@article{HerbertPollatos2012, author = {Herbert, Beate M. and Pollatos, Olga}, title = {The body in the mind On the relationship between interoception and embodiment}, series = {Topics in cognitive science}, volume = {4}, journal = {Topics in cognitive science}, number = {4}, publisher = {Wiley-Blackwell}, address = {Hoboken}, issn = {1756-8757}, doi = {10.1111/j.1756-8765.2012.01189.x}, pages = {692 -- 704}, year = {2012}, abstract = {The processing, representation, and perception of bodily signals (interoception) plays an important role for human behavior. Theories of embodied cognition hold that higher cognitive processes operate on perceptual symbols and that concept use involves reactivations of the sensory-motor states that occur during experience with the world. Similarly, activation of interoceptive representations and meta-representations of bodily signals supporting interoceptive awareness are profoundly associated with emotional experience and cognitive functions. This article gives an overview over present findings and models on interoception and mechanisms of embodiment and highlights its relevance for disorders that are suggested to represent a translation deficit of bodily states into subjective feelings and self-awareness.}, language = {en} } @article{HartmannMoellerKrause2015, author = {Hartmann, Tilo and M{\"o}ller, Ingrid and Krause, Christina}, title = {Factors underlying male and female use of violent video games}, series = {New media \& society}, volume = {17}, journal = {New media \& society}, number = {11}, publisher = {Sage Publ.}, address = {London}, issn = {1461-4448}, doi = {10.1177/1461444814533067}, pages = {1777 -- 1794}, year = {2015}, abstract = {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.}, language = {en} }