2017
DOI: 10.1016/j.brainres.2016.12.013
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Context matters: Anterior and posterior cortical midline responses to sad movie scenes

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Cited by 7 publications
(5 citation statements)
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“…Further, a typical analysis strategy that we and others have used (Bird et al 2015;Chen et al 2016;Schlochtermeier et al 2016) involves modeling the entire ~50 s response to the video as an average response or with a single regressor.…”
Section: Introductionmentioning
confidence: 99%
“…Further, a typical analysis strategy that we and others have used (Bird et al 2015;Chen et al 2016;Schlochtermeier et al 2016) involves modeling the entire ~50 s response to the video as an average response or with a single regressor.…”
Section: Introductionmentioning
confidence: 99%
“…Amusement Ratings, audience laughter Moran et al, 2004;Goldin et al, 2005;Sawahata et al, 2013;Jääskeläinen et al, 2016;Iidaka, 2017;Tu et al, 2019 Raz et al, 2012Raz et al, , 2014Raz et al, , 2016Schlochtermeier et al, 2017;Sachs et al, 2020 Suspense Ratings Naci et al, 2014;Lehne et al, 2015 Basic emotions Ratings Lettieri et al, 2019 Other emotion categories Ratings Horikawa et al, 2020;Koide-Majima et al, 2020;Chang et al, 2021 Emotional alignment…”
Section: Emotion Categoriesmentioning
confidence: 99%
“…Thus, the stimulus materials in affective neuroimaging studies have often targeted one emotion category (e.g., horror movies to elicit fear in Hudson et al, 2020; comedy clips to elicit amusement in Iidaka, 2017; or separation scenes to elicit sadness in Schlochtermeier et al, 2017). Emotion categories that have been studied with naturalistic stimuli include amusement (Moran et al, 2004;Sawahata et al, 2013;Iidaka, 2017;Tu et al, 2019), sadness (Goldin et al, 2005;Schlochtermeier et al, 2017;Sachs et al, 2020), enjoyment (Sachs et al, 2020), fear (Hudson et al, 2020), suspense (Naci et al, 2014;Lehne et al, 2015), and anger (Jacob et al, 2018). Overall, as expected, categorical emotions lead to wide-spread brain activity and connectivity changes similarly to valence and arousal (see Figures 2, 3 and Supplementary Tables 1, 2).…”
Section: Emotion Categoriesmentioning
confidence: 99%
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“…The mechanisms underlying video game‐related plastic brain changes remain unclear, and might be related to tonic/phasic activation or inhibition of the affected brain regions during game playing. Functional magnetic resonance imaging (fMRI) has been used to measure brain activities during video game playing and other real‐world events such as movie watching . However, performing such tasks, especially those complicated tasks that need strong engagement and extensive body movements, inside a scanner bore could be associated with significantly different brain activities from those would be obtained under naturalistic conditions.…”
Section: Introductionmentioning
confidence: 99%