Reading EmotionsWhen it comes to the craft of conversation, most of us believe that some face-to-face interaction is the key component of emotional communication. For social engagement, we connect with our social network over Facebook or use our various iDevices for a little FaceTime with relatives. But new research is questioning how we actually process and interpret the emotional reactions of others. The findings might make us take an about-face turn on conventional wisdom regarding facial expressions and emotions.
For decades, researchers have relied on the “Ekman faces” for studying how we process emotional expressions. In the 1970s, psychologist Paul Ekman created a set of black and white photographic images of actors portraying six “universal emotions”: happiness, sadness, anger, disgust, fear, and surprise. Although the stimuli have varied over time (to incorporate actors of varying ethnicity, for example) and the universal emotions have expanded (to include emotions such as pride, guilt, and shame), the fundamental reliance on facial expressions as a primary indicator of emotional state has remained. Now it appears that, when it comes to intense real-world emotional experiences—such as the joy and relief of seeing your first child born or the agony and disappointment of a crushing defeat—our faces may not be as revealing as once believed.
To examine the role of facial expressions and body language in how we interpret the intense emotional displays of others, researchers at Princeton, New York, and Radboud universities captured photographic images of peak emotional expressions from a variety of powerful real-life situations, including high-stakes tennis matches, sexual orgasms, home-makeover reveals, and navel or nipple piercing. After manipulating the images to isolate facial expressions, bodily expressions, or bodily and facial expressions combined, the researchers asked study participants to rate the type and intensity of emotional experience they thought they saw in each image.
As published in the journal Science, the results demonstrated that when viewing facial expressions alone, viewers were no better than chance at identifying whether the expression indicated a positive or negative experience. Viewers were much better able to identify positive or negative experiences when viewing the images of bodily expressions of emotions (with or without the corresponding facial display).
In case you’re tempted to read these results and think you knew it would turn out that way all along, the researchers actually described their methods to a separate group of participants beforehand. Of those asked, 80 percent thought viewing the face alone would be most accurate, whereas only 20 percent thought the body/face images would be most effective, and zero people predicted that the body image alone would be the most useful indicator. Furthermore, by manipulating the body image, the experimenters successfully manipulated viewer perceptions of the emotions shown. For example, when putting the face of someone undergoing piercing on the body of a tennis victor, viewers were more likely to rate the photograph as someone experiencing intense joy.
“These results show that when emotions become extremely intense, the difference between positive and negative facial expression blurs,” said the lead researcher Hillel Aviezer in a released statement. “From a practical-clinical perspective, the results may help researchers understand how body/face expressions interact during emotional situations. For example, individuals with autism may fail to recognize facial expressions, but perhaps if trained to process important body cues, their performance may significantly improve.”
Beyond that, the study’s results may have implications for therapist practice and training by overcoming our natural inclination to pay attention to facial expressions and highlighting more focused attention on body language and physical cues. Videotaped supervision sessions might need to zoom back to incorporate the body posture of therapists and their patients. Also, teletherapy through Skype, which focuses primarily on the face, might be improved with more attention to the whole-person image.
Resources
Reading Emotions: Science 338, no. 6111 (November 2012): 1225–29; http://www.eurekalert.org/pub_releases/2012-11/thuo-bln112912.php.
Can Video Games Power Up Your Practice?Wonder if Pac-Man and Ms. Pac-Man ever needed couples therapy? What might a family therapist say about the sibling rivalry of the Super Mario Bros? It’s time to get serious about gaming, because some suggest that video games and psychotherapy fit together like a well-placed Tetris block.
Surveys suggest that between 95 and 97 percent of American teenagers have played video games at some point in the recent past, and most of them play games on a regular basis. Adolescents aren’t the only ones gaming, however. More than 50 percent of adults play video games, too, whether they’re launching Angry Birds on their phones or questing in multiplayer online universes like World of Warcraft.
“They’re a part of our patients’ lives,” says Mike Langlois, a clinical social worker in Cambridge, Massachusetts, and author of the eBook Reset: Video Games & Psychotherapy. “Anything that much of the population is doing is something that psychotherapists need to know about.”
Unlike the arcade games of the past, modern video games offer an immersive social experience that therapists can use to build relationships with young clients. Forget about the dusty old board games like checkers and Parcheesi! “If I’m doing play therapy with adolescents in the 21st century,” Langlois says, “I should be playing the games of adolescents in the 21st century.”
More and more, gaming consoles are making their way out of parents’ basements and into our offices. “As I’ve learned in my child and adolescent psychiatry practice, the focus should be not only on what kids play, but also, perhaps more so, on how they play,” writes psychiatrist T. Atilla Ceranoglu in an editorial for the Boston Globe. Ceranoglu’s research on the use of video games in psychotherapy suggests that by playing video games with their patients, psychotherapists can build relationships with their gamer clients. In the process, they can learn valuable information about frustration tolerance, creative problem-solving, competition, and collaboration.
Even if you don’t have an Xbox set up in your office, it’s important to be aware of and sensitive to gaming-related issues, says Langlois, who brands his clinical practice as “gamer-affirmative.” By talking to everyone from adolescents to active-duty military veterans in Iraq and Afghanistan about their gaming experiences, Langlois says he started to hear stories about how people used video game communities to get help when they were depressed or even suicidal. “It was very different than the media hype I was hearing about how video games are all addictive and cause isolation.”
Now researchers and practitioners are starting to catch on to the power-up potential of video games for clinical practice. Research studies have found that playing video games improves pain management during medical procedures, while some specially designed psychoeducational video games have been used to increase treatment adherence in managing chronic diseases, such as diabetes and sickle-cell anemia. Businesses such as San Diego–based SmartBrain Technologies and Atlanta-based Virtually Better are headed by psychologists to develop, test, and use special therapeutic video game programs for everything from brain injuries to AD/HD and panic disorder. Even major commercial entities like Nintendo’s Wii gaming system and Microsoft’s Xbox Kinect platform are marketing games to improve physical activity and mental coordination.
Meanwhile, if you want to improve your own gamer-practice competence, try video gaming yourself. “I don’t think you need to play every single game, but you do need to be willing to have the experience of playing a game and learning to play,” says Langlois. He’s started a class on social work and technology in which one session requires students to attend in the online environment of World of Warcraft. Some students new to the game environment (gamers might call them newbies or noobs) find themselves fumbling around and frustrated as they learn the intricacies of navigating a new world. “I tell them to pay attention to that, because that’s exactly how their patients feel. For them, life is as difficult to negotiate as learning how to navigate this video game is for you.”
Resources
Video Games: Review of General Psychology 14, no. 2 (June 2010): 141-46; http://www.boston.com/bostonglobe/editorial_opinion/oped/articles/2011/07/05/video_games_can_be_healthy/.
What Causes Borderline Personality Disorder?Do childhood trauma and a chaotic family environment cause adult borderline personality disorder (BPD)? Common clinical wisdom says yes, but new results are leading some researchers to insist that it’s more complicated than that.
Investigators from the Minnesota Twin Family Study, first begun in 1983, collected data about childhood abuse and adult personality from 1,382 pairs of same-sex twins, followed over time from ages 11 to 24. By examining differences in abuse exposure and genetic overlap (whether the twins were identical and thus had the same DNA, or fraternal, and thus had only about 50 percent genetic overlap), the authors, led by Marina Bornovalova of the University of South Florida, concluded that childhood abuse in itself isn’t a direct cause of adult BPD traits. But since childhood abuse is seen so frequently in individuals with BPD (some studies suggest in as much as 90 percent of cases) why the overlap? According to the study, common genetic factors contribute to both childhood abuse and BPD.
The researchers suggest two possible genetically influenced reasons for the connection between childhood abuse and adult BPD. In the first model, called “passive genetic mediation,” children not only inherit genes from their parents, but are raised in an environment that’s an expression of the parents’ own genetic influences. In this model, children inherit genetic tendencies toward aggression, impulsivity, and emotional dysregulation from their parents and are raised by parents who are themselves aggressive, impulsive, and dysregulated. Abuse and BPD are thus different manifestations of the same emotionally dysregulating factors.
In a second, more controversial scenario, known as “evocative genetic mediation,” children who inherit difficult genetic temperaments from their parents tend to behave as moody or impulsive children. Emotionally intense and difficult to raise, these children strain their parents’ own genetically limited coping resources, contributing to parenting failures characterized by childhood abuse and neglect.
If the second scenario sounds like blaming the victim, the authors are quick to point out that their results “don’t support the idea that [childhood abuse] is inevitable, justified, or without harm.” However, their work raises possibly provocative questions about the causes and effects of childhood abuse and adult borderline personality disorder, once again putting science at odds with facile, politically correct perspectives on complex psychological phenomena.
Resources
What Causes Borderline Personality Disorder? Journal of Abnormal Psychology, doi: 10.1037/a0028328.
Psychologist Philip Zimbardo knows a thing or two about tough guys. In 1971, his notorious Stanford prison experiment, originally planned for two weeks, had to be shut down after only six days when college students acting out roles as prison guards started to play a little too rough with their mock inmates. In 2007, he tried to understand the military abuses at Abu Ghraib prison in his book The Lucifer Effect: Understanding How Good People Turn Evil. Now he turns his attention to a different kind of prisoner: the average American male shackled by the constraints and demands of societal expectations.
In a new eBook titled The Demise of Guys: Why Boys Are Struggling and What We Can Do about It, Zimbardo and his coauthor psychologist Nikita Duncan paint a dire picture of dudes in this country, asserting that boys are increasingly failing to measure up academically, socially, and sexually. The blame, they say, lies with the Internet, television, and video games. According to their view, a new Lost Generation has grown up, addicted to arousal and constantly seeking stimulation and novelty through digital means: “The excessive use of video games and online porn in pursuit of the next thing is creating a generation of risk-averse guys who are unable (and unwilling) to navigate the complexities and risks inherent to real-life relationships, school and employment.” More young men are supposedly languishing in their parents’ basements, aimless, asocial, and out of touch.
The signs of the decline, they say, are everywhere: falling test scores, violent video gaming, and a buxom pornography industry. Zimbardo describes a “social intensity syndrome” in which men are driven to engage in intense, male-dominated social interactions leading to an endorphin rush that the rest of their dull daily lives just can’t match. During a popular TED talk, Zimbardo said “Guys would rather be in a bar with strangers, watching a totally overdressed Aaron Rodgers of the Green Bay Packers, than Jennifer Lopez totally naked in the bedroom.”
Boys aren’t the only ones struggling, suggests psychiatrist Boadie Dunlop, director of the Mood and Anxiety Disorders Program at Emory University. With the economic downturn’s hitting men particularly hard, they’re relying more heavily on women as the primary household earners. While traditionally female-populated fields like healthcare and social services are experiencing burgeoning demand, “manly” occupations like construction and manufacturing are being scaled back and reorganized for greater efficiency. Many men are finding themselves outsourced, obsolete, and out of work. “Compared to women, men attach greater importance to their roles as providers and protectors of their families,” Dunlop says, “and men’s failure to fulfill the role of breadwinner may lead to greater depression and marital conflict.”
Zimbardo and Duncan may be sounding an alarm about masculinity in crisis, but concerns about the death of manhood have been around for decades, if not centuries. Pornography isn’t new, even if it’s now more accessible on the Internet. Many video gamers would protest that gaming is more interpersonally interactive today than ever, and our wired world is used much more for social networking than social detachment. Are entertainment addictions really a more pervasive societal concern for men than rising housing costs and ballooning student loan bills? Is the fact that men are living with their parents longer and postponing marriage and childrearing a sign of “Arma-guy-ddon” or just a smart social adaptation to an economic “man-cession”? Only time will tell.
Resources
Manpocalypse: http://www.demiseofguys.com; British Journal of Psychiatry 198, no. 3 (March 2011): 167-68.
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