Emotional Responses to Environmental Messages and Future Behavioral Intentions

2011 ◽  
Vol 10 (3) ◽  
pp. 146-157 ◽  
Author(s):  
Jeffrey L. Perrin
2005 ◽  
Vol 97 (3) ◽  
pp. 675-689 ◽  
Author(s):  
R. M. A. Nelissen ◽  
A. J. M. Dijker ◽  
N. K. de Vries

According to the auto-motive model, behavioral goals can be automatically activated by situational cues and may subsequently guide behavior without individual awarness. Semantic priming has become a popular paradigm for investigating effects of automatic goal activation. Nevertheless, a critical assumption of the model, i.e., that goals can be activated by semantic primes related to situational features associated with the goal, is often assumed rather than tested in experiments using semantic priming procedures. Results of four studies testing the potential of such a prime for goal activation by assessing emotional responses, subjective goal importance, behavioral intentions, and enhanced perception of goal-related stimuli do not support this assumption. The implications of these findings and a critical evaluation of results of other studies are discussed in terms of possible limitations of semantic priming procedures for testing hypotheses derived from the auto-motive model.


2021 ◽  
Vol 12 ◽  
Author(s):  
Christine Linda Cook ◽  
Juliette Schaafsma ◽  
Marjolijn L. Antheunis ◽  
Suleman Shahid ◽  
Jih-Hsuan Tammy Lin ◽  
...  

Trolling—the online exploitation of website, chat, or game mechanics at another user's expense—can and does take place all over cyberspace. It can take myriad forms, as well—some verbal, like trash-talking an opponent in a game, and some silent, like refusing to include a new player in a team effort during an in-game quest. However, despite this variety, there are few to no studies comparing the effects of these differing trolling types on victims. In addition, no study has yet taken into account users' offline cultural context and norms into the trolling victim experience. To fill this gap in the literature, the present study put participants from three culturally-distinct countries—Pakistan, Taiwan, and the Netherlands—in a simulated trolling interaction using the Cyberball game. Participants were either flamed (read: harshly insulted) or ostracized by a member of their own cultural group (ingroup) or a minority member (outgroup), and the participants' emotional responses, behavioral intentions toward the other players, and messages sent during the game were taken as indicators of their response to the trolling. Results showed that our Taiwanese sample used the most reactive aggression when trolled and our Dutch sample was the most passive. In addition, ostracism generally produced the desire to repair relationships, irrespective of cultural context, and perpetrator culture (ingroup or outgroup) only produced an effect in the behavioral intentions of our Pakistani sample. Overall, it would appear that online and offline culture interact to produce the variety of responses to trolling seen in extant literature. Additional implications for future research into computer-mediated communication and online aggression are also discussed.


2019 ◽  
Vol 46 (3) ◽  
pp. 471-483 ◽  
Author(s):  
Bo Yang ◽  
Jiaying Liu ◽  
Lucy Popova

Background. Emotions are important in smoking-related communications, but the role of discrete positive and negative emotions in comparative risk messages about combusted and electronic cigarettes (e-cigarettes) is unclear. Method. In an online experiment, 1,202 U.S. adult current smokers or recent quitters were randomized to view one of six messages about comparative risk of e-cigarettes and cigarettes. Participants reported their feelings of hope, happiness, fear, guilt, disgust, and anger and risk perceptions and behavioral intentions about e-cigarettes and cigarettes. Results. Hope was associated with higher perceived absolute cigarette risk, lower perceived absolute and comparative e-cigarette risk, and stronger intentions to quit smoking, seek quit help, use nicotine replacement therapy (NRT), switch to e-cigarettes, and use e-cigarettes exclusively versus dual use. Happiness was related to stronger intentions to seek quit help, use NRT, and switch to e-cigarettes but higher perceived comparative risk of e-cigarettes. Fear was associated with stronger intentions to quit smoking, seek quit help, use NRT, and switch to e-cigarettes. Guilt was related to higher perceived absolute cigarette risk, lower perceived comparative e-cigarette risk, and stronger intentions to use NRT. Disgust was associated with higher absolute and comparative e-cigarette risk and stronger intentions to quit smoking, seek quit help, and use e-cigarettes exclusively versus dual use. Anger was related to lower perceived absolute cigarette risk, higher perceived comparative e-cigarette risk, and weaker intentions to quit smoking. Conclusion. Comparative risk messages about e-cigarettes that arouse hope, fear, and guilt and avoid anger might be particularly likely to have positive impact on smokers.


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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