The role of altered states of consciousness in traumatically-induced disorders

1987 ◽  
Author(s):  
Frank W. Putnam
2014 ◽  
Vol 43 (1) ◽  
Author(s):  
Marco Caracciolo

AbstractThis article explores the role of punctuation and typography in readers' engagement with literary narrative, and with fictional characters in particular. I argue that unconventional typography and punctuation marks can be used to convey the phenomenological ``feel'' of characters' (and narrators') experiences, thereby becoming a vehicle for consciousness representation in narrative. Aiming to contribute to the discussion on readers' responses to characters within cognitive narratology, I hypothesize that such responses can be guided by non-verbal cues as well as by the verbal strategies traditionally examined by narrative theorists. I explore two different dimensions of the nexus between punctuation, typography, and consciousness representation: firstly, because of their ``separating'' function graphic markers can render the temporal structuring of consciousness itself; secondly, unconventional graphic cues can exploit the ``evaluative'' function of punctuation and typography in order to convey altered states of consciousness such as dream experience, extreme emotions, and cognitive disorientation.


1992 ◽  
Vol 22 (1) ◽  
pp. 121-138 ◽  
Author(s):  
Charles Grob ◽  
Marlene Dobkin de Rios

An analysis is made of adolescent hallucinogenic plant ingestion during initiation rituals among Australian Aboriginal males, Tshogana Tsonga females and among Chumash youth of Southern California. This use pattern contrasts with abusive patterns of drug abuse found among American adolescents. Findings indicate the existence of managed altered states of consciousness in the tribal societies studied, where plant hallucinogens are given by elders to youth as part of an intensive, short-term socialization for religious and pedagogical purposes. The use of hypersuggestibility as a cultural technique to “normalize” youth in the tribal societies under study is analyzed in contrast to the role of pathology of drug ingestion patterns among American adolescents.


2014 ◽  
Author(s):  
James K. Ambler ◽  
Ellen M. Lee ◽  
Kathryn R. Klement ◽  
Tonio Loewald ◽  
Brad J. Sagarin

Author(s):  
Jonathan Weinel

This chapter explores altered states of consciousness in interactive video games and virtual reality applications. First, a brief overview of advances in the sound and graphics of video games is provided, which has led to ever-more immersive capabilities within the medium. Following this, a variety of games that represent states of intoxication, drug use, and hallucinations are discussed, in order to reveal how these states are portrayed with the aid of sound and music, and for what purpose. An alternative trajectory in games is also explored, as various synaesthetic titles are reviewed, which provide high-adrenaline experiences for ravers, and simulate dreams, meditation, or psychedelic states. Through the analysis of these, and building upon the previous chapters of Inner Sound, this chapter presents a conceptual model for ‘Altered States of Consciousness Simulations’: interactive audio-visual systems that represent altered states with regards to the sensory components of the experience.


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