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17
The affect system has parallel and integrative processing components: Form follows function
- Journal of Personality and Social Psychology
, 1999
"... The affect system has been shaped by the hammer and chisel of adaptation and natural selection such that form follows function. The characteristics of the system thus differ across the nervous system as a function of the unique constraints existent at each level. For instance, although physical limi ..."
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Cited by 27 (2 self)
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The affect system has been shaped by the hammer and chisel of adaptation and natural selection such that form follows function. The characteristics of the system thus differ across the nervous system as a function of the unique constraints existent at each level. For instance, although physical limitations constrain behavioral expressions and incline behavioral predispositions toward a bipolar (good—bad, approach—withdraw) organization, these limiting conditions lose their power at the level of underlying mechanisms. According to the authors ' model of evaluative space ( J. T. Cacioppo & G. G. Berntson, 1994; J. T. Cacioppo, W. L. Gardner, & G. G. Berntson, 1997), the common metric governing approach—withdrawal is generally a single dimension at response stages that itself is the consequence of multiple operations, such as the activation function for positivity (appetition) and the activation function for negativity (aversion), at earlier affective processing stages.
Can people feel happy and sad at the same time
- Journal of Personality and Social Psychology
, 2001
"... The authors investigated whether people can feel happy and sad at the same time. J. A. Russell and J. M. Carroll's (1999) circumplex model holds that happiness and sadness are polar opposites and, thus, mutually exclusive. In contrast, the evaluative space model ( J. T. Cacioppo & G. G. Berntson, 19 ..."
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Cited by 15 (4 self)
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The authors investigated whether people can feel happy and sad at the same time. J. A. Russell and J. M. Carroll's (1999) circumplex model holds that happiness and sadness are polar opposites and, thus, mutually exclusive. In contrast, the evaluative space model ( J. T. Cacioppo & G. G. Berntson, 1994) proposes that positive and negative affect are separable and that mixed feelings of happiness and sadness can co-occur. The authors both replicated and extended past research by showing that whereas most participants surveyed in typical situations felt either happy or sad, many participants surveyed immediately after watching the film Life Is Beautiful, moving out of their dormitories, or graduating from college felt both happy and sad. Results suggest that although affective experience may typically be bipolar, the underlying processes, and occasionally the resulting experience of emotion, are better characterized as bivariate. Just as black is the opposite of white, happiness seems to be the opposite of sadness. The two emotions differ in almost every respect. Those who are satisfied with their current state typically feel happy; those who are dissatisfied feel sad ( Russell & Carroll, 1999). Those who get what they want feel happy; those who do not feel sad ( Shaver, Schwartz, Kirson, & O'Connor, 1987). When people are happy they generally smile, laugh, and seek out others; when they are sad they frown, cry, and withdraw from others ( Shaver et al., 1987). Given such sharp contrasts between happiness and sadness, models of affect typically conceptualize the two emotions as diametric opposites (e.g., R. J. Larsen & Diener,
Emotional Response Patterns and Sense of Presence during Video Games: Potential Criterion Variables for Game Design
- in Proceedings of the Third Nordic Conference on Human-Computer Interaction (Tampere, October 2004), ACM
, 2004
"... We investigated the emotional response patterns and sense of presence elicited by video games with different characteristics (i.e., Tetris, Super Monkey Ball 2, Monkey Bowling 2, and James Bond 007: NightFire) among 37 undergraduates. We also examined the moderating influence of the sensation seekin ..."
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Cited by 8 (1 self)
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We investigated the emotional response patterns and sense of presence elicited by video games with different characteristics (i.e., Tetris, Super Monkey Ball 2, Monkey Bowling 2, and James Bond 007: NightFire) among 37 undergraduates. We also examined the moderating influence of the sensation seeking and self-forgetfulness traits on the responses. Participants self-reported their emotional responses, defined in terms of joy, pleasant relaxation, anger, fear, and depressed feeling, and sense of presence. The results showed that games with different characteristics elicit differential emotional response patterns, and the engagement elicited by the games varies as a function of the Sensation Seeking trait of the player. Measuring emotional response patterns may have practical implications for game design, given that they give information on the game characteristics that maximize entertainment and pleasure, and may potentially be used in pre-testing different versions of the games. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee.
Review on psychophysiological methods in game research
- Proc. of 1st Nordic DiGRA, DiGRA
, 2010
"... This paper reviews the psychophysiological method in game research. The use of psychophysiological measurements provides an objective, continuous, real-time, non-invasive, precise, and sensitive way to assess the game experience, but for best results it requires carefully controlled experiments, lar ..."
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Cited by 5 (0 self)
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This paper reviews the psychophysiological method in game research. The use of psychophysiological measurements provides an objective, continuous, real-time, non-invasive, precise, and sensitive way to assess the game experience, but for best results it requires carefully controlled experiments, large participant samples and specialized equipment. We briefly explain the theory behind the method and present the most useful measures. We review previous studies that have used psychophysiological measures in game research, and provide future directions.
Incorporating facial emg emotion measures as feedback in the software design process
- In Proc. Human Computer Interaction Consortium
, 2005
"... Facial electromyography (EMG) has been used in marketing research to measure emotional reaction to brand and advertising. This paper reports on two studies that bring EMG to HCI. We demonstrate the usefulness of measuring involuntary emotional reaction at key product purchase evaluative stages: firs ..."
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Cited by 2 (0 self)
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Facial electromyography (EMG) has been used in marketing research to measure emotional reaction to brand and advertising. This paper reports on two studies that bring EMG to HCI. We demonstrate the usefulness of measuring involuntary emotional reaction at key product purchase evaluative stages: firstimpression (aesthetic) and during use (interaction).
THE STRUCTURE OF ESTONIAN CONCEPTS OF EMOTION: A SELF-ORGANIZATIONAL APPROACH
"... Abstract. The aim of the study was to test the hypothesis that the way of approaching Estonian concepts of emotion may influence their emergent structure. One hundred participants assessed the semantics of 24 words in two different tests that provided access to the concepts from two different levels ..."
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Abstract. The aim of the study was to test the hypothesis that the way of approaching Estonian concepts of emotion may influence their emergent structure. One hundred participants assessed the semantics of 24 words in two different tests that provided access to the concepts from two different levels of representation of knowledge of emotions. The first task addressed the semantic interrelations of emotion terms (synonymy and antonymy) and the second addressed the qualities of emotional experience as measured on seven scales. The results were visualized by self-organizing maps, revealing two visually different topological layouts, where coherence of the conceptual structure was recognizable only in general terms. Two main clusters, positivity and negativity, were found in both maps. In addition, a cluster of alertness emerged while the concepts were accessed through the interrelations of emotion words. There was much less coherence for local neighbourhood relations. That is, relations which coincided on both maps were identified only in approximately half of the cases.
Origins of Purpose in Life: Refining our Understanding of a Life Well Lived
"... Purpose can be characterized as a central, self-organizing life aim. Central in that when present, purpose is a predominant theme of a person’s identity. Selforganizing in that it provides a framework for systematic behavior patterns in everyday life. As a life aim, a purpose generates continual goa ..."
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Purpose can be characterized as a central, self-organizing life aim. Central in that when present, purpose is a predominant theme of a person’s identity. Selforganizing in that it provides a framework for systematic behavior patterns in everyday life. As a life aim, a purpose generates continual goals and targets for efforts to be devoted. A purpose provides a bedrock foundation that allows a person to be more resilient to obstacles, stress, and strain. In this paper, we outline a theoretical model of purpose development. Besides outlining various essential ingredients to creating a purpose in life, we describe three broad pathways. The first process is proactive involving effort over time and only resulting in a purpose after gradual refinement and clarification. The second process is reactive involving a transformative life event where a purpose arises and adds clarity to the person's life. The third process is social learning- involving the formation of purpose through observation, imitation, and modeling. Our aim is to stimulate more research on this higher-level construct in the architecture of personality.
opposite affects?
, 2005
"... Abstract Within the debate on the structure of affect, a consensus began emerging in the last decade regarding the bipolarity of happiness–sadness. We argue that this consensus is premature. Focusing on the psychometrics of momentary affect, particularly happiness and sadness, and using a simulation ..."
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Abstract Within the debate on the structure of affect, a consensus began emerging in the last decade regarding the bipolarity of happiness–sadness. We argue that this consensus is premature. Focusing on the psychometrics of momentary affect, particularly happiness and sadness, and using a simulation study, a large-scale data set, and 2 experiments manipulating affect, we plot a map of affective space that departs from the consensus. One key departure is the finding that happiness and sadness are not bipolar opposites. Another is that nonuniform skewness plays a major role in studies of affective structure, but can be addressed with appropriate analyses.

