62 research outputs found
Preferences, emotions, and visual attention in the first-person shooter game experience
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 playersâ 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 viewersâ eye movements.
In Study I, the role of visual attention skills in viewing FPS gameplay videos was explored. The results showed that viewersâ 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. Participantsâ 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 playersâ preferences and visual attention skills.Mieltymykset, tunteet ja nÀönvarainen tarkkaavuus ensimmĂ€isen persoonan ammuntapelien pelikokemuksessa
EnsimmÀisen persoonan ammuntapelit (FPS-pelit) ovat sekÀ yksi suosituimmista ettÀ pahamaineisimmista digitaalisten pelien genreistÀ. Ne sisÀltÀvÀt voimakasta tunnepitoista sisÀltöÀ ja vaativat ÀÀrimmÀistÀ nÀönvaraista tarkkaavuutta. NÀiden seikkojen takia toiset arvostavat ja toiset paheksuvat kyseisiÀ pelejÀ. TÀssÀ vÀitöskirjassa tutkittiin yksilöllisiÀ eroja FPS-pelien pelikokemuksessa selvittÀmÀllÀ, kuinka mieltymykset vÀkivaltaisiin pelidynamiikkoihin (esimerkiksi mieltymykset ampumiseen, tappamiseen ja rÀjÀyttÀmiseen) vaikuttavat pelaajien tunnetiloihin ja kokemuksiin uteliaisuudesta, elinvoimaisuudesta ja minÀpystyvyydestÀ. TÀmÀn lisÀksi vÀitöskirjassa tutkittiin silmÀnliikkeitÀ tarkastelemalla kuinka nÀönvaraisen tarkkaavuuden taidot ovat yhteydessÀ FPS-pelivideoiden katseluun.
Tutkimuksessa I tarkasteltiin, miten nÀönvaraisen tarkkaavuuden taidot vaikuttavat FPS-pelivideoiden katseluun. Tutkimuksessa havaittiin, ettÀ silmÀnliikkeet etenivÀt laajemmasta ja hajaantuneemmasta silmÀilystÀ kohti pinta-alaltaan pienempÀÀ ja lÀhempÀnÀ nÀytön keskustaa olevaa aluetta. LisÀksi erilaisten pelitapahtumien visuaaliset ominaisuudet ja huomiota herÀttÀvyys suuntasivat silmÀnliikkeitÀ. Yksilölliset erot nÀönvaraisen tarkkaavuuden taidoissa (tÀssÀ tutkimuksessa taidot seurata useita liikkuvia kohteita, etsiÀ kohteita ja nÀhdÀ nopeasti perÀkkÀin ilmestyviÀ kohteita) olivat yhteydessÀ siihen, miten katselija tarkasteli pelinÀkymÀÀ. NÀönvaraisen tarkkaavuuden taitojen yhteys silmÀnliikkeisiin tuli esiin etenkin visuaalisesti toisistaan erottuvien pelitapahtumien aikana. Yhteenvetona tutkimuksen tulokset osoittivat, ettÀ tietyt nÀönvaraisen tarkkaavuuden taidot ennustavat silmÀnliikkeitÀ FPS-pelivideon katselun aikana.
Tutkimuksessa II selvitettiin, ovatko pelidynamiikkamieltymykset ja FPS-peliin liittyvÀt tunnereaktiot yhteydessÀ toisiinsa. Tutkimukseen osallistujien sykettÀ, ihon sÀhkönjohtavuutta ja kasvolihasten sÀhköistÀ aktiivisuutta mitattiin indikaatioina tunnereaktioista sekÀ pelaamisen (aktiivinen osallistuminen) ettÀ pelivideon katselun (passiivinen tarkkailu) aikana. Osallistujat myös arvioivat oman tunnetilansa koettua virittÀvyyttÀ ja valenssia. Tulokset osoittivat, ettÀ yksilöiden vÀlillÀ oli eroja fysiologisissa tunteisiin liittyvissÀ reaktioissa riippuen siitÀ, millaiset pelidynamiikkamieltymykset heillÀ oli. TÀmÀ nÀkyi erityisesti fysiologisissa autonomisen hermoston tilaa kuvaavissa mittareissa. VÀkivaltaisista dynamiikoista pitÀvillÀ osallistujilla oli suhteellisen tasainen fysiologisen aktivaation taso sekÀ pelatessa ettÀ pelivideota katsellessa. Sen sijaan niillÀ osallistujilla jotka eivÀt pitÀneet vÀkivaltaisista dynamiikoista oli kaiken kaikkiaan korkeampi fysiologisen aktivaation taso pelatessa kuin pelivideota katsellessa, ja aktivaation taso kasvoi ajan kuluessa molemmissa tilanteissa. Kasvojen lihasten sÀhköiseen toimintaan liittyvÀt tulokset niin ikÀÀn osoittivat, ettÀ vÀkivaltaisista dynamiikoista pitÀvien ja niitÀ vieroksuvien henkilöiden vÀlillÀ oli eroja. Tulokset olivat kuitenkin jossain mÀÀrin ristiriitaisia: vÀkivaltaisista dynamiikoista pitÀvillÀ osallistujilla negatiivista valenssia indikoiva corrugator supercilii -lihaksen aktiivisuus lisÀÀntyi ajan kuluessa huomattavasti. Sen sijaan osallistujilla jotka eivÀt pitÀneet vÀkivaltaisista dynamiikoista corrugator supercilii -lihaksen aktiivisuuden lisÀÀntyminen oli lievempÀÀ. Pelidynamiikkamieltymykset eivÀt olleet yhteydessÀ osallistujien omiin arvioihin tunnekokemuksen virittÀvyydestÀ ja valenssista. TÀten tulokset osoittivat, ettÀ pelidynamiikkamieltymykset olivat yhteydessÀ fysiologisiin vasteisiin, mutta niitÀ ei voida kÀyttÀÀ tÀysin mutkattomina mittareina tunteista pelikontekstissa.
Tutkimuksessa III tarkasteltiin pelidynamiikkamieltymysten yhteyttÀ uteliaisuuden, elinvoimaisuuden ja minÀpystyvyyden kokemuksiin elÀmÀssÀ ylipÀÀtÀÀn ja FPS-pelin pelaamiseen liittyen. Tutkimuksessa havaittiin, ettÀ uteliaisuus, elinvoimaisuus ja tunteen valenssi olivat samankaltaiset sekÀ elÀmÀssÀ ylipÀÀtÀÀn ettÀ pelatessa mikÀli pelaaja suhtautui vÀkivaltaisiin dynamiikkoihin neutraalisti tai jonkin verran positiivisesti. TÀllaisilla pelaajilla minÀpystyvyys oli kuitenkin jonkin verran alhaisempi pelitilanteessa verrattuna elÀmÀÀn ylipÀÀtÀÀn. Sen sijaan pelaajat jotka eivÀt pitÀneet vÀkivaltaisista dynamiikoista arvioivat kaikkien nÀiden kokemusten olevan selvÀsti huonompia pelatessa. Pelidynamiikkamieltymykset olivat siis yhteydessÀ laajempiin reflektiivisiin kokemuksiin pelaamisesta.
VÀitöstutkimuksen tulokset auttavat ymmÀrtÀmÀÀn, miksi pelikokemuksessa on yksilöllistÀ vaihtelua: pelaajat ja katsojat eroavat taidoiltaan ja mieltymyksiltÀÀn. NÀmÀ taidot ja mieltymykset ovat yhteydessÀ siihen, millÀ tavoin pelaajat ja katselijat kiinnittÀvÀt huomiota peliin ja minkÀlaisia tunnereaktioita ja kokemuksia heillÀ on. NÀiden seikkojen huomioiminen on tÀrkeÀÀ FPS-pelien psykologisten vaikutusten ja peleihin liittyvien eriÀvien mielipiteiden ymmÀrtÀmiseksi. Tuloksilla on lisÀksi merkitystÀ pelisuunnittelulle, sillÀ ne osoittavat, ettÀ pelaajat reagoivat eri tavoin pelisisÀltöihin. TÀmÀn vuoksi voisi olla hyödyllistÀ muovata pelisisÀltöjÀ yksilöllisesti pelaajien mieltymysten ja nÀönvaraisen tarkkaavuuden taitojen mukaan
Implicit Fear-based Virtual Reality Exposure Therapy Paradigm for Use in Low Income Environments.
Mechanical and Mechatronic Engineerin
Physiological Self Regulation with Biofeedback Games
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 userâs 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
Developing video games is an iterative and demanding process. It is difficult to achieve the goal of most video games â to be enjoyable, engaging and to create revenue for game developers â 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 playerâs 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
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
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 userâs 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
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
Emocionalni procesi kao osnova razlikovanja psihopatije i sadizma
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 otherâs 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 â
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 â 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 liÄnosti sa izvesnim stepenom preklapanja, ali ujedno i
distinktnim karakteristikama. Negativno utiÄu na meÄuljudske odnose i nanose ĆĄtetu
drugim pojedincima. TakoÄe, 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 tuÄoj
patnji, ĆĄto je usko povezano sa postizanjem zadovoljstva. SadistiÄki pojedinci imaju
intenziviran pozitivan odgovor na nasilje i pretpostavlja se da je to izvor njihove motivacije
da muÄe 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 pomoÄu self-report mera psihopatije i sadizma, i brutalnosti (kao dodatne crte), i
zadataka koji pokrivaju razliÄite 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
ukljuÄuju emocionalno iskustvo u svakodnevnom kontekstu, procene situacija i mere
subjektivnih efekata meÄuljudskih interakcija. Te mere su prouÄavane su u vezi sa
psihopatijom, sadizmom i ostalim mraÄnim crtama (narcizam, makijavelijanizam,
brutalnost).
Rezultati. Rezultati prvog istraĆŸivanja ukazuju na razliÄite 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, sugeriĆĄuÄi lakĆĄe povezivanje prijatnih
emocija sa nasiljem.
ZakljuÄak. NaĆĄi rezultati u celini odslikavaju postojec u literaturu o psihopatskim crtama i
rastuÄim istraĆŸivanjima na temu sadistiÄkih crta. Posebno su relevantne utvrÄene razlike u
emocionalnim procesima izmeÄu te dve crte liÄnosti. KonaÄno, naĆĄa naĆĄa dnevniÄka 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
[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 lâattenzione su un protocollo innovativo per il controllo delle emozioni da parte di padri autori di violenza domestica. Esso risponde alla finalitĂ di prevenire e contrastare la violenza di genere attraverso il âtrattamento degli autoriâ, 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; Ăš 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. PeculiaritĂ del volume Ăš proporre allâautore 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 Childâs 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 âTreatment of perpetratorsâ, in order to prevent reoffending.ViDaCSâ 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 âdomestic scenesâwhere the father decides and assumes ânewâ 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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