Narrative Paradigm Scenarios

Author(s):  
Carl Plantinga

This chapter examines the revenge scenario, arguing that, from an ethical perspective, screen storytellers should approach the scenario with caution and, when using it, complicate, nuance, and question it. The revenge scenario works because it is a reliable way to elicit the strong emotions that draw viewers. The pleasures of revenge scenarios depend upon Manichaean distinctions between good and evil—the good tribe and the bad tribe, the morally upright protagonist and the vile offender. If humans are tribal creatures, the typical revenge scenario exaggerates tribal feelings through narrative means and uses them to elicit strong and pleasurable emotional responses dependent on clear distinctions between us and them and simplified exaggerations of the Good and the Bad. The chapter examines the revenge scenario as it is employed in Django Unchained, Funny Games, and True Grit.

Author(s):  
Ignatius Nti-Abankoro

The world has traveled on a path that has presented inherent complexities and untold challenges as well as difficulties to the living of the ‘religious’ life in general and the Christian life in particular. Often, modern-day values offer a contradiction to traditional, religious, and biblical values which most of the time eclipses the Christian understanding of how one ought to live in the awareness of one’s Christian identity and vocation. This has culminated in the laxity of awareness in the Christian oughtness, in other words, of how the Christian ought to live in response to one’s identity and calling. This paper has sought to re-present the Christian oughtness anew situating it in its biblical-ethical perspectives. The paper used a narrative paradigm to reflect on biblical Christian ethics in the light of imperatives from the Old and New testaments. The paper envisages deepening a treatise on the awareness of the Christian oughtness from the biblical ethical perspective as a new paradigm through which Christians and people of goodwill would live as they ought to live, in promoting justice, progress and development of all people and their nations. Keywords: Christian Oughtness, Ethics, Biblico-imperatives


Author(s):  
Carl Plantinga

This chapter describes the “personalistic bias” argument against taking characters as moral agents, and argues that although the argument identifies a real concern, to fail to see fictional characters as moral agents does more harm than good. The most salient objection against taking fictional characters as moral agents is that it distracts viewers from politics, institutions, systems, and contexts. The chapter argues that the personal is political, in that the representation of a fictional character can become a “public mythology” with significant cultural influence. Paying attention to characters as moral agents is also important because the representation of individual characters in a narrative context elicits emotions in relation to narrative paradigm scenarios, and those emotional responses have significant cultural importance.


Author(s):  
Maudemarie Clark ◽  
David Dudrick
Keyword(s):  

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 ).


Crisis ◽  
2011 ◽  
Vol 32 (2) ◽  
pp. 99-105 ◽  
Author(s):  
Friedrich Martin Wurst ◽  
Isabella Kunz ◽  
Gregory Skipper ◽  
Manfred Wolfersdorf ◽  
Karl H. Beine ◽  
...  

Background: A substantial proportion of therapists experience the loss of a patient to suicide at some point during their professional life. Aims: To assess (1) the impact of a patient’s suicide on therapists distress and well-being over time, (2) which factors contribute to the reaction, and (3) which subgroup might need special interventions in the aftermath of suicide. Methods: A 63-item questionnaire was sent to all 185 Psychiatric Clinics at General Hospitals in Germany. The emotional reaction of therapists to patient’s suicide was measured immediately, after 2 weeks, and after 6 months. Results: Three out of ten therapists suffer from severe distress after a patients’ suicide. The item “overall distress” immediately after the suicide predicts emotional reactions and changes in behavior. The emotional responses immediately after the suicide explained 43.5% of the variance of total distress in a regression analysis. Limitations: The retrospective nature of the study is its primary limitation. Conclusions: Our data suggest that identifying the severely distressed subgroup could be done using a visual analog scale for overall distress. As a consequence, more specific and intensified help could be provided to these professionals.


2013 ◽  
Vol 27 (3) ◽  
pp. 142-148 ◽  
Author(s):  
Konstantinos Trochidis ◽  
Emmanuel Bigand

The combined interactions of mode and tempo on emotional responses to music were investigated using both self-reports and electroencephalogram (EEG) activity. A musical excerpt was performed in three different modes and tempi. Participants rated the emotional content of the resulting nine stimuli and their EEG activity was recorded. Musical modes influence the valence of emotion with major mode being evaluated happier and more serene, than minor and locrian modes. In EEG frontal activity, major mode was associated with an increased alpha activation in the left hemisphere compared to minor and locrian modes, which, in turn, induced increased activation in the right hemisphere. The tempo modulates the arousal value of emotion with faster tempi associated with stronger feeling of happiness and anger and this effect is associated in EEG with an increase of frontal activation in the left hemisphere. By contrast, slow tempo induced decreased frontal activation in the left hemisphere. Some interactive effects were found between mode and tempo: An increase of tempo modulated the emotion differently depending on the mode of the piece.


2016 ◽  
Vol 32 (3) ◽  
pp. 204-214 ◽  
Author(s):  
Emilie Lacot ◽  
Mohammad H. Afzali ◽  
Stéphane Vautier

Abstract. Test validation based on usual statistical analyses is paradoxical, as, from a falsificationist perspective, they do not test that test data are ordinal measurements, and, from the ethical perspective, they do not justify the use of test scores. This paper (i) proposes some basic definitions, where measurement is a special case of scientific explanation; starting from the examples of memory accuracy and suicidality as scored by two widely used clinical tests/questionnaires. Moreover, it shows (ii) how to elicit the logic of the observable test events underlying the test scores, and (iii) how the measurability of the target theoretical quantities – memory accuracy and suicidality – can and should be tested at the respondent scale as opposed to the scale of aggregates of respondents. (iv) Criterion-related validity is revisited to stress that invoking the explanative power of test data should draw attention on counterexamples instead of statistical summarization. (v) Finally, it is argued that the justification of the use of test scores in specific settings should be part of the test validation task, because, as tests specialists, psychologists are responsible for proposing their tests for social uses.


Author(s):  
Kevin Wise ◽  
Hyo Jung Kim ◽  
Jeesum Kim

A mixed-design experiment was conducted to explore differences between searching and surfing on cognitive and emotional responses to online news. Ninety-two participants read three unpleasant news stories from a website. Half of the participants acquired their stories by searching, meaning they had a previous information need in mind. The other half of the participants acquired their stories by surfing, with no previous information need in mind. Heart rate, skin conductance, and corrugator activation were collected as measures of resource allocation, motivational activation, and unpleasantness, respectively, while participants read each story. Self-report valence and recognition accuracy were also measured. Stories acquired by searching elicited greater heart rate acceleration, skin conductance level, and corrugator activation during reading. These stories were rated as more unpleasant, and their details were recognized more accurately than similar stories that were acquired by surfing. Implications of these results for understanding how people process online media are discussed.


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