Effect of Manipulated State Aggression on Pain Tolerance

2012 ◽  
Vol 111 (1) ◽  
pp. 311-321 ◽  
Author(s):  
Richard Stephens ◽  
Claire Allsop

Swearing produces a pain lessening (hypoalgesic) effect for many people; an emotional response may be the underlying mechanism. In this paper, the role of manipulated state aggression on pain tolerance and pain perception is assessed. In a repeated-measures design, pain outcomes were assessed in participants asked to play for 10 minutes a first-person shooter video game vs a golf video game. Sex differences were explored. After playing the first-person shooter video game, aggressive cognitions, aggressive affect, heart rate, and cold pressor latency were increased, and pain perception was decreased. These data indicate that people become more pain tolerant with raised state aggression and support our theory that raised pain tolerance from swearing occurs via an emotional response.

2019 ◽  
Author(s):  
Richard Stephens ◽  
Olly May Robertson

Background: This pre-registered study extends previous findings that swearing alleviates pain tolerance by assessing the effects of a conventional swear word (“fuck”) and two new “swear” words, “fouch” and “twizpipe”.Method: A mixed sex group of participants (N = 92) completed a repeated measures experimental design augmented by mediation analysis. The independent variable was Word with the levels, “fuck” v. “fouch” v. “twizpipe” v. a neutral word. The dependent variables were emotion rating, humour rating, distraction rating, cold pressor pain threshold, cold pressor pain tolerance, pain perception score and change from resting heart rate. Possible mediation effects were assessed for emotion, humour and distraction ratings. Results: For conventional swearing (“fuck”), confirmatory analyses found a 32% increase in pain threshold and a 33% increase in pain tolerance, accompanied by increased ratings for emotion, humour and distraction, relative to the neutral word condition. The new “swear” words, “fouch” and “twizpipe” were rated higher than the neutral word for emotion and humour although these words did not affect pain threshold or tolerance. Changes in heart rate, pain perception and were absent, as were mediation effects.Conclusions: Our data replicate previous findings that repeating a swear word at a steady pace and volume benefits pain tolerance, extending this finding to pain threshold. Our data cannot explain how such effects are manifest, although distraction appears to be of little importance, and emotion is worthy of future study. The new “swear” words did not alleviate pain even though participants rated them as emotion evoking and humorous.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Yanzhi Bi ◽  
Xin Hou ◽  
Jiahui Zhong ◽  
Li Hu

AbstractPain perception is a subjective experience and highly variable across time. Brain responses evoked by nociceptive stimuli are highly associated with pain perception and also showed considerable variability. To date, the test–retest reliability of laser-evoked pain perception and its associated brain responses across sessions remain unclear. Here, an experiment with a within-subject repeated-measures design was performed in 22 healthy volunteers. Radiant-heat laser stimuli were delivered on subjects’ left-hand dorsum in two sessions separated by 1–5 days. We observed that laser-evoked pain perception was significantly declined across sessions, coupled with decreased brain responses in the bilateral primary somatosensory cortex (S1), right primary motor cortex, supplementary motor area, and middle cingulate cortex. Intraclass correlation coefficients between the two sessions showed “fair” to “moderate” test–retest reliability for pain perception and brain responses. Additionally, we observed lower resting-state brain activity in the right S1 and lower resting-state functional connectivity between right S1 and dorsolateral prefrontal cortex in the second session than the first session. Altogether, being possibly influenced by changes of baseline mental state, laser-evoked pain perception and brain responses showed considerable across-session variability. This phenomenon should be considered when designing experiments for laboratory studies and evaluating pain abnormalities in clinical practice.


2017 ◽  
Vol 10 (2) ◽  
Author(s):  
Adrienne Holz Ivory ◽  
James D. Ivory ◽  
Winston Wu ◽  
Anthony M. Limperos ◽  
Nathaniel Andrew ◽  
...  

While the virtual environments of online games can foster healthy relationships and strong communities, some online games are also marred by antisocial and offensive behavior. Such behavior, even when relatively rare, influences the interactions and relationships of users in online communities. Thus, understanding the prevalence and nature of antisocial and offensive behaviors in online games is an important step toward understanding the full spectrum of healthy and unhealthy interactions and relationships in virtual environments. Extensive research has explored video game content produced by game developers, such as violence, profanity, and sexualized portrayals, but much less research has systematically examined potentially problematic content produced by players in online games. While potential effects of antisocial and offensive online game content are not well understood, a first step toward exploring this concern is systematic documentation of offensive user-generated content in online games. To that end, two large-scale content analyses measured a range of offensive user-generated content, including utterances, text, and images, from a total of more than 2,500 users in popular first-person shooter video games. Findings indicated that some content, such as profanity, was frequent among users who spoke during games. More offensive and potentially harmful content, such as racial slurs, was proportionally very rare, but frequent enough to be encountered often by regular players. Results of this initial investigation should be interpreted tentatively, do not suggest that relationships in online shooter games lack healthy elements, and should not be generalized to other online game communities until further research is conducted.* Note: This paper contains strong language which may be offensive to some readers.


2011 ◽  
Vol 12 (1) ◽  
Author(s):  
Krystyna A Mathiak ◽  
Martin Klasen ◽  
René Weber ◽  
Hermann Ackermann ◽  
Sukhwinder S Shergill ◽  
...  

Nordlit ◽  
2019 ◽  
Author(s):  
Jaroslav Švelch

The article explores the manufacturing of monsters in video games, using the case of the influential 2007 first-person shooter BioShock, and ‘splicers’—its most numerous, zombie-like enemies. I combine two methodological perspectives on the ‘manufacturing’ of splicers by analyzing [a] the title’s developer commentary and other official paratexts to trace the design of splicers, and [b] the game’s embedded narrative to reconstruct the diegetic backstory of splicers. I argue that video game enemies, including splicers, are ‘computational others’, who may appear human on the level of representation, but whose behavior is machinic, and driven by computational algorithms. To justify the paradoxical relationship between their human-like representation and machinic behavior, BioShock includes an elaborate narrative that explains how the citizens of the underwater city of Rapture were dehumanized and transformed into hostile splicers. The narrative of dehumanization, explored following Haslam’s dehumanization theory (2006), includes [a] transforming splicers into atomized creatures by depriving them of political power and social bonds, [b] creating fungible and interchangeable enemies through splicers’ masks and bodily disintegration, [c] justifying splicers’ blindness to context and their simplistic behavior by portraying them as mentally unstable addicts. The article concludes that all video game enemies are inherently monstrous, and that critique of video game representation should focus on how games fail to make monsters human, rather than how games render humans monstrous or dehumanized.


2014 ◽  
Vol 12 (3) ◽  
pp. 360-376 ◽  
Author(s):  
Carrie Elizabeth Andersen

In this article, I argue that the first-person shooter video game, Call of Duty: Black Ops II, reflects the U.S. military‟s transition as it reimagines the soldier‟s role in war. In the age of drone technology, this role shifts from a position of strength to one of relative weakness. Although video games that feature future combat often “function as virtual enactments and endorsements for developing military technologies,” Black Ops II offers a surprisingly complex vision of the future of drones and U.S. soldiers (Smicker 2009: 107). To explore how the game reflects a contemporary vision of the U.S. military, I weave together a close textual reading of two levels in Black Ops II with actual accounts from drone pilots and politicians that illuminate the nature of drone combat. Although there are moments in Black Ops II in which avatars combat enemies with first-hand firepower, the experience of heroic diegetic violence is superseded by a combat experience defined by powerlessness, boredom, and ambiguous pleasure. The shift of the soldier from imposing hero to a banal figure experiences its logical conclusion in Unmanned, an independent video game that foregrounds the mundane, nonviolent nature of drone piloting. Instead of training soldiers to withstand emotionally devastating experiences of death and violence first-hand (or to physically enact such violence), games like Black Ops II and Unmanned train actual and potential soldiers to tolerate monotony and disempowerment.


2007 ◽  
Vol 3 (4) ◽  
pp. 225 ◽  
Author(s):  
Elon Eisenberg, MD ◽  
Doron Cohen, MA ◽  
Eli Lawental, PhD ◽  
Dorit Pud, PhD

Objective: Previous evidences concerning pain mechanisms, long-term opioids use, and personality traits evolve the possibility that pain perception and opioid abuse are two related phenomena and there is a need to take into account the specific personality traits as well, in examining the relationships among them. Opioid addicts (OAs) have been shown to exhibit different personality traits and pain perception as compared with healthy subjects. The aim of the present study was to examine the relations between personality traits and pain perception among in-treatment OAs in comparison with controls.Design: Participants (54 OAs, 59 controls), all males, were exposed to the cold pressor test and were evaluated for latency of pain onset (seconds); pain intensity (0-100 visual analogue scale [VAS)]); and pain tolerance (time for hand withdrawal). Personality traits were evaluated using Cloninger’s Tridimensional Personality Questionnaire, TPQ; harm avoidance, HA; reward dependence, RD; novelty seeking, NS.Results: In comparison with controls, OAs exhibited longer latencies, lower VAS scores, and shorter tolerance, and significantly higher NS, higher HA, and lower RD. Control group, but not OAs, showed a significant positive correlation between HA and VAS (r = 0.31, p = 0.02) and significant negative correlation between HA and tolerance (r = −0.29, p = 0.03).Conclusions: It is concluded that in contrast to healthy population, personality traits, as measured by the TPQ, do not predict pain perception in OAs.


2012 ◽  
Vol 2012 ◽  
pp. 1-7 ◽  
Author(s):  
Yannick Tousignant-Laflamme ◽  
Serge Marchand

Both aging and hormonal status have an effect on pain perception. The goal of this study was to isolate as much as possible the effect of aging in postmenopausal women. Thirty-two women with regular menstrual cycles (RMW) and 18 postmenopausal women (PMW) underwent a 2-minute cold pressor test (CPT) to activate DNIC with a series of tonic heat pain stimulations with a contact thermode to assess ascending pain pathways. We found that this procedure induced much less pain during the first 15 seconds of stimulation the PMW group (P=0.03), while the mean thermode pain ratings, pain tolerance, pain threshold, and DNIC analgesia were similar for both groups (P>0.05). The absence of the peak pain in the PMW was probably due to reduced function of the myelinated Aδ fibers that naturally occurs with age.


2019 ◽  
Vol 19 (2) ◽  
pp. 397-406
Author(s):  
Maarten Jacobs ◽  
Ilja van Beest ◽  
Richard Stephens

Abstract Background and aims Prior research indicates that swearing increases pain tolerance and decreases pain perception in a cold pressor task. In two experiments, we extend this research by testing whether taboo hand gesticulations have a similar effect. Methods Study 1 focused on males and females who, across two trials, submerged an extended middle finger (taboo) and an extended index finger (control) in ice water until discomfort necessitated removal. Study 2 focused exclusively on pain perception in males who, across three trials, submerged their hand, flat, with extended middle finger and with extended index finger, for 45 s each. Results In study 1 taboo gesticulation did not increase pain tolerance or reduce pain perception compared with the index finger control condition, as a main effect or as part of an interaction with condition order. While there was a gesture×gender interaction for pain tolerance, this was driven by an increased pain tolerance for the index finger gesture for women but not men. The results of study 2 again showed that taboo gesticulation did not lower pain perception, although it did increase positive affect compared with both non-taboo gesture conditions. Conclusions Taken together these results provide only limited evidence that taboo gesticulation alters the experience of pain. These largely null findings further our understanding of swearing as a response to pain, suggesting that the activation of taboo schemas is not sufficient for hypoalgesia to occur.


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