Uncovering Relationships Between Emotional States and Higher-Order Needs

2013 ◽  
Vol 3 (1) ◽  
pp. 31-46 ◽  
Author(s):  
Andrew Pressey ◽  
Laura Salciuviene ◽  
Stuart Barnes

The purpose of the study is to examine the effects of emotional states on higher-order need attainment in the computer-mediated environment. A survey data were collected from 404 adult visitors within the Second Life of virtual worlds. The findings suggest that the emotional states exert significant effects on attainment of higher-order needs (i.e. belongingness, esteem and self-actualization); the flow emotional state exerts a greater effect on attaining higher-order needs than the remaining emotional states of anxiety, confusion and apathy. Companies with presence in the Second Life of virtual worlds will be able to make more informed decisions when directing their efforts to enhance visitors’ emotional experiences in their virtual islands.

Author(s):  
Stephen A. Schrum

As creative people inhabit virtual worlds, they bring their ideas for art and performance with them into these brave new worlds. While at first glance, virtual performance may have the outward trappings of theatre, some believe they don’t adhere to the basic traditional definition of theatre: the interaction between an actor and an audience. Detractors suggest that physical presence is required for such an interaction to take place. However, studies have shown that computer mediated communication (CMC) can be as real as face-to-face communication, where emotional response is concerned. Armed with this information, the author can examine how performance in a virtual world such as Second Life may indeed be like “real” theatre, what the possibilities for future virtual performance are, and may require that we redefine theatre for online performance venues.


2017 ◽  
Vol 114 (10) ◽  
pp. E2016-E2025 ◽  
Author(s):  
Joseph E. LeDoux ◽  
Richard Brown

Emotional states of consciousness, or what are typically called emotional feelings, are traditionally viewed as being innately programmed in subcortical areas of the brain, and are often treated as different from cognitive states of consciousness, such as those related to the perception of external stimuli. We argue that conscious experiences, regardless of their content, arise from one system in the brain. In this view, what differs in emotional and nonemotional states are the kinds of inputs that are processed by a general cortical network of cognition, a network essential for conscious experiences. Although subcortical circuits are not directly responsible for conscious feelings, they provide nonconscious inputs that coalesce with other kinds of neural signals in the cognitive assembly of conscious emotional experiences. In building the case for this proposal, we defend a modified version of what is known as the higher-order theory of consciousness.


2021 ◽  
Vol 122 ◽  
pp. 01003
Author(s):  
Svetlana Evgenyevna Rakhmankulova ◽  
Tatiana Nikolaevna Sineokova ◽  
Nadezhda Alexandrovna Kokhan ◽  
Robert Alexeyevich Kuzmin

The article looks into English simple utterances about a person’s emotional state. The authors dwell on the ways the English simple sentence patterns are employed in utterances about emotional states and reveal the types of sentence patterns and types of propositions (event schemas) structuring emotional states. The authors also discuss the factors that determine the way a particular emotional event is conceptualized and structured and describe the mechanisms underlying the representation of emotional states in syntax and the choice of a sentence pattern for an utterance about this event. Special attention is given to the mechanism of conceptual metaphor that manifests itself in sentence patterns. The paper lists types of propositional schemas mapped onto concepts of emotional experiences and singles out regular correspondences between the source domain and the target-domain in these metaphorical mappings. The authors also tackle the issue of applying knowledge of sentence representation of emotional states in teaching Russian EFL students to use English syntax correctly and authentically. Teaching syntax in the proposed approach is aimed at helping students to assimilate propositional schemas of the English sentence as models of structuring reality with their metaphoric extensions and then to develop skills of employing these schemas in speaking.


Author(s):  
Sharon Stoerger

Virtual worlds have the potential to foster new forms of educational communication among students and their instructors. These digital exchanges in virtual worlds are facilitated by computer-mediated communication (CMC) tools such as text-based media and Voice over Internet Protocol (VoIP). This chapter will investigate the media that were used to support student-instructor interactions in three continuing education courses situated in Second Life (SL). Based on these observations, text chat was more effective than VoIP at supporting educational discussions during these class sessions.


Author(s):  
Chaka Chaka

This chapter characterises the evolution of computer-mediated communication (CMC) technologies into social participation technologies (SPTs). With respect to the latter, it explores blogs, social networking sites (e.g., Facebook and MySpace), media sharing sites (e.g., Flickr and YouTube), virtual worlds (e.g., Second Life), massively multiplayer online games (e.g., Lineage and World of Warcraft), and mashups in varying degrees. It also contends that SPTs serve as instances of inscription and attention technologies in relation to users employing them. In addition, it delineates new genres, changing discourses, emerging literacies, online socialised learning and changing learners associated with SPTs. Against this background, the chapter provides, first, a short overview of the evolution of CMC technologies into SPTs. Second, it presents a case for new genres, changing discourses, emerging literacies, online socialised learning and changing learners in the context of SPTs. Last, it outlines some of the future trends likely to influence SPTs in relation to genres, discourses, literacies and online socialised learning.


2010 ◽  
Vol 2 (5) ◽  
Author(s):  
Ioanna Nikolaou

Virtual worlds, such as Second Life, are rapidly becoming recognized as a technology of substantial future importance for marketers and advertisers due to the great growth of Computer Mediated Communication (CMC). In recent years virtual worlds have become highly interactive, collaborative and commercial; these worlds would have the potential to be new channels for marketing content and products, integrating ‘v-commerce’, or ‘virtual e-commerce’. Virtual Worlds clearly demonstrate how the boundaries between the physical and the virtual are becoming more fluid as individuals are interacting with digitally constructed entities. This paper aims to explore the literature in order to illuminate some of the issues related to consumption in virtual worlds and offer a better understanding of virtual participants’ consumption practices.  


2016 ◽  
Vol 9 (2) ◽  
Author(s):  
Peter Nagy ◽  
Bernadett Koles

User-generated content (UGC) has been receiving increasing attention given its spread throughout digital media platforms and applications. Previous research focusing on Web 2.0 based platforms highlighted linkages with personal characteristics, user attitudes, and social as well as individual motivators. Interestingly, UGC has not been addressed on other platforms such as 3D virtual worlds, and the purpose of the current study is to fill this gap in the literature. More specifically, we explore virtual content creation within the particular 3D virtual world of Second Life, via comparing key demographic, usage and motivational attributes of creator versus non-creator residents. Results revealed differential patterns as a function of age, gender and usage. Digital content creators were also more likely to purchase goods reflecting stability, expand greater financial resources on the Second Life Marketplace, and while acknowledging greater difficulty in ease of use, reported higher esteem and self-actualization. Implications for scholars and practitioners are discussed.


2017 ◽  
Vol 76 (2) ◽  
pp. 71-79 ◽  
Author(s):  
Hélène Maire ◽  
Renaud Brochard ◽  
Jean-Luc Kop ◽  
Vivien Dioux ◽  
Daniel Zagar

Abstract. This study measured the effect of emotional states on lexical decision task performance and investigated which underlying components (physiological, attentional orienting, executive, lexical, and/or strategic) are affected. We did this by assessing participants’ performance on a lexical decision task, which they completed before and after an emotional state induction task. The sequence effect, usually produced when participants repeat a task, was significantly smaller in participants who had received one of the three emotion inductions (happiness, sadness, embarrassment) than in control group participants (neutral induction). Using the diffusion model ( Ratcliff, 1978 ) to resolve the data into meaningful parameters that correspond to specific psychological components, we found that emotion induction only modulated the parameter reflecting the physiological and/or attentional orienting components, whereas the executive, lexical, and strategic components were not altered. These results suggest that emotional states have an impact on the low-level mechanisms underlying mental chronometric tasks.


2021 ◽  
Author(s):  
Natalia Albuquerque ◽  
Daniel S. Mills ◽  
Kun Guo ◽  
Anna Wilkinson ◽  
Briseida Resende

AbstractThe ability to infer emotional states and their wider consequences requires the establishment of relationships between the emotional display and subsequent actions. These abilities, together with the use of emotional information from others in social decision making, are cognitively demanding and require inferential skills that extend beyond the immediate perception of the current behaviour of another individual. They may include predictions of the significance of the emotional states being expressed. These abilities were previously believed to be exclusive to primates. In this study, we presented adult domestic dogs with a social interaction between two unfamiliar people, which could be positive, negative or neutral. After passively witnessing the actors engaging silently with each other and with the environment, dogs were given the opportunity to approach a food resource that varied in accessibility. We found that the available emotional information was more relevant than the motivation of the actors (i.e. giving something or receiving something) in predicting the dogs’ responses. Thus, dogs were able to access implicit information from the actors’ emotional states and appropriately use the affective information to make context-dependent decisions. The findings demonstrate that a non-human animal can actively acquire information from emotional expressions, infer some form of emotional state and use this functionally to make decisions.


2016 ◽  
Vol 19 (1) ◽  
pp. 101-114 ◽  
Author(s):  
Eman Gadalla ◽  
Ibrahim Abosag ◽  
Kathy Keeling

Purpose – This study aims to examine the nature and the potential use of avatar-based focus groups (AFGs) (i.e. focus groups conducted in three-dimensional [3D] virtual worlds [VWs]) as compared to face-to-face and online focus groups (OFGs), motivated by the ability of VWs to stimulate the realism of physical places. Over the past decade, there has been a rapid increase in using 3D VWs as a research tool. Design/methodology/approach – Using a two-phase reflective approach, data were collected first by using traditional face-to-face focus groups, followed by AFGs. In Phase 2, an online, semi-structured survey provided comparison data and experiences in AFGs, two-dimensional OFGs and traditional face-to-face focus groups. Findings – The findings identify the advantages and disadvantages of AFGs for marketing research. There is no evident difference in data quality between the results of AFGs and face-to-face focus groups. AFG compensates for some of the serious limitations associated with OFGs. Practical implications – The paper reflects on three issues, data quality, conduct of AFGs (including the moderator reflection) and participant experience, that together inform one’s understanding of the characteristics, advantages and limitations of AFG. Originality/value – This is the first paper to compare between AFGs, traditional face-to-face focus groups and OFGs. AFG holds many advantages over OFGs and even, sometimes, over face-to-face focus groups, providing a suitable environment for researchers to collect data.


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