How was your day? The roles of gender and attachment style on couples' emotional responses to telling and hearing about positive and negative events of the day

2007 ◽  
Author(s):  
Angela Hicks ◽  
Lisa Diamond
2017 ◽  
Vol 37 (3) ◽  
pp. 267-287 ◽  
Author(s):  
Hannah Greving ◽  
Aileen Oeberst ◽  
Joachim Kimmerle ◽  
Ulrike Cress

Wikipedia emphasizes the objectivity of content. Yet, Wikipedia articles also deal with negative events that potentially elicit intense emotions. Undesirable outcomes (e.g., earthquakes) are known to elicit sadness, while undesirable outcomes caused by others’ actions (e.g., terrorist attacks) are known to elicit anger. Internet users’ emotional responses are likely to end up in Wikipedia articles on those events as characteristics of Internet users spill over to Wikipedia articles. Therefore, we expected that Wikipedia articles on terrorist attacks contain more anger-related and less sadness-related content than articles on earthquakes. We analyzed newly created Wikipedia articles about the two events (Study 1) as well as more current versions of those Wikipedia articles after the events had already happened (Study 2). The results supported our expectations. Surprisingly, Wikipedia articles on those two events contained more emotional content than related Wikipedia talk pages (Study 3). We discuss the implications for Wikipedia and future research.


2006 ◽  
Author(s):  
Elizabeth M. Sosa ◽  
Shadi Farahmand ◽  
Randi Garcia ◽  
Melody Madanipour ◽  
Husne Mirza

2018 ◽  
Author(s):  
Daniel Tom ◽  
Martijn Goudbeek ◽  
Monique Maria Henriettte Pollmann

This study investigates the relationship between the sentiment of news on social media and readers’ emotional response. We analyzed 1946 teaser headlines (‘New life for a dead language, as more public schools offer Latin’) from the Wall Street Journal’s Facebook page and determined their sentiment with the program VADER. We find that emotional headlines lead to more reactions than neutral headlines. The sentiment scores were systematically related to the emoji the readers attached to the headline (respectively those for ‘like’, ‘love’, ‘haha’, ‘wow’, ‘sad’, and ‘angry’). News with a negative sentiment is related to an increase in negative emotional responses by readers (as expressed in the emoji they use, ‘angry’ and ‘sad’) as compared to neutral and positive news. However, positive news does not result in an increase of positive affective responses (e.g., positive emoji) compared to neutral or negatively colored news. These results are in line with earlier positive-negative asymmetry findings, showing that negative events lead to a higher need for action than positive events. They also underscore the complexity of predicting emotional responses, because we also found some unexpected effects, such as the fact that a ‘haha’ response was given to both positive and negative headlines and that ‘wow’ responses were more prevalent with negative news. This study therefore contributes to our understanding of how people use emoji.


Author(s):  
Andrew MacLeod

Emotional states do not simply arise in response to events that have happened, but can arise when we think about what might happen in the future. These anticipatory affective states are mediated by distinct neural systems different from those involved in emotional responses to events as they occur. Hope and fear are the typical anticipatory feelings that arise in response to possibilities of future positive and negative events, respectively. Anticipatory feeling states are often quite subtle and elusive, but Chapter 5 reviews some of the attempts to measure these kinds of feeling states. The chapter also discusses the clinically important phenomenon of avoidance of emotions, including the idea that worry functions as a form of emotional avoidance.


Author(s):  
Maren Greschner ◽  
Jörg Michael Müller ◽  
Katajun Lindenberg ◽  
Corinna Reck ◽  
Georg Romer ◽  
...  

Zusammenfassung. Zielsetzung: In der Entstehung von pathologischem Internetgebrauch (PIG) wird diskutiert, ob das Internetverhalten als Surrogat zur Befriedigung von Bindungsbedürfnissen dienen kann. Dabei wird angenommen, dass die unerfüllten Bindungsbedürfnisse aus unsicheren Bindungsstilen resultieren. Die vorliegende Pilotstudie untersuchte den Zusammenhang zwischen PIG und Bindungsstilen. Methodik: Bei 10 Probanden mit PIG und 10 Probanden einer geschlechts-, alters- und bildungsgematchten Kontrollgruppe erfolgte erstmals eine interviewgestützte Erhebung des Bindungssystems mit dem Attachment Style Interview durch zwei geschulte Rater. Die Definition des PIG erfolgte kategorial mit dem Internetsucht-Interview (Distinguishing Characteristics of Internet Addiction) und dimensional durch die Skalen zum Onlinesucht- und Computerspielverhalten. Ergebnis: Probanden mit PIG wiesen signifikant häufiger unsichere und desorganisierte sowie seltener sichere Bindungsstile auf als gesunde Kontrollprobanden [χ²(2) = 7.505; p = .023]. Schlussfolgerung: Unsichere und desorganisierte Bindungsstile sollten in der multifaktoriellen Ätiopathogenese des PIG als Risikofaktor berücksichtigt werden.


2008 ◽  
Vol 67 (1) ◽  
pp. 41-50 ◽  
Author(s):  
Frithjof Staude-Müller ◽  
Thomas Bliesener ◽  
Stefanie Luthman

This study tests whether playing violent video games leads to desensitization and increased cardiovascular responding. In a laboratory experiment, 42 men spent 20 min playing either a high- or low-violence version of a “first-person shooter” game. Arousal (heart rate, respiration rate) was measured continuously. After playing the game, emotional responses to aversive and aggressive stimuli - pictures from Lang, Bradley, and Cuthbert’s (1999) International Affective Picture System - were assessed with self-ratings and physiological measurement (skin conductance). Results showed no differences in the judgments of emotional responses to the stimuli. However, different effects of game violence emerged in the physiological reactions to the different types of stimulus material. Participants in the high-violence condition showed significantly weaker reactions (desensitization) to aversive stimuli and reacted significantly more strongly (sensitization) to aggressive cues. No support was found for the arousal hypothesis. Post-hoc analyses are used to discuss possible moderating influences of gaming experience and player’s trait aggressiveness in terms of the General Aggression Model ( Anderson & Bushman, 2001 ) and the Downward Spiral Model ( Slater, Henry, Swaim, & Anderson, 2003 ).


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