62 research outputs found

    Preferences, emotions, and visual attention in the first-person shooter game experience

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    First-person shooter (FPS) games are one of the most popular yet notorious genres of digital games. They contain visceral emotional content and require intense visual attention from players, leading some people to appreciate and others to resent these types of games. This thesis investigated individual differences in the game experience of FPS games by exploring how preferences for violent game dynamics (e.g., preferences for shooting, killing, and exploding) affect players’ emotions and perceptions of curiosity, vitality, and self-efficacy. In addition, the thesis explored how visual attention skills affect the viewing of FPS games as indexed by viewers’ eye movements. In Study I, the role of visual attention skills in viewing FPS gameplay videos was explored. The results showed that viewers’ eye movements tended to progress from a diffuse scanning mode towards a more focal and central viewing mode as time passed. Visual qualities and saliency of events also guided eye movements. Individual differences in visual attention skills (namely, the ability to track multiple objects, perform a visual search for targets, and to see rapidly appearing serial targets) were related to what was attended to in the screen. The role of visual attention skills on eye movements was more prominent during visually distinct events. In sum, the results showed that specific visual attention skills predicted eye movement patterns during FPS gameplay video viewing. Study II explored whether game dynamics preferences and emotion-related responses to an FPS game are connected. Participants’ heart rate, electrodermal activity, and electric activity of facial muscles were recorded as indexes of emotion-related responses both during playing (active participation) and gameplay video viewing (passive watching). The participants also rated their level of experienced arousal and valence. The results showed that there were individual differences in physiological emotion-related responses as a function of dynamics preferences, especially in measures of physiological arousal. Those who liked violent dynamics showed a rather stable level of physiological arousal state both when playing and when viewing the game. In contrast, participants who disliked violent dynamics showed an overall higher level of physiological arousal during playing than when viewing, and the level of arousal increased across time in both conditions. The results on facial muscle activity likewise showed that activity differed between people who liked versus disliked violent dynamics. However, the results were somewhat conflicting: those who liked violent game dynamics showed a steep increase in the activity of the corrugator supercilii muscle, an index of negative valence. Instead, those who disliked the dynamics showed less increase in corrugator supercilii activity. The dynamics preferences did not affect self-reported emotional valence or arousal. Thus, the results highlight that game dynamics preferences were associated with physiological signals, although they may not be a straightforward index of emotions in a gaming context. In Study III, associations between game dynamics preferences and self-reported experiences of vitality, self-efficacy, and curiosity were explored both in association with life in general and with playing an FPS video game. The results showed that players who were neutral or mildly positive towards violent content experienced stable levels of vitality, curiosity, and emotional valence both in life in general and when playing. They also experienced a slight decline in self-efficacy in the playing context. Conversely, those who disliked violent dynamics experienced a clear decline in all of these measures in the playing context. Thus, game dynamics preferences were connected with wider experiential reflections related to playing. Overall, the results of all three studies showed why there is individual variation in the playing experience: players and viewers have differing skills and preferences. These skills and preferences affect how players and viewers pay attention to the game, and what kind of emotional reactions and experiences they have. This is valuable for understanding the psychological outcomes of FPS games, as well as why people hold differing opinions about these types of games. Likewise, the results have importance for game design, as they show that players respond in different ways to game contents. Thus, it may be fruitful to personalize and tailor game contents based on players’ preferences and visual attention skills.Mieltymykset, tunteet ja nÀönvarainen tarkkaavuus ensimmĂ€isen persoonan ammuntapelien pelikokemuksessa EnsimmĂ€isen persoonan ammuntapelit (FPS-pelit) ovat sekĂ€ yksi suosituimmista ettĂ€ pahamaineisimmista digitaalisten pelien genreistĂ€. Ne sisĂ€ltĂ€vĂ€t voimakasta tunnepitoista sisĂ€ltöÀ ja vaativat ÀÀrimmĂ€istĂ€ nÀönvaraista tarkkaavuutta. NĂ€iden seikkojen takia toiset arvostavat ja toiset paheksuvat kyseisiĂ€ pelejĂ€. TĂ€ssĂ€ vĂ€itöskirjassa tutkittiin yksilöllisiĂ€ eroja FPS-pelien pelikokemuksessa selvittĂ€mĂ€llĂ€, kuinka mieltymykset vĂ€kivaltaisiin pelidynamiikkoihin (esimerkiksi mieltymykset ampumiseen, tappamiseen ja rĂ€jĂ€yttĂ€miseen) vaikuttavat pelaajien tunnetiloihin ja kokemuksiin uteliaisuudesta, elinvoimaisuudesta ja minĂ€pystyvyydestĂ€. TĂ€mĂ€n lisĂ€ksi vĂ€itöskirjassa tutkittiin silmĂ€nliikkeitĂ€ tarkastelemalla kuinka nÀönvaraisen tarkkaavuuden taidot ovat yhteydessĂ€ FPS-pelivideoiden katseluun. Tutkimuksessa I tarkasteltiin, miten nÀönvaraisen tarkkaavuuden taidot vaikuttavat FPS-pelivideoiden katseluun. Tutkimuksessa havaittiin, ettĂ€ silmĂ€nliikkeet etenivĂ€t laajemmasta ja hajaantuneemmasta silmĂ€ilystĂ€ kohti pinta-alaltaan pienempÀÀ ja lĂ€hempĂ€nĂ€ nĂ€ytön keskustaa olevaa aluetta. LisĂ€ksi erilaisten pelitapahtumien visuaaliset ominaisuudet ja huomiota herĂ€ttĂ€vyys suuntasivat silmĂ€nliikkeitĂ€. Yksilölliset erot nÀönvaraisen tarkkaavuuden taidoissa (tĂ€ssĂ€ tutkimuksessa taidot seurata useita liikkuvia kohteita, etsiĂ€ kohteita ja nĂ€hdĂ€ nopeasti perĂ€kkĂ€in ilmestyviĂ€ kohteita) olivat yhteydessĂ€ siihen, miten katselija tarkasteli pelinĂ€kymÀÀ. NÀönvaraisen tarkkaavuuden taitojen yhteys silmĂ€nliikkeisiin tuli esiin etenkin visuaalisesti toisistaan erottuvien pelitapahtumien aikana. Yhteenvetona tutkimuksen tulokset osoittivat, ettĂ€ tietyt nÀönvaraisen tarkkaavuuden taidot ennustavat silmĂ€nliikkeitĂ€ FPS-pelivideon katselun aikana. Tutkimuksessa II selvitettiin, ovatko pelidynamiikkamieltymykset ja FPS-peliin liittyvĂ€t tunnereaktiot yhteydessĂ€ toisiinsa. Tutkimukseen osallistujien sykettĂ€, ihon sĂ€hkönjohtavuutta ja kasvolihasten sĂ€hköistĂ€ aktiivisuutta mitattiin indikaatioina tunnereaktioista sekĂ€ pelaamisen (aktiivinen osallistuminen) ettĂ€ pelivideon katselun (passiivinen tarkkailu) aikana. Osallistujat myös arvioivat oman tunnetilansa koettua virittĂ€vyyttĂ€ ja valenssia. Tulokset osoittivat, ettĂ€ yksilöiden vĂ€lillĂ€ oli eroja fysiologisissa tunteisiin liittyvissĂ€ reaktioissa riippuen siitĂ€, millaiset pelidynamiikkamieltymykset heillĂ€ oli. TĂ€mĂ€ nĂ€kyi erityisesti fysiologisissa autonomisen hermoston tilaa kuvaavissa mittareissa. VĂ€kivaltaisista dynamiikoista pitĂ€villĂ€ osallistujilla oli suhteellisen tasainen fysiologisen aktivaation taso sekĂ€ pelatessa ettĂ€ pelivideota katsellessa. Sen sijaan niillĂ€ osallistujilla jotka eivĂ€t pitĂ€neet vĂ€kivaltaisista dynamiikoista oli kaiken kaikkiaan korkeampi fysiologisen aktivaation taso pelatessa kuin pelivideota katsellessa, ja aktivaation taso kasvoi ajan kuluessa molemmissa tilanteissa. Kasvojen lihasten sĂ€hköiseen toimintaan liittyvĂ€t tulokset niin ikÀÀn osoittivat, ettĂ€ vĂ€kivaltaisista dynamiikoista pitĂ€vien ja niitĂ€ vieroksuvien henkilöiden vĂ€lillĂ€ oli eroja. Tulokset olivat kuitenkin jossain mÀÀrin ristiriitaisia: vĂ€kivaltaisista dynamiikoista pitĂ€villĂ€ osallistujilla negatiivista valenssia indikoiva corrugator supercilii -lihaksen aktiivisuus lisÀÀntyi ajan kuluessa huomattavasti. Sen sijaan osallistujilla jotka eivĂ€t pitĂ€neet vĂ€kivaltaisista dynamiikoista corrugator supercilii -lihaksen aktiivisuuden lisÀÀntyminen oli lievempÀÀ. Pelidynamiikkamieltymykset eivĂ€t olleet yhteydessĂ€ osallistujien omiin arvioihin tunnekokemuksen virittĂ€vyydestĂ€ ja valenssista. TĂ€ten tulokset osoittivat, ettĂ€ pelidynamiikkamieltymykset olivat yhteydessĂ€ fysiologisiin vasteisiin, mutta niitĂ€ ei voida kĂ€yttÀÀ tĂ€ysin mutkattomina mittareina tunteista pelikontekstissa. Tutkimuksessa III tarkasteltiin pelidynamiikkamieltymysten yhteyttĂ€ uteliaisuuden, elinvoimaisuuden ja minĂ€pystyvyyden kokemuksiin elĂ€mĂ€ssĂ€ ylipÀÀtÀÀn ja FPS-pelin pelaamiseen liittyen. Tutkimuksessa havaittiin, ettĂ€ uteliaisuus, elinvoimaisuus ja tunteen valenssi olivat samankaltaiset sekĂ€ elĂ€mĂ€ssĂ€ ylipÀÀtÀÀn ettĂ€ pelatessa mikĂ€li pelaaja suhtautui vĂ€kivaltaisiin dynamiikkoihin neutraalisti tai jonkin verran positiivisesti. TĂ€llaisilla pelaajilla minĂ€pystyvyys oli kuitenkin jonkin verran alhaisempi pelitilanteessa verrattuna elĂ€mÀÀn ylipÀÀtÀÀn. Sen sijaan pelaajat jotka eivĂ€t pitĂ€neet vĂ€kivaltaisista dynamiikoista arvioivat kaikkien nĂ€iden kokemusten olevan selvĂ€sti huonompia pelatessa. Pelidynamiikkamieltymykset olivat siis yhteydessĂ€ laajempiin reflektiivisiin kokemuksiin pelaamisesta. VĂ€itöstutkimuksen tulokset auttavat ymmĂ€rtĂ€mÀÀn, miksi pelikokemuksessa on yksilöllistĂ€ vaihtelua: pelaajat ja katsojat eroavat taidoiltaan ja mieltymyksiltÀÀn. NĂ€mĂ€ taidot ja mieltymykset ovat yhteydessĂ€ siihen, millĂ€ tavoin pelaajat ja katselijat kiinnittĂ€vĂ€t huomiota peliin ja minkĂ€laisia tunnereaktioita ja kokemuksia heillĂ€ on. NĂ€iden seikkojen huomioiminen on tĂ€rkeÀÀ FPS-pelien psykologisten vaikutusten ja peleihin liittyvien eriĂ€vien mielipiteiden ymmĂ€rtĂ€miseksi. Tuloksilla on lisĂ€ksi merkitystĂ€ pelisuunnittelulle, sillĂ€ ne osoittavat, ettĂ€ pelaajat reagoivat eri tavoin pelisisĂ€ltöihin. TĂ€mĂ€n vuoksi voisi olla hyödyllistĂ€ muovata pelisisĂ€ltöjĂ€ yksilöllisesti pelaajien mieltymysten ja nÀönvaraisen tarkkaavuuden taitojen mukaan

    Physiological Self Regulation with Biofeedback Games

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    Mental stress is a global epidemic that can have serious health consequences including cardiovascular diseases and diabetes. Several techniques are available to teach stress self-regulation skills including therapy, meditation, deep breathing, and biofeedback. While effective, these methods suffer from high drop-outs due to the monotonic nature of the exercises and are generally practiced in quiet relaxed environment, which may not transfer to real-world scenarios. To address these issues, this dissertation presents a novel intervention for stress training using games and wearable sensors. The approach consists of monitoring the user’s physiological signals during gameplay, mapping them into estimates of stress levels, and adapting the game in a way that promotes states of low arousal. This approach offers two key advantages. First, it allows users to focus on the gameplay rather than on monitoring their physiological signals, which makes the training far more engaging. More importantly, it teaches users to self-regulate their stress response, while performing a task designed to increase arousal. Within this broad framework, this dissertation studies three specific problems. First, the dissertation evaluates three physiological signals (breathing rate, heart rate variability, and electrodermal activity) that span across the dimensions of degrees of selectivity in measuring arousal and voluntary control in their effectiveness in lowering arousal. This will identify the signal appropriate for game based stress training and the associated bio-signal processing techniques for real-time arousal estimation. Second, this dissertation investigates different methods of biofeedback presentation e.g. visual feedback and game adaptation during gameplay. Selection of appropriate biofeedback mechanism is critical since it provides the necessary information to improve the perception of visceral states (e.g. stress) to the user. Furthermore, these modalities facilitate skill acquisition in distinct ways (i.e., top-down and bottom-up learning) and influence retention of skills. Third, this dissertation studies reinforcement scheduling in a game and its effect on skill learning and retention. A reinforcement schedule determines which occurrences of the target response are reinforced. This study focuses on continuous and partial reinforcement schedules in GBF and their effect on resistance to extinction (i.e. ability to retain learned skills) after the biofeedback is removed. The main contribution of this dissertation is in demonstrating that stress self-regulation training can be embedded in videogames and help individuals develop more adaptive responses to reduce physiological stress encountered both at home and work

    Biometric storyboards: a games user research approach for improving qualitative evaluations of player experience

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    Developing video games is an iterative and demanding process. It is difficult to achieve the goal of most video games — to be enjoyable, engaging and to create revenue for game developers — because of many hard-to-evaluate factors, such as the different ways players can interact with the game. Understanding how players behave during gameplay is of vital importance to developers and can be uncovered in user tests as part of game development. This can help developers to identify and resolve any potential problem areas before release, leading to a better player experience and possibly higher game review scores and sales. However, traditional user testing methods were developed for function and efficiency oriented applications. Hence, many traditional user testing methods cannot be applied in the same way for video game evaluation. This thesis presents an investigation into the contributions of physiological measurements in user testing within games user research (GUR). GUR specifically studies the interaction between a game and users (players) with the aim to provide feedback for developers to help them to optimise the game design of their title. An evaluation technique called Biometric Storyboards is developed, which visualises the relationships between game events, player feedback and changes in a player’s physiological state. Biometric Storyboards contributes to the field of human-computer interaction and GUR in three important areas: (1) visualising mixedmeasures of player experience, (2) deconstructing game design by analysing game events and pace, (3) incremental improvement of classic user research techniques (such as interviews and physiological measurements). These contributions are described in practical case studies, interviews with game developers and laboratory experiments. The results show this evaluation approach can enable games user researchers to increase the plausibility and persuasiveness of their reports and facilitate developers to better deliver their design goals. Biometric Storyboards is not aimed at replacing existing methods, but to extend them with mixed methods visualisations, to provide powerful tools for games user researchers and developers to better understand and communicate player needs, interactions and experiences. The contributions of this thesis are directly applicable for user researchers and game developers, as well as for researchers in user experience evaluation in entertainment systems

    An ambient assisted living solution for mobile environments

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    An Ambient Assisted Living (AAL) mobile health application solution with biofeedback based on body sensors is very useful to perform a data collection for diagnosis in patients whose clinical conditions are not favourable. This system allows comfort, mobility, and efficiency in all the process of data collection providing more confidence and operability. A physical fall may be considered something natural in the life span of a human being from birth to death. In a perfect scenario it would be possible to predict when a fall will occur in order to avoid it. Falls represent a high risk for senior people health. Those falls can cause fractures or injuries causing great dependence and debilitation to the elderly and even death in extreme cases. Falls can be detected by the accelerometer included in most of the available mobile phones or portable digital assistants (PDAs). To reverse this tendency, it can be obtained more accurate data for patients monitoring from the body sensors attached to the human body (such as, electrocardiogram (ECG), electromyography (EMG), blood volume pulse (BVP), electro dermal activity (EDA), and galvanic skin response (GSR)). Then, this dissertation reviews the related literature on this topic and introduces a mobile solution for falls prevention, detection, and biofeedback monitoring. The proposed system collects sensed data that is sent to a smartphone or tablet through Bluetooth. Mobile devices are used to process and display information graphically to users. The falls prevention system uses collected data from sensors in order to control and advice the patient or even to give instructions to treat an abnormal condition to reduce the falls risk. In cases of symptoms that last more time it can even detect a possible disease. The signal processing algorithms plays a key role in the fall prevention system. These algorithms in real time, through the capture of biofeedback data, are needed to extract relevant information from the signals detected to warn the patient. Monitoring and processing data from sensors is realized by a smartphone or tablet that will send warnings to users. All the process is performed in real time. These mobile devices are also used as a gateway to send the collected data to a Web service, which subsequently allows data storage and consultation. The proposed system is evaluated, demonstrated, and validated through a prototype and it is ready for use

    Physiological Self Regulation with Biofeedback Games

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    Mental stress is a global epidemic that can have serious health consequences including cardiovascular diseases and diabetes. Several techniques are available to teach stress self-regulation skills including therapy, meditation, deep breathing, and biofeedback. While effective, these methods suffer from high drop-outs due to the monotonic nature of the exercises and are generally practiced in quiet relaxed environment, which may not transfer to real-world scenarios. To address these issues, this dissertation presents a novel intervention for stress training using games and wearable sensors. The approach consists of monitoring the user’s physiological signals during gameplay, mapping them into estimates of stress levels, and adapting the game in a way that promotes states of low arousal. This approach offers two key advantages. First, it allows users to focus on the gameplay rather than on monitoring their physiological signals, which makes the training far more engaging. More importantly, it teaches users to self-regulate their stress response, while performing a task designed to increase arousal. Within this broad framework, this dissertation studies three specific problems. First, the dissertation evaluates three physiological signals (breathing rate, heart rate variability, and electrodermal activity) that span across the dimensions of degrees of selectivity in measuring arousal and voluntary control in their effectiveness in lowering arousal. This will identify the signal appropriate for game based stress training and the associated bio-signal processing techniques for real-time arousal estimation. Second, this dissertation investigates different methods of biofeedback presentation e.g. visual feedback and game adaptation during gameplay. Selection of appropriate biofeedback mechanism is critical since it provides the necessary information to improve the perception of visceral states (e.g. stress) to the user. Furthermore, these modalities facilitate skill acquisition in distinct ways (i.e., top-down and bottom-up learning) and influence retention of skills. Third, this dissertation studies reinforcement scheduling in a game and its effect on skill learning and retention. A reinforcement schedule determines which occurrences of the target response are reinforced. This study focuses on continuous and partial reinforcement schedules in GBF and their effect on resistance to extinction (i.e. ability to retain learned skills) after the biofeedback is removed. The main contribution of this dissertation is in demonstrating that stress self-regulation training can be embedded in videogames and help individuals develop more adaptive responses to reduce physiological stress encountered both at home and work

    Affective Game Computing: A Survey

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    This paper surveys the current state of the art in affective computing principles, methods and tools as applied to games. We review this emerging field, namely affective game computing, through the lens of the four core phases of the affective loop: game affect elicitation, game affect sensing, game affect detection and game affect adaptation. In addition, we provide a taxonomy of terms, methods and approaches used across the four phases of the affective game loop and situate the field within this taxonomy. We continue with a comprehensive review of available affect data collection methods with regards to gaming interfaces, sensors, annotation protocols, and available corpora. The paper concludes with a discussion on the current limitations of affective game computing and our vision for the most promising future research directions in the field

    Graduate Research Fair Program, 2005

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    Emocionalni procesi kao osnova razlikovanja psihopatije i sadizma

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    Introduction. Psychopathy and sadism represent overlapping, albeit distinct dark traits. They generally affect interpersonal interactions negatively, and bring damage to other individuals. They are both associated with aggressive and antisocial behavior, and deficient emotional processes. Psychopathy is usually characterized by deficits in experiencing negative emotions and difficulty to recognize them. This leads to a difficulty in inhibiting socially unacceptable behaviors. Unlike psychopathy, sadism is still less investigated. This trait holds enjoyment in other’s suffering at its core, which is tightly related to achieving pleasure. Sadistic individuals have intensified positive response to violence, and it is believed this is source of their motivation to torture others. For this reason, it is suggested they probably have normal or better ability to recognize emotional expressions, along with getting positive reaction to distress of others. Study objective. The main objective of the first study was to explore psychopathy and sadism in relation to emotional experience and aspects of social cognition, such as emotion perception and implicit emotional associations with violence. The main goal of our second study was to explore these traits in context of everyday emotional experience and situational characteristics. Method. Data for our first study were collected on a sample of 235 university students using self-report measures of psychopathy and sadism (and Brutality as additional trait), and tasks covering different aspects of emotion-related processes – emotion perception, explicit emotional responses to violent and peaceful stimuli, and implicit emotional associations to violent and peaceful stimuli. Our second study relied on Day Reconstruction Method administered to a subsample of 67 undergraduate students. In two days, we collected 1340 episodes comprising emotional experience in everyday context, situational ratings, and measures capturing subjective effects of interpersonal interactions. These were studied in relation with psychopathy, sadism, and additional dark traits (narcissism, Machiavellianism, Brutality). Results. Results of our first study indicate differential relations of psychopathy and sadism with emotion perception ability. We confirmed broader deficit in psychopathy, with Cognitive responsiveness and Affective responsiveness as traits most robustly showing negative relations with this ability. On the other hand, sadism showed a positive contribution to identification of emotional expressions. In terms of emotional response to violence, we established different emotional profiles of psychopathic and sadistic individuals – while psychopaths have issues with appropriately generating negative emotions, sadistic individuals are characterized by positive reactivity to violence. Finally, using the implicit paradigm, we primarily showed relations with psychopathy, suggesting easier associating of pleasant emotions with violence. Our second study used multilevel modeling to determine intra and inter-individual variance of dark traits and their cross-situational relations with emotional experience. 6 Even though we did not confirm several of our assumptions, especially regarding psychopathy, we showed sadism has links with general negative affectivity, perceived negativity, and adversity of experienced situations with perceived emotional distress. Conclusion. Our results are mostly reflecting the existing literature on psychopathic traits, and add novel information to growing literature on sadistic traits. Especially relevant are the established differences in emotional processes between these traits. Furthermore, our diary study represents the first one to apply this method in research of sadismRezime Uvod. Psihopatija i sadizam su crte ličnosti sa izvesnim stepenom preklapanja, ali ujedno i distinktnim karakteristikama. Negativno utiču na međuljudske odnose i nanose ĆĄtetu drugim pojedincima. Takođe, povezane su sa agresivnim i antisocijalnim ponaĆĄanjem, kao i sa deficitarnim emotivnim procesima. Psihopatiju obic no karakteris u deficiti u doz ivljavanju negativnih emocija i tes koc e u njihovom prepoznavanju. Takav emotivni obrazac dovodi do potes koc a u inhibiciji socijalno neprihvatljivog ponas anja. a razliku od psihopatije, sadizam je manje istraĆŸen. Ova crta u svojoj suĆĄtini svodi se na uĆŸivanje u tuđoj patnji, ĆĄto je usko povezano sa postizanjem zadovoljstva. Sadistički pojedinci imaju intenziviran pozitivan odgovor na nasilje i pretpostavlja se da je to izvor njihove motivacije da muče druge. To je razlog zbog kojeg se sugeriĆĄe da verovatno imaju normalnu ili bolju sposobnost prepoznavanja emocionalnih izraza, uz istovremenu pozitivnu reakciju na patnju drugih. Cilj. Osnovni cilj prve studije bio je istraĆŸivanje psihopatije i sadizma u vezi sa emocionalnim iskustvom i aspektima socijalne kognicije, kao ĆĄto su percepcija emocija i implicitne emocionalne asocijacije sa nasiljem. NaĆĄe drugo istraĆŸivanje bilo je pak usmereno na ispitivanje tih osobina u kontekstu svakodnevnog emocionalnog iskustva i situacionih karakteristika. Metod. Podaci za naĆĄu prvu studiju prikupljeni su na uzorku od 235 univerzitetskih studenata pomoću self-report mera psihopatije i sadizma, i brutalnosti (kao dodatne crte), i zadataka koji pokrivaju različite aspekte emocionalnih procesa - percepciju emocija, eksplicitne emocionalne reakcije na nasilne i miroljubive stimuluse, kao i implicitne emocionalne asocijacije na nasilne i miroljubive stimuluse. NaĆĄa druga studija oslanja se se na metodu rekonstrukcije dana koja je primenjena na poduzorku od 67 dodiplomskih studenata. U dva dana prikupili smo 1.340 epizoda koje uključuju emocionalno iskustvo u svakodnevnom kontekstu, procene situacija i mere subjektivnih efekata međuljudskih interakcija. Te mere su proučavane su u vezi sa psihopatijom, sadizmom i ostalim mračnim crtama (narcizam, makijavelijanizam, brutalnost). Rezultati. Rezultati prvog istraĆŸivanja ukazuju na različite odnose psihopatije i sadizma sa sposobnostima percepcije emocija. Kod psihopatije, potvrdili smo s iri deficit, sa kognitivnom i afektivnom responzivnos c u kao crtama koje pokazuju najkonzistentnije negativne odnose sa tom sposobnos c u. S druge strane, sadizam je pokazao pozitivan doprinos u identifikaciji emocionalnih izraza. U pogledu emocionalnog odgovora na nasilje, uspostavili smo razlic ite emocionalne profile psihopatskih i sadistic kih pojedinaca - dok psihopate imaju problema sa odgovarajuc im generisanjem negativnih emocija, sadistic ke osobe karakteris e pozitivna reaktivnost na nasilje. Najzad, koristec i implicitnu paradigmu, prvenstveno smo pokazali odnose sa psihopatijom, sugeriĆĄući lakĆĄe povezivanje prijatnih emocija sa nasiljem. Zaključak. NaĆĄi rezultati u celini odslikavaju postojec u literaturu o psihopatskim crtama i rastućim istraĆŸivanjima na temu sadističkih crta. Posebno su relevantne utvrđene razlike u emocionalnim procesima između te dve crte ličnosti. Konačno, naĆĄa naĆĄa dnevnička studija predstavlja je prva koja je primenila ovu metodu u istraĆŸivanju sadizm

    Violent dad in child shoes: a moment before : ViDaCS serious game in a multi-dimensional action research promoting awareness about gender-based violence perpetrators

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    [Italiano]:Il volume descrive obiettivi, strategie e azioni di ViDaCS (Padri nei panni di un figlio/a), il progetto (numero 810449) iscritto nel programma europeo REC (Diritti, Eguaglianza e Cittadinanza 2014-2020). Il sottotitolo, Un momento prima, pone l’attenzione su un protocollo innovativo per il controllo delle emozioni da parte di padri autori di violenza domestica. Esso risponde alla finalità di prevenire e contrastare la violenza di genere attraverso il “trattamento degli autori”, al fine di prevenire tale comportamento e la sua reiterazione. Il volume scaturisce da un'esperienza collettiva, volta a presentare il modello ecologico VidaCS insieme a interventi di formazione e di trattamento degli autori di violenza; ù un'esperienza vissuta nei panni del bambino/a che assiste alla violenza del padre, proponendo scene domestiche alternative in cui il padre possa fermarsi un attimo prima di compierla. Peculiarità del volume ù proporre all’autore di violenza la autoregolamentazione delle emozioni sottostanti ai suoi comportamenti attraverso un gioco immersivo con tecnologie 4.0 ./[English]: The volume describes the goals, strategies and actions of ViDaCS (Violent Dad in Child’s Shoes), a project framed in the European Programme REC (Rights, Equality and Citizenship Programme 2014-2020), namely project grant number 810449.Its subtitle is A Moment Before to focus on developing an innovative multi- agency protocol for the self-assessment of intimate violence by perpetrators; it addresses the EU call purpose of preventing and combating gender-based violence under the main priority of “Treatment of perpetrators”, in order to prevent reoffending.ViDaCS’ book is a collective experience presenting an ecological model explaining gender-based violence, training and intervention issues on this topic; it is an experience, in the shoes of the child witnessing domestic violence, proposing alternative “domestic scenes”where the father decides and assumes “new” behaviours that avoid violent behaviour. Moreover it present and discuss a self-assessment of emotional burden and violent behaviour based on exploratory and 4.0 CTS serious game
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