- Video Games, Psychophysiology, Emotional Contagion, Emotional desensitization toward victims of violence, Media entertainment, Emotions (Social Psychology), and 23 moreAttentional Processes, Psychopathy, Empathy (Psychology), Aggression (Psychology), Violence & Media, Eye tracking, Media, Emotion, Virtual Reality (Computer Graphics), Virtual Reality, Adolescence (Psychology), Priming, Affect & Arousal, Media violence, Aggressiveness, Clown Doctors Intervention, Preoperative Anxiety, Video Game Violent, Worries Hospitalization, Media enjoyment, Media psychology, Entertainment Theory, and Media and Entertainmentedit
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Fernandes, S., Arriaga, P., & Esteves, F. (2014). Providing preoperative information for children undergoing surgery: a randomized study testing different types of educational material to reduce children’s preoperative worries. Health Education Research, 29 (6), 1058-1076. doi: 10.1093/her/cyu066more
Gaspar, A., Esteves, F., & Arriaga, P. (2014). On prototypical facial expressions vs variation in facial behavior: lessons learned on the “visibility” of emotions from measuring facial actions in humans and apes. The Evolution of Social Communication in Primates (pp.101-126). New York: Springer.more
It has long been recognized that behavior evolves as do other traits and that it may have great impact on evolution. It tends to be conservative when survival and fast responding are at stake, and because of that, similar patterns can be... more
It has long been recognized that behavior evolves as do other traits and that it may have great impact on evolution. It tends to be conservative when survival and fast responding are at stake, and because of that, similar patterns can be found across populations or species, typical in their form and intensity, and often also typical in context and consequence. Such fixed stereotypic patterns that evolved to communicate are known as displays, and their phylogenies can virtually be traced. In this chapter, we contrast and discuss two coexisting trends in the study of the meaning and origins of human facial expression: one, with a tradition of exploring cross-cultural commonalities in the recognition of facial expression, that may indicate species-specific displays of emotion (prototypical facial expressions) and another that builds upon the growing evidence that such expressive prototypes are outnumbered by a diversity of facial compositions that, even in emotional situations, vary in relation to culture, context, group, maturation, and individual factors. We present behavioral studies that look at links between basic emotion and facial actions in both human and non-human primates and discuss the role of multiple factors in facial action production and interpretation.
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This study analyzed the effects of playing a violent computer game on emotional desensitization and aggressive behavior. College students (N = 58) were randomly assigned to play a violent game (VG) or a nonviolent game (NVG), and then... more
This study analyzed the effects of playing a violent computer game on emotional desensitization and aggressive behavior. College students (N = 58) were randomly assigned to play a violent game (VG) or a nonviolent game (NVG), and then were exposed to a set of emotional pictures. Participants' physiological responses were recorded, and the Self-Assessment Manikin scale was used to assess affective valence and arousal while viewing the pictures. Participants were then asked to replay the game, after which aggressive behavior was measured. Participants' violent game habits (VGH) were also measured. We found that VG playing interacted with participants' VGH to influence aggression, and that self-reported valence mediated this effect by lowering the feelings of pleasure and displeasure toward emotional stimuli.
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This chapter is intended to clarify the controversy surrounding the short-term effects of playing violent games. We will present an updated review of research on the effects of playing violent electronic games and address some theoretical... more
This chapter is intended to clarify the controversy surrounding the short-term effects of playing violent games. We will present an updated review of research on the effects of playing violent electronic games and address some theoretical approaches as well as methodological concerns. We will briefly present the General Aggression Model, which have provided a powerful theoretical framework to explain the short and long-term effects of this form of entertainment and the generation of different outcomes. We will then review the existing literature by summarizing the research findings on the effects of playing VG on the main variables that have been under analysis, namely, aggressive or prosocial behavior, aggressive thoughts, aggressive feelings, and physiological measures. Finally, we will attempt to discuss questions that remain unanswered and suggest future areas of research.
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This study investigated whether clown intervention could reduce preoperative worries and the affective responses of children undergoing minor surgery. Parental anxiety was also tested. Child’s age, previous hospitalization, and... more
This study investigated whether clown intervention could reduce preoperative worries and the affective responses of children undergoing minor surgery. Parental anxiety was also tested. Child’s age, previous hospitalization, and temperament were tested as predictors of the child’s responses during this preoperative phase. Seventy children were assigned to one of two groups: children accompanied by their parents and a pair of clowns or, those accompanied by the parents but without the clowns. The results emphasized the relevance of clown intervention on the reduction of preoperative worries and emotional responses, not only in children but also in their parents.
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"The present study tested the efficacy of several musical excerpts for the induction of the following four specific emotional states: sadness, happiness, fear, anger, and a neutral state. Fifty students (29 female and 21 male; 19-30 years... more
"The present study tested the efficacy of several musical excerpts for the induction of the following four specific emotional states: sadness, happiness, fear, anger, and a neutral state. Fifty students (29 female and 21 male; 19-30 years old) rated their emotional states immediately after exposure to each of the
11 selected musical excerpts. Specific items were used to evaluate the target emotions and the selfassessment manikin scales to measure valence and arousal affect). Overall, the results showed that the stimuli used to induce fear, happiness, sadness, and neutral states were successful, suggesting that they might be useful for the elicitation of emotions in experimental studies."
11 selected musical excerpts. Specific items were used to evaluate the target emotions and the selfassessment manikin scales to measure valence and arousal affect). Overall, the results showed that the stimuli used to induce fear, happiness, sadness, and neutral states were successful, suggesting that they might be useful for the elicitation of emotions in experimental studies."
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Within the General Aggression Model framework, the present study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality device, on the instigation of aggressive behavior.... more
Within the General Aggression Model framework, the present study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality device, on the instigation of aggressive behavior. Physiological arousal (heart rate), priming of aggressive thoughts, and state hostility, were also measured to test their possible mediation on the relationship between playing the violent game and aggression. The participants - 148 undergraduate students - were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a virtual reality device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure heart rate; an emotional Stroop task to analyze the priming of aggressive and fear thoughts; a self-report state hostility scale to measure hostility; and a Competitive Reaction Time Task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression.
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Abstract: Several authors highlight that most public knowledge about terror-ism and its effects on victims is influenced by the media, which in turn may af-fect people’s emotions, cognitions and behaviors. This article aims to under-stand... more
Abstract: Several authors highlight that most public knowledge about terror-ism and its effects on victims is influenced by the media, which in turn may af-fect people’s emotions, cognitions and behaviors. This article aims to under-stand how Portuguese perceive the risk of future terrorist attacks. Two studies examined the predictors of terrorism risk perception. In Study 1 a survey was administrated to 381 participants, which included several measures, such as es-timates of the frequency of exposure to media, locus of control, institutional trust, and risk perception (self and other). Results indicates that knowing a vic-tim of a terrorist attack, as well as believing that external factors primarily determine events, were predictors of greater risk perception, when the target was the self. When judging the risk for others, the frequency of exposure to television was also a significant predictor. Study 2 (N = 105 participants) was conducted to analyze what specific negative emotions (fear, sadness, and/or anger) affects risk perception. Additionally, some psychological mechanisms for the relation between emotions and risk perception were analyzed. Results indicated that fear response predicted greater risk estimates for the self, whereas sadness predicted greater risk estimates for others. Also importantly, sadness predicted greater risk estimates for others. Also importantly, identifica-tion with the victim’s position accounted for the relation between those nega-tive emotions and risk perception.
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Arriaga, P., Esteves, F., & Monteiro, M. B. (2007). Violência em jogos electrónicos e reacções emocionais a imagens da vida real: a hipótese da dessensibilização. In M. B. Monteiro et al. Percursos de Investigação em Psicologia Social e Organizacional (Vol. II, p. 119-143). Lisboa: Edições Colibrimore
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"The present study aimed to test the efficacy of using film excerpts for the induction of sadness, happiness, anger, fear and disgust emotions. Eighty participants were exposed to 18 film excerpts and reported the way they were feeling... more
"The present study aimed to test the efficacy of using film excerpts for the induction of sadness, happiness, anger, fear and disgust emotions. Eighty participants were exposed to 18 film excerpts and reported the way they were feeling after each brief exposure. Besides the specific emotions under analysis, affective valence and arousal, as well as the sense of presence, were evaluated. Overall, it was possible to induce the majority of emotions with relative efficacy in participants of both genders.
The film excerpt’s positioning within the affective dimensional model is consistent with the findings of studies that used other emotional stimuli. The sense of presence in the visualized environment was high for the majority of the selected excerpts. "
The film excerpt’s positioning within the affective dimensional model is consistent with the findings of studies that used other emotional stimuli. The sense of presence in the visualized environment was high for the majority of the selected excerpts. "
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This article examined whether individual differences, such as gender and emotional intelligence, contribute to detecting lying and honesty. Additionally, the cues used in judgments about lying were analysed. Ninety university students of... more
This article examined whether individual differences, such as gender and emotional intelligence, contribute to detecting lying and honesty. Additionally, the cues used in judgments about lying were analysed. Ninety university students of both genders were exposed to eight videotapes showing adult persons (four men and four women) answering the same questions in an interview (half were telling the truth; the other half were lying). Overall, the percentage of accurate lie detection was nearly what would be expected by chance; accurate honesty detection was below chance. Participants also responded more often that targets were “dishonest”, suggesting that a bias occurred in their judgments. Accuracy was unrelated to most emotional intelligence dimensions. Regarding gender differences, male participants were significantly more accurate in detecting lying, whereas women were more accurate in detecting honesty, regardless of the gender of the target. Several possible explanations were raised and discussed based on research and theory in this area.
