmán, 2015a , 2016a ) that are aware of the necessity of lifelong learning, which they promote by continuously training their

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Introduction Confronted with a rapidly changing and competitive environment, organizations are constantly looking to produce the next big thing. Innovation can be seen as an important cornerstone for organizations reaching and

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cycle, all students are in first or second years of Bachelor cycle and first year of MA cycle. The Master students are only from the University of Oradea. Organizational climate Organizational climate

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Prerequisites for stakeholder framework: Consumer advocacy and health protection in the digital industry. •

Commentary on: Problematic risk-taking involving emerging technologies: A stakeholder framework to minimize harms (Swanton et al., 2019)

Journal of Behavioral Addictions
Author: Hae Kook Lee

Introduction On May 25, 2019, the World Health Organization (WHO) officially included gaming disorder (GD) in the latest (eleventh) revision of the International Classification of Diseases (ICD-11) ( WHO, 2019 ). Since then, the game industry has

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Introduction The World Health Organization (WHO) officially included gaming disorder (GD) as a disorder due to addictive behavior in the eleventh revision of the International Classification of Diseases (ICD-11) in May 2019 ( WHO, 2019 ). The

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