Background: Sexual deviance is regarded as an important risk factor for sexual offending. However, little is known about the development of deviant sexual interests. The transfer of arousal between emotions, i.e., excitation transfer, could attribute sexual salience to stimuli that would otherwise not be sexual in nature. As such, excitation transfer could contribute to the very beginning of unusual or deviant sexual interests. The current protocol proposes a study to investigate to what extent excitation transfer occurs, i.e., to what extent genital and subjective sexual arousal to sexual stimuli is higher in an emotional state than in a neutral state. Following a prior pilot study, several adjustments were made to the study protocol, including a stronger emotional manipulation by using 360-degree film clips and the inclusion of a larger and more sexually diverse sample. Methods: We will recruit 50 adult male volunteers with diverse sexual interests. We will induce sexual arousal in four different emotional states (aggression/dominance, endearment, fear, disgust) and a neutral state. Sexual arousal will be measured genitally using penile plethysmography and subjectively via self-report. Using paired samples t-tests, sexual arousal in the emotional states will be compared with sexual arousal in the neutral state. Discussion: We aim to show that arousal in response to emotional stimuli that are initially nonsexual in nature, can enhance sexual arousal. These findings have potentially important implications for the development of unusual and/or deviant sexual interests and possibly for the treatment of such sexual deviant interests in people who have committed sexual offenses.
This paper is about Grūtas, a Lithuanian park museum near Druskininkai featuring recovered Soviet-era artifacts. This study fills the gap in literature on people's emotions and reactions dealing with an unwanted past, and an undesirable heritage. Visits to sites associated with occupation, death and suffering are considered emotionally laden. Data were collected from visitor comment books employing a qualitative content analysis as well as quantitative data analysis techniques such as word frequency and semantic network analysis. Few studies empirically investigated visitor emotions to “unwanted” heritage sites. This research provides insights into the interpretive complex by discussing the content of visitor comment books. Three hundred and seventy-nine visitor comments from Lithuanians to the Grūtas park museum were examined. Results reveal that visitors experience both negative and positive emotions after visiting the site, such as unpleasantness, discomfort, surprise, admiration and delight. This is the first study to examine visitor's emotions and reactions to the Grūtas park museum, a site related to difficult heritage.
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In this paper, we critically examine the use of (negative) emotions in psychology, consumer behaviour and tourism. We find that (1) negative emotions form an integral part of the tourist experience in certain tourism contexts, particularly in dark tourism and types of travel that involve transformation of the self, (2) negative emotions can have multiple positive outcomes and (3) these positive outcomes are present in hedonic and non-hedonic tourism contexts, yet they occur occasionally in hedonic and more systematically in non-hedonic tourism contexts. We conclude that negative emotions contribute to eudaimonic experiences by affecting different types of meaning in life.
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In 2007 at Ropecon, a large Finnish roleplaying convention, Emily Care Boss coined the term bleed to refer to emotional transference that sometimes happened to players of roleplaying games. Bleed describes an effect where emotions and attitudes experienced while roleplaying a character continue on after the roleplaying session was over, or the other way around, where a player brings their own feelings into the character they are embodying. For example, a player would roleplay a romance with another player's character, and then develop feelings for said player after the game was over. Bleed can create powerful effects in a roleplaying session, both positive and negative, which has resulted in the development of various best practices and safety tools that analogue game designers can draw upon, and roleplaying games frequently have mechanics designed around inducing and maximizing particular types of bleed in their players. Bleed mechanics lend themselves particularly well to exploring queer and otherwise marginalized identities, generating empathy, and exploring acts of political resistance. They are a powerful tool in the analogue game designers’ toolbox. Digital games make comparatively far less use of bleed in their designs than analogue games—the concept of bleed is not well-known among digital game designers. Consequently, there is little guidance for designing digital bleed mechanics, and insufficient safety tools with which to do so. With how powerful these effects can be, the knowledge and tools gaps for digital games needs addressing. This research project will create primarily digital narrative games that are explicitly designed to invoke bleed, and seeks to provide designers with new frameworks and safety tools to create bleed effects for digital games. Games will be created with varying themes and approaches regarding identity and storytelling to explore how, in particular, narrative design influences bleed in digital games.