22,711 research outputs found
Effects of positive mood on attentional breadth for emotional stimuli
Although earlier studies have related positive emotions to affentional broadening, recent findings point out the complexity of this relation and show that these broadening effects interact with factors such as characteristics of the information that is presented. Besides stimuli characteristics, individual characteristics such as the presence of depressive symptoms could also influence the broadening effects as depressive symptoms have previously been related to a more narrow attentional scope. Therefore, the aim of this study was to further investigate the affentional broadening effects of positive emotions, testing whether this is influenced by the emotional valence of the information presented and secondly, how the presence of depressive symptoms might interact with this relationship. We used a performance based measure to assess fluctuations in affentional broadening for positive, neutral, and negative stimuli. We assessed the presence and severity of depressive symptoms in an unselected study sample and tested whether these symptoms moderate the relationship between induced positive mood and affentional breadth for emotional information. Results showed no direct relation between positive mood and affentional breadth, regardless of the emotional valence of the stimuli. However, the presence of depressive symptoms moderated this relationship in such a way that among low levels of depressive symptoms, positive mood was related to attentional broadening specifically when positive information was presented, while at high levels of depressive symptoms this relation was reversed. The current findings suggest that both stimuli characteristics, individual characteristics and their interplay should be taken into account when investigating the broadening effects of positve emotions
Sentiment Analysis in Social Streams
In this chapter we review and discuss the state of the art on sentiment analysis in social streams âsuch as web forums, micro-blogging systems, and so- cial networksâ, aiming to clarify how user opinions, affective states, and intended emotional effects are extracted from user generated content, how they are modeled, and how they could be finally exploited. We explain why sentiment analysis tasks are more difficult for social streams than for other textual sources, and entail going beyond classic text-based opinion mining techniques. We show, for example, that social streams may use vocabularies and expressions that exist outside the main- stream of standard, formal languages, and may reflect complex dynamics in the opinions and sentiments expressed by individuals and communities
Student interactions in online discussion forums: their perception on learning with business simulation games
Digital technology offers new teaching methods with controversial results over learning. They allow students to develop a more active participation in their learning process although it does not always drive to unequivocal better learning outcomes. This study aims to offer additional evidence on the contribution of business simulation games to students' learning outcomes, considering student interactions in online discussion forums. We conducted a qualitative research with the online discussion forums of 5 different courses at bachelor and master levels, which involves 41 students' teams. The final sample was composed of 3681 messages posted by the students. The results reveal that some generic and specific managerial skills exert a positive influence on learning outcomes. Students mostly highlighted teamwork, decision-making, information processing, reaching agreements, and dealing with uncertainty as the most relevant contributions of the game towards their learning. These results have instructional and pedagogical implications for determining the best way to enhance students' motivation and learning outcomes when using digital technology methods, which involves recommendations that affect their design and monitoring
Sentiment Analysis in Social Streams
In this chapter, we review and discuss the state of the art on sentiment
analysis in social streamsâsuch as web forums, microblogging systems, and social
networks, aiming to clarify how user opinions, affective states, and intended emo tional effects are extracted from user generated content, how they are modeled, and
howthey could be finally exploited.We explainwhy sentiment analysistasks aremore
difficult for social streams than for other textual sources, and entail going beyond
classic text-based opinion mining techniques. We show, for example, that social
streams may use vocabularies and expressions that exist outside the mainstream of
standard, formal languages, and may reflect complex dynamics in the opinions and
sentiments expressed by individuals and communities
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Game Transfer Phenomena in video game playing: a qualitative interview study
Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what we describe as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games sometimes triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations
Saying the unsayable: the online expression of mothers' anger during a pandemic.
This article investigates key triggers for mothers' anger during the COVID-19 pandemic and some of the positive and negative consequences of its expression online. It uses the UK online parenting forum Mumsnet as a research context and source of data. Our findings support previous research into mothers' anger during COVID-19 that suggests that the pandemic has both exacerbated longstanding sources of conflict and created new ones within their homes. This anger is frequently repressed because women need to continue to work and cohabit with the colleagues and family members who have caused this anger. However, we also identify a further trigger for mothers' anger â their frustration at the government's perceived inaction and mis- or even dis-information about the pandemic. This anger can be exacerbated by mainstream media reports and also the sharing of suspicions and complaints on online forums such as Mumsnet. Mumsnet therefore offers a safe space for the venting of women's anger during lockdown, but also a place where feelings of anger can be perpetuated and perhaps even aroused
Compassion, Dominance/Submission, and Curled Lips: A Thematic Analysis of Dacryphilic Experience
Paraphilias are often discussed in the psychological literature as pathological problems, yet relatively little research exists that looks into non-pathological paraphilias (i.e., non-normative sexual interests). Empirical evidence suggests that many individuals incorporate a range of non-normative sexual interests into their sexual lifestyles. Dacryphilia is a non-normative sexual interest that involves enjoyment or arousal from tears and crying, and to date has never been researched empirically. The present study set out to discover the different interests within dacryphilia and explore the range of dacryphilic experience. A set of online interviews was carried out with individuals with dacryphilic preferences and interests (six females and two males) from four countries. The data were analysed for semantic and latent themes using thematic analysis. The respondents' statements focused attention on three distinct areas that may be relevant to the experience of dacryphilia: (i) compassion; (ii) dominance/submission; and (iii) curled-lips. The data provided detailed descriptions of features within all three interests, which are discussed in relation to previous quantitative and qualitative research within emotional crying and tears, and the general area of non-normative sexual interests. The study suggests new directions for potential research both within dacryphilia and with regard to other non-normative sexual interests
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