scholarly journals Afectividad inducida e impacto en la creatividad, crecimiento personal después del cambio y ajuste percibido al narrar una experiencia emocional intensa

2015 ◽  
Vol 31 (2) ◽  
pp. 716 ◽  
Author(s):  
Silvia Da Costa ◽  
Dario Páez

An experimental study contrast the effects of inducing positive affect on creativity and the mediational role of positive emotions. High and low positive affect was induced by asking subjects to write three poems Haikus about high (<em>N = </em>28) and low positive connotation stimuli (<em>N = </em>28). Then people wrote about their more intense infatuation experience and answered a scale on the emotions felt when writing the text, a measure of personal growth or benefits, and a measure of achievement of adaptive goals after the episode. In high positive affect condition was reported more positive and less negative emotions in recounting the experience, more personal growth and a better adjustment. Last poem and narration of experience were evaluated as more original in high positive condition by independent judges. A mediational analysis showed that positive emotions explain partially the influence of the manipulation on personal growth and perceived adjustment.

Author(s):  
Denise de Ridder ◽  
Catharine Evers

This chapter discusses the relationship between affect and eating behavior from two points of view—how affect shapes eating behavior and how eating behavior generates affect—arguing that appreciating how affect influences eating behavior depends on understanding in what way eating generates affect. It first discusses biological and social-cultural perspectives on the pleasure of eating and posits that the inherently rewarding experience of eating is compromised by concerns about the health consequences of eating too much or by eating the wrong foods. The second part of this chapter explains in what way both negative and positive affect influences consumption and highlights the contrast between theoretical notions on the phenomenon of emotional eating and empirical findings. It elaborates on new avenues for investigating the association between affect and eating, including the role of positive emotions, emotions as justifications for overeating, and eating as a coping strategy for dealing with negative emotions.


2021 ◽  
pp. 1-17
Author(s):  
Patrick T. Davies ◽  
Morgan J. Thompson ◽  
Jesse L. Coe ◽  
Melissa L. Sturge-Apple

Abstract This study examined children's duration of attention to negative emotions (i.e., anger, sadness, fear) as a mediator of associations among maternal and paternal unsupportive parenting and children's externalizing symptoms in a sample of 240 mothers, fathers, and their preschool children (Mage = 4.64 years). The multimethod, multi-informant design consisted of three annual measurement occasions. Analysis of maternal and paternal unsupportive parenting as predictors in latent difference changes in children's affect-biased attention and behavior problems indicated that children's attention to negative emotions mediated the specific association between maternal unsupportive parenting and children's subsequent increases in externalizing symptoms. Maternal unsupportive parenting at Wave 1 predicted decreases in children's attention to negative facial expressions of adults from Wave 1 to 2. Reductions in children's attention to negative emotion, in turn, predicted increases in their externalizing symptoms from Wave 1 to 3. Additional tests of children's fearful distress and hostile responses to parental conflict as explanatory mechanisms revealed that increases in children's fearful distress reactivity from Wave 1 to 2 accounted for the association between maternal unsupportive parenting and concomitant decreases in their attention to negative emotions. Results are discussed in the context of information processing models of family adversity and developmental psychopathology.


2008 ◽  
Vol 16 (3) ◽  
pp. 139-142 ◽  
Author(s):  
Markus Quirin ◽  
Julius Kuhl

Abstract. Based on the framework of Personality Systems Interactions theory, this article addresses the functional mechanisms by which positive affect influences motivational and self-regulatory determinants of health-relevant behavior on an elementary level of processing. Research encompassing experimental procedures such as the Stroop task will be presented which suggest that positive affect is necessary not only to facilitate self-regulation of negative emotions but also to facilitate self-motivation, i.e., the enactment of difficult intentions that entail the risk of procrastination. We also highlight the role of state and trait accessibility of self-referential information (”self-access”) in generating such positive affect. The relevance of the findings for health maintenance is addressed.


PLoS ONE ◽  
2021 ◽  
Vol 16 (12) ◽  
pp. e0259473
Author(s):  
Marrissa D. Grant ◽  
Alexandra Flores ◽  
Eric J. Pedersen ◽  
David K. Sherman ◽  
Leaf Van Boven

The present study, conducted immediately after the 2020 presidential election in the United States, examined whether Democrats’ and Republicans’ polarized assessments of election legitimacy increased over time. In a naturalistic survey experiment, people (N = 1,236) were randomly surveyed either during the week following Election Day, with votes cast but the outcome unknown, or during the following week, after President Joseph Biden was widely declared the winner. The design unconfounded the election outcome announcement from the vote itself, allowing more precise testing of predictions derived from cognitive dissonance theory. As predicted, perceived election legitimacy increased among Democrats, from the first to the second week following Election Day, as their expected Biden win was confirmed, whereas perceived election legitimacy decreased among Republicans as their expected President Trump win was disconfirmed. From the first to the second week following Election Day, Republicans reported stronger negative emotions and weaker positive emotions while Democrats reported stronger positive emotions and weaker negative emotions. The polarized perceptions of election legitimacy were correlated with the tendencies to trust and consume polarized media. Consumption of Fox News was associated with lowered perceptions of election legitimacy over time whereas consumption of other outlets was associated with higher perceptions of election legitimacy over time. Discussion centers on the role of the media in the experience of cognitive dissonance and the implications of polarized perceptions of election legitimacy for psychology, political science, and the future of democratic society.


2016 ◽  
Vol 26 (5) ◽  
pp. 534-558 ◽  
Author(s):  
Carla Ruiz-Mafe ◽  
Jose Tronch ◽  
Silvia Sanz-Blas

Purpose The purpose of this paper is to analyse the role of emotions and social influences on loyalty formation towards online travel communities. Design/methodology/approach The individual (perceived risk) and social (subjective norm and social presence) antecedents of emotions as well as the impact of emotions on attitude and loyalty towards online travel communities are tested through structural equation modelling techniques. The sample consists of 385 active users of online travel communities in Spain. Findings Data analysis shows that perceived privacy and security risk elicit negative emotions such as stress, frustration and fear towards the online travel community. Normative influences (subjective norm) and feeling the presence of other community members (social presence) boost positive emotions towards the online travel community. Interpersonal influences have a positive effect on subjective norm but not external influences. Positive and negative emotions affect preferences towards the online travel community (attitudes) as proposed by social impact theory. Subjective norm and attitude have a direct influence on loyalty towards an online travel community, confirming previous research grounded on theory of reasoned action models. Originality/value Despite the crucial impact of consumers’ affective states on loyalty formation, research on social media is mainly focused on the technological nature of consumer information exchanges, neglecting other drivers of consumer behaviour beyond the technology employed. This paper develops a model that integrates the relationships between consumer emotions and their individual (perceived risk) and social (social presence and subjective norm) antecedents and outcome variables (attitude and loyalty). The role of social influences is analysed, assessing the conjoint impact of one-way communication (interpersonal influences and mass media) and Web 2.0 communications (social presence) on positive emotions and loyalty formation towards the online travel community.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Wei Liu ◽  
Jing Wei Li ◽  
Qi Wei Zhou

Purpose From a functionalist perspective, this study aims to examine empirically how positive and negative emotions can exert influence on creativity in the workplace. This study built and tested a theoretical framework that delineates the effect of emotions on employee creativity through different learning mechanisms. Design/methodology/approach Field surveys were conducted in a Chinese company and data were collected from 340 employee-supervisor dyads. Findings The results indicate that positive emotions were positively related to task-related learning and interactional learning, both of which promote employee creativity. Task-related learning mediated the association between positive emotions and creativity. Nevertheless, negative emotions hindered employees from interactional learning and were negatively associated with creativity. Interactional learning mediated the association between negative emotions and creativity. Moreover, the interaction between positive and negative emotions was negatively associated with task-related learning. Originality/value This study contributes to the literature on emotions and employee learning by demonstrating the value of using a functionalist perspective through different procedural mechanisms for employee outcomes and exploring the mediation effects of different learning behaviors in promoting creativity.


Author(s):  
Ana Carolina Barris-Oliveira ◽  
Gabriel Lins de Holanda Coelho ◽  
Adolfo Wenjaw Liao ◽  
Fernanda Ferraz Assir ◽  
Ana Lucia Neves ◽  
...  

2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Jose Luis Saavedra Torres ◽  
Monika Rawal ◽  
Ramin Bagherzadeh

Purpose This paper aims to examine the role of brand attachment as a relevant construct in customers’ evaluation after they face a service failure which impacts future consumer behaviors. It mainly answers the research question: does brand attachment cushion or amplify the effect of service failure on customers’ negative emotions? Design/methodology/approach A 2 × 2 × 2 experimental design was conducted. Data analysis was performed with ANOVA and moderated mediation. Findings Customer’s feelings toward a brand (brand attachment) that existed before a service failure occurred can regulate customer’s negative emotions especially when consumer attribute service failure to a controllable cause. This process minimizes the effect of service failure in customer’s satisfaction and consequently increase customer behaviors like word of mouth and loyalty intentions. Research limitations/implications Adding perceived intentionality as a service failure’s attribution could provide another layer of explanation of customer behavior. Also, an expanded study using a sector characterized by higher cost of change and permanent consumption could provide result’s generalizability. Practical implications Brand attachment should be included in the customer service strategy. In a service failure situation, brand attachment becomes part of the “service customer policy” helping customers to regulate their negative emotions. Originality/value This study fills the knowledge gap regarding the role of customers’ positive emotions toward brands when a service failure occurs. The current study extends branding literature by differentiating brand attachment role from coping tactics.


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 626-626
Author(s):  
Jeremy Hamm ◽  
Carsten Wrosch

Abstract Research shows that emotions play an important role in successful aging. However, previous studies have largely focused on the implications of dimensional indicators of emotion, such as positive and negative affect. This approach may fail to capture important distinctions between discrete emotions such as sadness, loneliness, calmness, and empathy that could become more or less adaptive with age. The present studies adopt a discrete emotion perspective to examine age-related changes in the consequences of different positive and negative emotions for successful aging. Drawing from an evolutionary-functionalist perspective, Haase, Wu, Verstaen, and Levenson investigate whether sadness becomes more salient and adaptive in old age using a multi-method approach. Lee, Lay, Mahmood, Graf, and Hoppmann address the seemingly contradictory consequences of loneliness by examining how state- and trait-loneliness interact to predict older adults’ prosocial behaviors. Hamm, Wrosch, Barlow, and Kunzmann use two studies to examine the diverging salience and 10-year health consequences of discrete positive emotions posited to motivate rest and recovery (calmness) or pursuit of novelty and stimulation (excitement). Barlow and Mauss study the co-occurrence of discrete emotions and their age-dependent associations with well-being using an adult lifespan sample. Finally, Wieck, Katzorreck, Gerstorf, Schilling, Lücke, and Kunzmann examine lifespan changes in the adaptive function of empathy by assessing the extent to which empathic accuracy protects against stress-reactivity as people age. This symposium thus integrates new research on the role of discrete positive and negative emotions and will contribute to a deeper understanding of the complex relationships between emotions and successful aging.


2019 ◽  
Author(s):  
Federica Pallavicini ◽  
Alessandro Pepe

BACKGROUND In the last few years, the introduction of immersive technologies, especially virtual reality, into the gaming market has dramatically altered the traditional concept of video games. Given the unique features of virtual reality in terms of interaction and its ability to completely immerse the individual into the game, this technology should increase the propensity for video games to effectively elicit positive emotions and decrease negative emotions and anxiety in the players. However, to date, few studies have investigated the ability of virtual reality games to induce positive emotions, and the possible effect of this new type of video game in diminishing negative emotions and anxiety has not yet been tested. Furthermore, given the critical role of body movement in individuals’ well-being and in emotional responses to video games, it seems critical to investigate how body involvement can be exploited to modulate the psychological benefits of virtual reality games in terms of enhancing players’ positive emotions and decreasing negative emotions and anxiety. OBJECTIVE This within-subjects study aimed to explore the ability of commercial virtual reality games to induce positive emotions and diminish negative emotions and state anxiety of the players, investigating the effects of the level of body involvement requested by the game (ie, high vs low). METHODS A total of 36 young adults played a low body-involvement (ie, <i>Fruit Ninja VR</i>) and a high body-involvement (ie, <i>Audioshield</i>) video game in virtual reality. The Visual Analogue Scale (VAS) and the State-Trait Anxiety Inventory, Form-Y1 (STAI-Y1) were used to assess positive and negative emotions and state anxiety. RESULTS Results of the generalized linear model (GLM) for repeated-measures multivariate analysis of variance (MANOVA) revealed a statistically significant increase in the intensity of happiness (<i>P</i>&lt;.001) and surprise (<i>P</i>=.003) and, in parallel, a significant decrease in fear (<i>P</i>=.01) and sadness (<i>P</i>&lt;.001) reported by the users. Regarding the ability to improve anxiety in the players, the results showed a significant decrease in perceived state anxiety after game play, assessed with both the STAI-Y1 (<i>P</i>=.003) and the VAS-anxiety (<i>P</i>=.002). Finally, the results of the GLM MANOVA showed a greater efficacy of the high body-involvement game (ie, <i>Audioshield</i>) compared to the low body-involvement game (ie, <i>Fruit Ninja VR</i>), both for eliciting positive emotions (happiness, <i>P</i>&lt;.001; and surprise, <i>P</i>=.01) and in reducing negative emotions (fear, <i>P</i>=.05; and sadness, <i>P</i>=.05) and state anxiety, as measured by the STAI-Y1 (<i>P</i>=.05). CONCLUSIONS The two main principal findings of this study are as follows: (1) virtual reality video games appear to be effective tools to elicit positive emotions and to decrease negative emotions and state anxiety in individuals and (2) the level of body involvement of the virtual video game has an important effect in determining the ability of the game to improve positive emotions and decrease negative emotions and state anxiety of the players.


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