123 research outputs found

    The Winner Doesn’t Take It All: Analyzing Audience Responses to an Inspirational Sports Narrative

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    Applying a dual-process rationale, this study explored the cognitive and affective mechanisms involved in the processing of hedonic versus eudaimonic film clips and their putatively distinct inspirational effects. The two types of narratives were operationalized in terms of complete and incomplete goal satisfaction in the film endings. Participants either watched the final boxing match from Rocky, where the protagonist loses the fight, but achieves self-mastery and finds love (eudaimonic narrative) or from Rocky II, where he wins against his opponent (hedonic narrative). A combination of continuous measures of how pleasant participants felt (slider ratings) and psychophysiological measures (heart rate, galvanic skin response [GSR], pulse volume amplitude [PVA]) indicating cognitive load and arousal was used to track the audience responses while watching a compilation of the same intro and the different fight versions. Results revealed that arousal was more strongly associated with participants’ affective scores during the hedonic (winning) version than during the eudaimonic (losing) one. Furthermore, participants experience more positive affect and arousal after watching the protagonist win the match compared to those that watched him lose. Lastly, participants in the eudaimonic condition were more likely to be inspired to exercise afterward. Implications of our results are discussed

    Why so serious? On the relation of serious games and learning

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    Serious games have become a key segment in the games market as well as in academic research. Although the number of games that identify themselves as belonging to this category as well as the research done on their effects has been rapidly growing, there has thus far been no attempt to define all of the various opportunities that digital games provide for learning. To address this issue we look at existing definitions of serious games and their potential for learning. We identify the shortcomings of existing definitions and typologies. We discuss opportunities for an educational use of serious games which have been marginalized so far and develop a more flexible classification system for serious games in order to include commercial-off-the-shelf (COTS) games for learning purposes and description options for future developments of gaming technology. This classification system for digital and serious games uses labels and tags as a preferable solution instead of fixed genre categories. The aim of this paper is to move the focus from what serious games and their uses for learning currently are to what they can be

    Eyes on the mind : investigating the influence of gaze dynamics on the perception of others in real-time social interaction

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    ACKNOWLEDGMENTS This study was partially supported by a grant of the Köln Fortune Program of the Medical Faculty at the University of Cologne to Leonhard Schilbach and by a grant “Other Minds” of the German Ministry of Research and Education to Kai Vogeley. The authors would like to thank Stephanie Alexius and Leonhard Engels for their assistance in data collection.Peer reviewedPublisher PD

    Why we interact : on the functional role of the striatum in the subjective experience of social interaction

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    Acknowledgments We thank Neil Macrae and Axel Cleeremans for comments on earlier versions of this manuscript. Furthermore, we are grateful to Dorothé Krug and Barbara Elghahwagi for their assistance in data acquisition. This study was supported by a grant of the Köln Fortune Program of the Medical Faculty at the University of Cologne to L.S. and by a grant “Other Minds” of the German Ministry of Research and Education to K.V.Peer reviewedPreprin

    The Power of a Good Story: Narrative Persuasion in Extremist Propaganda and Videos against Violent Extremism

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    The perceived threat of extremist online propaganda has generated a need for countermeasures applicable to large audiences. The dissemination of videos designed to counter violent extremism (CVE videos) is widely discussed. These videos are often described as “counter-narratives,” implying that narrativity is a crucial factor for their effectiveness. Experimental research testing this assumption is rare and direct comparisons of narrativity effects between propaganda and CVE videos are lacking. To fill this gap, we conducted two experiments (one in a laboratory and one online) in which we confronted German participants with different religious affiliations and from various cultural backgrounds (NStudy 1 = 338 and NStudy 2 = 155) with Islamist extremist or right-wing extremist propaganda videos and with corresponding CVE videos. The results confirmed that narrativity (a) increases persuasive processing of propaganda and CVE videos, (b) fosters amplification intentions regarding these videos, and (c) increases attraction to extremists versus counter-activists. Thus, our studies highlight the crucial role of narrativity in both extremist propaganda and video-based CVE approaches

    Watching down cortisol levels? Effects of movie entertainment on psychophysiological recovery

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    Research on recovery from stress demonstrated that entertaining movies increase psychological detachment and relaxation. In addition, entertainment experiences foster feelings of vitality and thereby contribute to well-being. The current study tested whether movies can be beneficial after stressful situations in order to recover. Saliva cortisol was assessed to relate a physiological measure to experiences of recovery and vitality. In an experiment (N = 60), participants were stressed before they either watched a hedonic, a eudaimonic, or a calm, neutral movie. Results demonstrated that media stimuli amplify recovery experiences when they convey more entertainment experiences (hedonic and/or eudaimonic). Further, cortisol levels influenced vitality by enhancing energetic arousal and affect. These results are discussed regarding the interpretation of physiological indicators to study work strain

    Urea production and turnover following the addition of AMP, CMP, RNA and a protein mixture to a marine sediment

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    The potential of adenosine 5′-monophosphate (AMP), cytidine 5′-monophosphate (CMP), 16S ribosomal RNA, and a protein (bovine serum albumin) to serve as substrates for bacterial urea production was evaluated in a defaunated, anoxic marine sediment. AMP, CMP and RNA stimulated urea production and urea turnover, but CMP to a lesser degree than AMP and RNA. The increase in urea production and turnover rates took place immediately after AMP, CMP, and RNA were added to the sediment. The rapid response in urea production and turnover rates suggests that the necessary uptake mechanisms and enzymes to utilize the substrates were present constitutively. Addition of the protein mixture did not result in any measurable changes in the urea pool size, urea turnover rate, or urea production rate during the 165 h of incubation. However, an increased and continuous net NH4+ production in the protein-amended sediment relative to the control sediment indicated that the added protein mixture was accessible for bacterial degradation. The results showed that purines and pyrimidines were substrates for the bacterial urea production in the marine sediment, whereas protein was not important for urea production

    Virtual character facial expressions influence human brain and facial EMG activity in a decision-making game

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    We examined the effects of the emotional facial expressions of a virtual character (VC) on human frontal electroencephalographic (EEG) asymmetry (putatively indexing approach/withdrawal motivation), facial electromyographic (EMG) activity (emotional expressions), and social decision making (cooperation/defection). In a within-subjects design, the participants played the Iterated Prisoner's Dilemma game with VCs with different dynamic facial expressions (predefined or dependent on the participant's electrodermal and facial EMG activity). In general, VC facial expressions elicited congruent facial muscle activity. However, both frontal EEG asymmetry and facial EMG activity elicited by an angry VC facial expression varied as a function of preceding interactional events (human collaboration/defection). Pre-decision inner emotional-motivational processes and emotional facial expressions were dissociated, suggesting that human goals influence pre-decision frontal asymmetry, whereas display rules may affect (pre-decision) emotional expressions in human-VC interaction. An angry VC facial expression, high pre-decision corrugator EMG activity, and relatively greater left frontal activation predicted the participant's decision to defect. Both post-decision frontal asymmetry and facial EMG activity were related to reciprocal cooperation. The results suggest that the justifiability of VC emotional expressions and the perceived fairness of VC actions influence human emotional responses.Peer reviewe

    A Non-Verbal Turing Test: Differentiating Mind from Machine in Gaze-Based Social Interaction

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    In social interaction, gaze behavior provides important signals that have a significant impact on our perception of others. Previous investigations, however, have relied on paradigms in which participants are passive observers of other persons’ gazes and do not adjust their gaze behavior as is the case in real-life social encounters. We used an interactive eye-tracking paradigm that allows participants to interact with an anthropomorphic virtual character whose gaze behavior is responsive to where the participant looks on the stimulus screen in real time. The character’s gaze reactions were systematically varied along a continuum from a maximal probability of gaze aversion to a maximal probability of gaze-following during brief interactions, thereby varying contingency and congruency of the reactions. We investigated how these variations influenced whether participants believed that the character was controlled by another person (i.e., a confederate) or a computer program. In a series of experiments, the human confederate was either introduced as naïve to the task, cooperative, or competitive. Results demonstrate that the ascription of humanness increases with higher congruency of gaze reactions when participants are interacting with a naïve partner. In contrast, humanness ascription is driven by the degree of contingency irrespective of congruency when the confederate was introduced as cooperative. Conversely, during interaction with a competitive confederate, judgments were neither based on congruency nor on contingency. These results offer important insights into what renders the experience of an interaction truly social: Humans appear to have a default expectation of reciprocation that can be influenced drastically by the presumed disposition of the interactor to either cooperate or compete
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