anger management

Latest

  • Michal Luria

    These 'cathartic' stress robots can take a beating

    by 
    Amrita Khalid
    Amrita Khalid
    05.06.2019

    Whether it's a meditation app or looking at puppy videos, much of today's technology focuses on replacing your negative feelings with positive ones. But what if you want to act on all your feelings of anger, sadness and anxiety -- in a healthy way? Going off the idea that facing negative emotions head-on can be good for a person's well-being, researchers at Carnegie Mellon University created "cathartic objects" that are designed to be hit, stabbed and even sworn at. Lead by researcher Michael Luria and co-authors Amit Zoran and Jodi Forlizzi, the team presented their paper on the cathartic objects at the 2019 CHI Conference on Human Factors in Computing Systems held this month in Glasgow.

  • Angry Birds Trilogy 'Anger Management' DLC brings back 130 levels for $5

    by 
    David Hinkle
    David Hinkle
    12.22.2012

    While Angry Birds Trilogy encompasses Angry Birds, Angry Birds Seasons, and Angry Birds Rio, some of the mobile levels didn't make the cut. Those are now available as DLC for an extra $5 (400 MSP).The "Anger Management" DLC pack includes 130 levels from episodes like Ham 'O' Ween, Piglantis and more. It also introduces the orange bird, which can expand like a gigantic, feathery blowfish. He looks pretty uncomfortable in the trailer above, but in the life of a bird the brief flash of pain must make the conquest over pigs feel all the more satisfying.

  • Researchers create video game that monitors heart rate to keep children's anger in check

    by 
    Alexis Santos
    Alexis Santos
    10.26.2012

    Nintendo may have left its Vitality Sensor by the wayside, but researchers at Boston Children's Hospital are using heart rate monitoring in a video game to teach children with anger issues how to temper their emotions. Dubbed RAGE (Regulate and Gain Emotional) Control, the game tasks players with blasting hostile spaceships while keeping their heart rate from exceeding a predefined limit. If a gamer's pulse rises above the ceiling, they'll lose the ability to shoot until they can ease their pulse back down. A group of 18 kids who received standard treatments and played the game for five, 15-minute-long sessions had better control of their heart rate and lower anger levels than a group that only used traditional treatments. Currently, a controlled clinical trial of RAGE Control is underway and there are plans to take the concept a step further with toys and games suited for younger children. Look out below for the full press release or tap the second source link for the team's paper in the Journal of Adolescent Psychiatry. [Image credit: Thirteen of Clubs, Flickr]

  • The Summoner's Guidebook: Dealing with rage and bad players

    by 
    Patrick Mackey
    Patrick Mackey
    05.03.2012

    Like any competitive multiplayer game, League of Legends induces its fair share of rage. People hate to lose. When your team is only three to five people, each contributor has a distinct identity, making it very easy to single out that feeding Ezreal. Compared to a game like Global Agenda, where teams are very large and individual contribution is harder to measure, League of Legends makes blame very easy to assign. This week in the Summoner's Guidebook, we're going to talk about the effects of nerdrage on your team and how to deal with those violent emotions in a more productive manner.

  • The Daily Grind: Are MMO players angrier than other types of gamers?

    by 
    Jef Reahard
    Jef Reahard
    08.05.2011

    Massively watercooler discussions are usually pretty fun, and while a good number of them aren't printable, occasionally they provide food for thought when it comes to our favorite genre and the gristmill that is The Daily Grind. Case in point is a recent discussion that touched on the anger management issues that some MMO gamers exhibit. We basically agreed that -- generally speaking of course -- MMO players are a perpetually angry lot in comparison to their console, casual, and even PC brethren. We batted around a few possible reasons for this including the fact that MMOs usually require more of a time investment as opposed to the one-off experiences common to single-player games. Along the same lines, MMO communities are often personal and may even transcend the game. Both of these factors (and many others) conspire to build emotional attachments not commonly found in more disposable gaming genres. Today it's your turn to weigh in on this debate. Do you think MMO players are angrier than their non-MMO counterparts? Why or why not? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!