Traveling to places associated with death is not a new phenomenon. People have long been drawn, purposefully or otherwise, towards sites, attractions, and events linked in one way or another with death, suffering, violence, or disaster. War-related attractions, though diverse, are a subset of the totality of tourist sites associated with death and suffering. This article aims to assess how "dark" tourism may play a role in leveraging tourism in Palestine, which has largely relied on pilgrimage tourism in the past. This article investigates the potential for developing this form of tourism, since Palestine has been undergoing death, suffering, violence, or disaster through political tension and instability since 1948 and arguably for a generation earlier, but has not yet developed a strategy for tourism development that considers this type of tourism.
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Social scientists of conservation typically address sources of legitimacy of conservation policies in relation to local communities’ or indigenous land rights, highlighting social inequality and environmental injustice. This chapter reflects on the underlying ethics of environmental justice in order to differentiate between various motivations of conservation and its critique. Conservation is discussed against the backdrop of two main ethical standpoints: preservation of natural resources for human use, and protection of nature for its own sake. These motivations will be examined highlighting mainstream conservation and alternative deep ecology environmentalism. Based on this examination, this chapter untangles concerns with social and ecological justice in order to determine how environmental and human values overlap, conflict, and where the opportunity for reconciliation lies, building bridges between supporters of social justice and conservation. https://www.springer.com/gp/book/9783319713113#aboutBook LinkedIn: https://www.linkedin.com/in/helenkopnina/
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In recent years video game consoles, such as the Nintendo Wii™ and the Microsoft Kinect™, have been introduced into residential facilities. This paper presents a review of current studies documenting the benefits and detriments the Wii could have on adults aged 60 years and over in residential facilities, concentrating on the common uses of the Wii in care facilities: maintaining physical fitness, promoting mental well-being, encouraging social interaction and both physical and mental rehabilitation. Furthermore, this paper discusses the potential use of the Microsoft Kinect in care for older persons. The Wii can have a positive impact on the physical and mental health of older adults living in care facilities, but additional work should still be conducted, including assessing the use of games outside of Wii Sports and Wii Fit and possible non-gaming application of the Wii in care for older adults. Results for the Wii display potential for use of the Kinect in care facilities but further exploration is required to assess the potential physical impact and interaction viability.