Coming

Author(s):  
Jean-Luc Nancy ◽  
Adèle Van Reeth

Coming is a lyrical, erudite examination of the French notion of jouissance. How did jouissance evolve from referring to the pleasure of possessing a material thing (property, wealth) to the pleasure of orgasm, from appropriation to dis-appropriation, from consumption to consummation? The philosophers Adèle van Reeth and Jean-Luc Nancy engage in a lively dialogue touching on authors as varied as Spinoza, Hegel, Saint Augustine, the Marquis de Sade, Marguerite Duras, and Henry Miller, and on subjects ranging from consumerism to video games to mysticism.

Author(s):  
Jean-Luc Nancy ◽  
Adèle Van Reeth

Coming is a lyrical, erudite examination of the French notion of jouissance. How did jouissance evolve from referring to the pleasure of possessing a material thing (property, wealth) to the pleasure of orgasm, from appropriation to dis-appropriation, from consumption to consummation? The philosophers Adèle van Reeth and Jean-Luc Nancy engage in a lively dialogue touching on authors as varied as Spinoza, Hegel, Saint Augustine, the Marquis de Sade, Marguerite Duras, and Henry Miller, and on subjects ranging from consumerism to video games to mysticism. Four additional essays were added to the American edition: “The Body of Pleasure,” a philosophical examination of the body and the senses; “Rühren, Berühren, Aufruhr (Moving, Touching, Uprising),” on the nature of touch; “Neither Seeing Nor Having,” an essay on the philosopher Gérard Granel’s meditations on the obsessive love of Paolo and Francesca in Canto V of Dante’s Inferno; and finally a lyrical and evocative prose-poem called “Nude Enumerated.”


2021 ◽  
pp. 3-27
Author(s):  
David Stephen Calonne

As one studies Crumb from the outset of his career to the present, it becomes evident that he has embarked on a massive autobiographical enterprise in which personal, secret “confessions”—in a mode reminiscent of figures as diverse as Saint Augustine, Jean-Jacques Rousseau, Henry Miller, and Allen Ginsberg—are made public and merge with the topics to which he is drawn in literature. This Introduction explores Crumb’s traumatic childhood and his early decision to become an artist, the influence of his two brothers on his early intellectual development as well as his rejection of organized religion. The focus then turns to a discussion of Crumb’s role as the genius of the “comix revolution” which was launched during Crumb’s time in San Francisco when Zap magazine was created. The chapter closes with a brief summary of the contents of each chapter. R. Crumb: Literature, Autobiography, and the Quest for Self aims to fill a major gap in contemporary scholarship in the humanities.


2009 ◽  
Vol 42 (19) ◽  
pp. 13
Author(s):  
LISA J. MERLO
Keyword(s):  

2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


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 ).


GeroPsych ◽  
2018 ◽  
Vol 31 (4) ◽  
pp. 205-213 ◽  
Author(s):  
Kathryn L. Ossenfort ◽  
Derek M. Isaacowitz

Abstract. Research on age differences in media usage has shown that older adults are more likely than younger adults to select positive emotional content. Research on emotional aging has examined whether older adults also seek out positivity in the everyday situations they choose, resulting so far in mixed results. We investigated the emotional choices of different age groups using video games as a more interactive type of affect-laden stimuli. Participants made multiple selections from a group of positive and negative games. Results showed that older adults selected the more positive games, but also reported feeling worse after playing them. Results supplement the literature on positivity in situation selection as well as on older adults’ interactive media preferences.


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