Affective expression and affective experience in schizophrenia.

Author(s):  
Robert H. Dworkin ◽  
Harriet Oster ◽  
Scott C. Clark ◽  
Stephanie R. White
2019 ◽  
Vol 26 (1) ◽  
pp. 1-20
Author(s):  
Carol Mejia Laperle

The critical field of The Masque of Blackness often annotates Queen Anne and her ladies’ blackface performance with a courtier's eye-witness comment that the “lean cheeked moors” were “loathsome” and “ugly.” Yet Ben Jonson's performance text, when read beside Dudley Carleton's correspondences, resists the undue influence of the aristocrat's anecdotal disparagement. This project refuses to take Carleton's denigration as fact. Instead, it investigates the masque's representation of Niger's daughters to develop the affective experience of pleasurable mixing across racial identities and to show how the opulence, innovation, and beauty afforded by blackface are the means to underwrite arguments of political authority. Rather than a deviation from the performance's magnificent appeal, racial impersonation is constitutive of the masque's demonstration of beauty and invention of pleasure. As such, the allegory of King James I's power hinges on a fiction of idealized incorporation that is ideologically powerful precisely because it is primarily an aestheticized, affective experience. Beyond the ostensible trope of racial transformation, Jonson presents the pleasure of mixing across racial identities as the precondition for Britannia's absorption of migrant bodies. Blackness is a visual reminder of an indelible difference that can be absorbed, incorporated, indeed “salved,” by the monarch's faculties of conversion. The affective experience afforded by blackface is thus an argument for the sovereign's power of unification, underwriting what was a largely unfulfilled and controversial political agenda: the coalition of realms under the aegis of Great Britain.


2018 ◽  
Vol 26 (1) ◽  
pp. 118
Author(s):  
LIU Dege ◽  
HUANG Xiaozhi ◽  
CHEN Wenjing ◽  
LI Wendong
Keyword(s):  

Author(s):  
Judy S. Reilly ◽  
Lara R. Polse

With respect to language, it has long been observed that children who experience early unilateral brain injury do not show the same irreparable damage as do adults with homologous late-onset strokes. Neural plasticity has been proposed as the explanation for such differential linguistic profiles; that is, the plasticity of the young, developing brain allows the possibility for extensive adaptation and organization following a neural insult. Recent research, however, suggests that there are limits to this ability to adapt and organize. Results from a another communicative system, affect, suggest that children with unilateral pre- or perinatal stroke show similar (albeit subtler) effects to adults with homologous late-onset injuries. This chapter presents findings on language development in children who sustained a pre- or perinatal unilateral stroke, and complements these studies with a discussion of affective expression in these same children. These prospective studies of children with perinatal stroke provide a unique window into the development of the neural substrates for language and affect. Specifically, they afford a context to investigate the degree to which particular brain regions may be privileged for specific behavioral functions, as well as how the developing brain adapts to organize alternative pathways in the wake of an early insult.


Author(s):  
Kevin Veale

Affective materiality is a tool for exploring how engaging with textual structures shapes the affective experience of a story. The experience of video games is distinctive because their modes of engagement can lead to players feeling responsible for the decisions they make within the diegetic space of the game and its contextual storyworld. Night in the Woods and Undertale both use the perception of responsibility found in video game modes of engagement as an active storytelling tool, but apply it in different ways. Despite the differences in their contextual application, both games use affective materiality to encourage players to reflect on the consequences of their decisions in multiple arenas: within the context of the game, their engagement with other games and their engagement with the wider world. In doing so, both games apply storytelling techniques that distinguish playing video games from the experience of other media forms and encourage an empathetic engagement with fictional storyworlds.


2016 ◽  
Vol 38 (2) ◽  
pp. 149-159 ◽  
Author(s):  
Zachary Zenko ◽  
Panteleimon Ekkekakis ◽  
Dan Ariely

There is a paucity of methods for improving the affective experience of exercise. We tested a novel method based on discoveries about the relation between exercise intensity and pleasure, and lessons from behavioral economics. We examined the effect of reversing the slope of pleasure during exercise from negative to positive on pleasure and enjoyment, remembered pleasure, and forecasted pleasure. Forty-six adults were randomly assigned to a 15-min bout of recumbent cycling of either increasing intensity (0–120% of watts corresponding to the ventilatory threshold) or decreasing intensity (120–0%). Ramping intensity down, thereby eliciting apositive slope of pleasure during exercise, improved postexercise pleasure and enjoyment, remembered pleasure, and forecasted pleasure. The slope of pleasure accounted for 35–46% of the variance in remembered and forecasted pleasure from 15 min to 7 days postexercise. Ramping intensity down makes it possible to combine exposure to vigorous and moderate intensities with a pleasant affective experience.


2007 ◽  
Vol 116 (3) ◽  
pp. 578-588 ◽  
Author(s):  
Jennifer J. Russell ◽  
D. S. Moskowitz ◽  
David C. Zuroff ◽  
Debbie Sookman ◽  
Joel Paris

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