Reference no: EM133716520
No recognized government or higher power to make actors obey the rules. Anarchy is significant to the study of international relations because all states exist under a condition of anarchy in the international system. We can therefore expect state behavior to look different from the behavior of actors who operate under a hierarchical system. For instance, if you commit an act of violence against another person
in the U.S., the government has the power to arrest you and put you in jail. If a state in the international system commits an act of violence against another state in the international system (e.g. Iraq invading Kuwait during the First Gulf War), there is no international government or police force to stop them. States must therefore look out for their own interests.
Definition below are textbooks I want you to define the terms and explain the significance of each term in the context of international relations, using examples where appropriate. Above is an example of Anarchy to help you on what am looking for.
Peace of Westphalia: The settlement that ended the Thirty Years' War in1648; often said to have created the modern state system because it included a general recognition of the principles of sovereignty and nonintervention.
Sovereignty: The expectation that states have legal and political supremacy-or ultimate authority within their territorial boundaries.
Hegemony: The predominance of one nation-state over others
Pax Britannica: British Peace," a century-long period, beginning with Napoleon's defeatat Waterloo in 1815 and ending with the outbreak of World War I in 1914, during which Britain's economic and diplomatic influence contributed to economic openness and relative peace.
League of Nations: A collective security organization founded in 1919 after World War I. The League ended in 1946 and was replaced by the United Nations
Cold War:
Interests: What actors want to achieve through political action; their preferences over the outcomes that might result from their political choices.
Anarchy: The absence of a central authority with the ability to make and enforce laws that bind all actors
Interactions: The ways in which the choices of two or more actors combine to produce political outcomes
Institutions: Sets of rules (known and shared by the community) that structure interactions in specific ways.
Cooperation: An interaction in which two or more actors adopt policies that make at least one actor better off relative to the status quo without making others worse off.
public goods: Products that are nonexcludable and nonrival in consumption, such as national defense.
free riding: To fail to contribute to a public good while benefiting from the contributions of others.
collective action problem: Obstacles to cooperation that occur when actors have incentives to collaborate but each act with the expectation that others will pay the costs of cooperation.
bargaining: An interaction in which two or more actors must choose outcomes that make one better off at the expense of another. Bargaining is redistributive: it involves allocating a fixed sum of value between different actors.
security dilemma: A dilemma that arises when efforts that states make to defend themselves cause other states to feel less secure; can lead to arms races and war because of the fear of being attacked
preventive war: A war fought with the intention of preventing an adversary from becoming stronger in the future. Preventive wars arise because a state whose power is increasing cannot commit not to exploit that power in future bargaining interactions.
preemptive war: A war fought with the anticipation that an attack by the other side is imminent.
first-strike advantage: The situation that arises when military technology, military strategies, and/orgeography give a significant advantage to whichever state attacks first in a war.
deterrence: An effort to preserve the status quo through the threat of force.
compellence: An effort to change the status quo through the threat of force
brinksmanship: A strategy in which adversaries take actions that increase the risk of accidental war, with the hope that the other will "blink" (lose its nerve) first and make concessions.