TY - GEN A1 - Bösel, Bernd T1 - Affect Disposition(ing) BT - A Genealogical Approach to the Organization and Regulation of Emotions T2 - Media and Communication N2 - The “affective turn” has been primarily concerned not with what affect is, but what it does. This article focuses on yet another shift towards how affect gets organized, i.e., how it is produced, classified, and controlled. It proposes a genealogical as well as a critical approach to the organization of affect and distinguishes between several “affect disposition(ing) regimes”—meaning paradigms of how to interpret and manage affects, for e.g., encoding them as byproducts of demonic possession, judging them in reference to a moralistic framework, or subsuming them under an industrial regime. Bernard Stiegler’s concept of psychopower will be engaged at one point and expanded to include social media and affective technologies, especially Affective Computing. Finally, the industrialization and cybernetization of affect will be contrasted with poststructuralist interpretations of affects as events. T3 - Zweitveröffentlichungen der Universität Potsdam : Philosophische Reihe - 151 KW - affect KW - Affective Computing KW - disposition KW - emotions KW - event KW - eventology KW - genealogy KW - psychopower KW - theory Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-418309 SP - 15 EP - 21 ER - TY - GEN A1 - Schaefer, Laura A1 - Dech, Silas A1 - Wolff, Lara L. A1 - Bittmann, Frank T1 - Emotional Imagery Influences the Adaptive Force in Young Women BT - Unpleasant Imagery Reduces Instantaneously the Muscular Holding Capacity T2 - Zweitveröffentlichungen der Universität Potsdam : Humanwissenschaftliche Reihe N2 - The link between emotions and motor function has been known for decades but is still not clarified. The Adaptive Force (AF) describes the neuromuscular capability to adapt to increasing forces and was suggested to be especially vulnerable to interfering inputs. This study investigated the influence of pleasant an unpleasant food imagery on the manually assessed AF of elbow and hip flexors objectified by a handheld device in 12 healthy women. The maximal isometric AF was significantly reduced during unpleasant vs. pleasant imagery and baseline (p < 0.001, dz = 0.98–1.61). During unpleasant imagery, muscle lengthening started at 59.00 ± 22.50% of maximal AF, in contrast to baseline and pleasant imagery, during which the isometric position could be maintained mostly during the entire force increase up to ~97.90 ± 5.00% of maximal AF. Healthy participants showed an immediately impaired holding function triggered by unpleasant imagery, presumably related to negative emotions. Hence, AF seems to be suitable to test instantaneously the effect of emotions on motor function. Since musculoskeletal complaints can result from muscular instability, the findings provide insights into the understanding of the causal chain of linked musculoskeletal pain and mental stress. A case example (current stress vs. positive imagery) suggests that the approach presented in this study might have future implications for psychomotor diagnostics and therapeutics. T3 - Zweitveröffentlichungen der Universität Potsdam : Humanwissenschaftliche Reihe - 816 KW - Adaptive Force KW - maximal isometric Adaptive Force KW - holding capability KW - neuromuscular adaptation KW - motor control KW - pleasant and unpleasant imagery KW - emotions KW - emotional imagery KW - manual muscle test Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-582014 SN - 1866-8364 IS - 816 ER - TY - GEN A1 - Hartmann, Tilo A1 - Möller, Ingrid A1 - Krause, Christina T1 - Factors underlying male and female use of violent video games T2 - Postprints der Universität Potsdam : Humanwissenschaftliche Reihe N2 - Research has consistently shown that males play violent video games more frequently than females, but factors underlying this gender gap have not been examined to date. This approach examines the assumption that males play violent video games more because they anticipate more enjoyment and less guilt from engaging in virtual violence than females. This may be because males are less empathetic, tend to morally justify physical violence more and have a greater need for sensation and aggression in video game play than females. Results of a path model based on survey data of 444 respondents and using multi-step multiple mediation analyses confirm these assumptions. Taken together, the findings of this study shed further light on the gender gap in violent video game use. T3 - Zweitveröffentlichungen der Universität Potsdam : Humanwissenschaftliche Reihe - 394 KW - emotions KW - enjoyment KW - gender KW - guilt KW - media choice KW - media use KW - moral disengagement KW - selective exposure KW - video games KW - violence Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-404513 IS - 394 ER -