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- All Subjects: Memory
- All Subjects: Social Media
- All Subjects: Motivation
- Creators: Department of Psychology
- Status: Published
This paper explores the psychological experiences of domestic workers in three contemporary Latin American films: Roma (Mexico, 2018), Crímenes de familia (Argentina, 2020) and Que Horas Ela Volta? (Brazil, 2015). Specifically, the motherhood of these three protagonists is explored and analyzed using psychological research that pertains to motherhood, trauma, and the relationships between domestic workers and the families that employ them. This paper reveals that contemporary Latin American cinema portrays domestic workers as having negative experiences of motherhood as a direct result of their occupation and proposes for further protections, policy change, and psychological research to take place for domestic workers in Latin America and beyond.
Empathy includes multiple components, including empathic concern, perspective-taking, and motivation to empathize. Various perspective-taking interventions have been found to be useful in increasing empathy. Games can be utilized as such interventions, especially when they involve perspective-taking components. The similarities between tabletop roleplaying games and various empathy-building interventions suggests that tabletop roleplaying games may be an intervention option that is already played for enjoyment. This study examines the influence of tabletop roleplaying games on motivation to empathize. Participants played a short tabletop roleplaying game and then were asked to choose between describing and empathizing with refugee targets over a series of trials. There is a potential main effect of tabletop roleplaying games on motivation to empathize, but this main effect is absent when controlling for self-other-overlap. It appears that self-other-overlap influences motivation to empathize. However, this study was underpowered, and the main effect of roleplay may have been detected if more participants were involved. Thus, there is potential that tabletop roleplaying games may influence motivation to empathize, and future research should examine this while considering the limitations of this study.
Since the horrors of the transatlantic slave trade, Black people have struggled for individual freedoms and equality in the United States. The notion that this long-lasting fight for equal rights ended after the Civil Rights Movement of the 1950’s and 1960’s is a fallacy. The battle for equality is by no means finished but an ongoing struggle for a large percentage of our American population. In its broadest sense, Black Lives Matter is a grassroots social movement of activists called to action in the face of repeated instances of Black men and women being murdered in notoriously controversial and unjust circumstances. With the conception of the Black Lives Matter movement in 2013, a significant contingent of society has pushed to bring forward the voices of underrepresented and unequally treated members of our communities (Lee, 2020). <br/>When formulating a research study, I wanted to combat some common misconceptions about online activism. Living in an online media-dominated age, with the backdrop of a global pandemic and an increasingly polarized political climate, my overarching goal was to observe how social media has contributed to this modern-day civil rights movement. Indeed, this research was conducted during a period of political and cultural divisiveness not experienced in the United States since perhaps the Civil War. Following the 2020 U.S. election where Joe Biden and Kamala Harris were elected over Donald Trump and Mike Pence, political polarization has reached a boiling point. As the foremost social movement in the United States during the era of social media, it is of utmost importance we gain a better understanding of how ordinary people, connected by a common cause, built Black Lives Matter.