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Journal articles on the topic 'Voodoo dolls'

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1

Reuber, Alexandra. "Voodoo Dolls, Charms, And Spells In The Classroom: Teaching, Screening, And Deconstructing The Misrepresentation Of The African Religion." Contemporary Issues in Education Research (CIER) 4, no. 8 (August 15, 2011): 7. http://dx.doi.org/10.19030/cier.v4i8.5611.

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New Orleans voodoo, also called crole voodoo, is an amalgamation of an honoring of the spirits of the dead, a respect for the elderly and the spiritual life, African knowledge of herbs and charms, and European elements of Catholicism. It is a religion of ancestor worship that is unknown to us, and that we are not necessarily exposed to or included in. As such, it is something foreign to our own belief system. Being ignorant about what the religion entails, people in general stigmatize it as something not worthy to discuss, nor to practice. Unfortunately, popular novels like Voodoo Season (2006) and Voodoo Dreams (1995) by Jowell Parker Rhodes, and especially Hollywoods production of horror movies such as White Zombie (1932), I Walked with a Zombie (1943), The Serpent and the Rainbow (1987), Voodoo Dawn (1998) or Hoodoo for Voodoo (2006), do not provide the public with a truthful background of the African, Haitian, or New Orleanean voodoo tradition. All too often these fictional sources fuel the already existing misrepresentations of the religion and represent it as something shadowy, highly secretive, and fearful. This differentiated introduction to New Orleans voodoo via Iain Softleys film The Skeleton Key (2004) exposes students to the major characteristics of the religion, makes them aware of popular cultures falsified voodoo construct, and teaches them how to deconstruct it. This interactive approach is student centered, appeals to their individual intelligences and learning styles, promotes critical thinking, and trains analytical skills.
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2

Boaz, Danielle. "Introducing Religious Reparations: Repairing the Perceptions of African Religions Through Expansions In Education." Journal of Law and Religion 26, no. 1 (2010): 213–48. http://dx.doi.org/10.1017/s0748081400000953.

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Western bookstores today are full of small boxes that advertise “Voodoo Revenge Kit” on the front. Their short descriptions encourage anyone who wishes to harm a cheating lover and curse a difficult boss to buy this product. Companies now sell t-shirts, mugs, buttons and key chains with “voodoo dolls,” and bound figures with needles through the heart. Novels, newspapers, and movies have, for over a century, produced representations of human sacrifice, cannibalism and devil worship as rituals central to the practice Obeah, Vodou and Santeria. U.S. televangelist Pat Robertson even remarked that the catastrophic earthquake in Haiti on January 12, 2010, was God's retribution on Haitians for practicing voodoo and making a “pact with the devil.” Remarkably, few people recognize that these depictions are, to a large degree, linked to slavery and racism, which continue to leave their stain on the past and present laws of American and Caribbean nations.
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3

Scarantino, Andrea, and Michael Nielsen. "Voodoo dolls and angry lions: how emotions explain arational actions." Philosophical Studies 172, no. 11 (February 7, 2015): 2975–98. http://dx.doi.org/10.1007/s11098-015-0452-y.

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4

Adi Martinus, Berya Kamayan, and Nova Noor Aisyah. "THE STYLE OF LANGUAGE IN 5SOS SONGS: VOODOO DOLLS AND INVISIBLE." ANAPHORA: Journal of Language, Literary and Cultural Studies 3, no. 2 (February 7, 2021): 102–11. http://dx.doi.org/10.30996/anaphora.v3i2.4636.

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This study aims to describe the figurative language and idioms which include the meaning of the figurative language and idioms that used by 5SOS on their songs: Voodoo Dolls and Invisible. To analyze the data, the stylistics approach that focuses on the lexical level of stylistics is used here. The lexical level is used to analyze the figurative language and the lexical meaning, while the theory that used in this study is following the Targian’s theory to consider the figurative language in the data. The second purposes of this study, is to understand the lexical meaning which using the theory of Chaer. Meanwhile, Parera’s theory about that there are three procedures to find the elements of the meaning of words as follows is also used here. As the result of this study, the language style of 5SOS by analyzing the data are describing youth problems, but not all of the figurative language elements as in Tarigan theory is contained in both of the song lyrics.
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5

Newsom-Davis, T., L. Kenny, I. Al-Shakarchi, J. George, E. Wong, and J. Waxman. "Voodoo dolls and the cancer patient: patients do trust their doctors." QJM 102, no. 5 (March 18, 2009): 311–19. http://dx.doi.org/10.1093/qjmed/hcp013.

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6

Augias, Anaïs, Nadia Benmoussa, Sophie Jacqueline, Julie Nogel Jaeger, Anne-Laure Muller, and Philippe Charlier. "Haitian voodoo dolls revealed by X-ray: From radiology to medical anthropology." Journal of Forensic Radiology and Imaging 3, no. 4 (December 2015): 221–25. http://dx.doi.org/10.1016/j.jofri.2015.11.001.

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7

Faraone, Christopher A. "Binding and Burying the Forces of Evil: The Defensive Use of "Voodoo Dolls" in Ancient Greece." Classical Antiquity 10, no. 2 (October 1, 1991): 165–220. http://dx.doi.org/10.2307/25010949.

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8

Frankfurter, David. "“Voodoo Doll”: Implications and Offense of a Taxonomic Category." Arethusa 53, no. 1 (2020): 43–58. http://dx.doi.org/10.1353/are.2020.0001.

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9

McCarthy, Randy J., Julie L. Crouch, Ariel R. Basham, Joel S. Milner, and John J. Skowronski. "Validating the voodoo doll task as a proxy for aggressive parenting behavior." Psychology of Violence 6, no. 1 (January 2016): 135–44. http://dx.doi.org/10.1037/a0038456.

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10

Liang, Lindie H., Douglas J. Brown, Huiwen Lian, Samuel Hanig, D. Lance Ferris, and Lisa M. Keeping. "Righting a wrong: Retaliation on a voodoo doll symbolizing an abusive supervisor restores justice." Leadership Quarterly 29, no. 4 (August 2018): 443–56. http://dx.doi.org/10.1016/j.leaqua.2018.01.004.

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11

Chester, David S., Zachary T. Whitt, Tchiki S. Davis, and C. Nathan Dewall. "The Voodoo Doll Self-Injury Task: A New Measure of Sub-Clinical Self-Harm Tendencies." Journal of Social and Clinical Psychology 36, no. 7 (September 2017): 554–79. http://dx.doi.org/10.1521/jscp.2017.36.7.554.

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12

Haggard, Dana L., and Kanu Priya. "Does Our Employee Assistance Program Cover Voodoo Dolls? A Cry for Help on Behalf of Those Affected by Abusive Supervision." Group & Organization Management, September 28, 2022, 105960112211305. http://dx.doi.org/10.1177/10596011221130570.

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Consistent with the goals of a GOMusing to “refresh” readers’ minds about a topic, challenge readers to re-examine their assumptions about a topic, and/or spark a needed debate about a topic, we (1) provide a refresher on abusive supervision and the severity of its consequences, (2) acknowledge the wealth of research on its antecedents and moderators while highlighting the lack of applied research on successful interventions, and (3) encourage new research perspectives and methods to move the field forward. Our ultimate goal is to galvanize scholars to use existing knowledge as a basis to develop, test, and validate successful prevention and intervention strategies for organizations and individuals to deal with abusive supervision. As you might suspect from the title, we also hope to do all this with a bit of humor and a lot of compassion.
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13

Vincent, Brittany, Kaleigh Keenan, Courtney Pisano, Anthony Loiacono, and Thomas DiBlasi. "Examining the Effect of Threatened Masculinity on Gun Violence." Psychological Reports, December 12, 2023. http://dx.doi.org/10.1177/00332941231219789.

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Gun violence is considered a national epidemic in the United States. In 2020, approximately 45,000 people were killed due to firearm-related injuries in the United States alone. However, research has struggled to identify a comprehensive list of risk factors associated with gun violence. One such risk factor could be threatened masculinity. This study aims to examine the effect of threatened masculinity on gun violence. As such a 2 (intervention x 3 (time) mixed design will be used. Each participant will be given a baseline assessment of their masculinity, using the Masculinity Contingency Scale. Using a variation of the hot sauce paradigm, participants will be asked to answer the Heinz Dilemma, and told that another participant will read their response, and then give the first participant an audio recording about what they think of their response. At this point, participants will be randomly assigned to one of two conditions. They will either have their masculinity threatened or be assigned to a control group. Following this, participants will be asked to play a game involving an online voodoo doll where they will be asked to pretend the voodoo doll is the person from the recording, and to shoot the voodoo doll. It is predicted that those in the experimental group will shoot the voodoo doll more than the control group.
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14

Chew, Peter K. H., Patrick K. F. Lin, and Cybelle Quek. "Effects of Mortality Salience and Religion on Aggression." Journal of Humanistic Psychology, May 13, 2024. http://dx.doi.org/10.1177/00221678241252731.

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The current study aimed to examine the effects of mortality salience (MS) and religion on aggression. Participants were 120 students (58.3% females; 73.3% with religion) from a private university in Singapore. They were randomly assigned to either the MS condition or the control condition, asked to remember a time when they were deeply hurt or offended by a person, and provided an opportunity for revenge by sticking pins into a voodoo doll that represented the person. The results showed that participants in the MS condition inserted a significantly higher number of pins into the voodoo doll than participants in the control condition. However, this effect was not moderated by religion and extent of belief in God. Limitations include the consideration of participants with religion as one group for data analysis. Future research directions include recruiting a larger and more diverse group of participants.
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15

DeWall, C. Nathan, Eli J. Finkel, Nathaniel M. Lambert, Erica B. Slotter, Galen V. Bodenhausen, Richard S. Pond, Claire M. Renzetti, and Frank D. Fincham. "The voodoo doll task: Introducing and validating a novel method for studying aggressive inclinations." Aggressive Behavior, July 2013, n/a. http://dx.doi.org/10.1002/ab.21496.

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16

"Supplemental Material for Validating the Voodoo Doll Task as a Proxy for Aggressive Parenting Behavior." Psychology of Violence, November 24, 2014. http://dx.doi.org/10.1037/a0038456.supp.

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17

Hellum, Owen, Yanyu Mu, Marta Kersten-Oertel, and Yiming Xiao. "A novel prototype for virtual-reality-based deep brain stimulation trajectory planning using voodoo doll annotation and eye-tracking." Computer Methods in Biomechanics and Biomedical Engineering: Imaging & Visualization, November 1, 2021, 1–7. http://dx.doi.org/10.1080/21681163.2021.1997645.

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18

Filho, José dos Santos Cabral. "Flip Horizontal." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1870.

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The Issue of Gaming in Contemporary Culture "Are we still in the game?" This banal phrase gains a terrifying meaning in the last scene of Cronenberg's film eXistenZ, when a puzzled character, on the verge of being murdered, asks his potential killer if they are still inside a virtual reality game. The scene denotes the crucial place the issue of gaming is occupying in contemporary culture. If we take sci-fi movies less as an exercise of future divination and more as symptom of our current feelings projected into the future, we can easily see how games are becoming a frequent metaphor that sums up our fear of a world dominated by technology. Matrix, eXistenZ and quite a few other films draw on this haunting idea that technology can be evil and that reality may be just a high-tech game of which we are not aware. In fact, life has often been thought of as a kind of 'divine play', with God either playing dice to decide our destiny or acting almighty over millions of voodoo dolls. The key difference in contemporary imaginary is that it is no longer God, but human beings (or machines and creatures designed by them) in charge of the game. Moreover, it is interesting to notice that this attachment of nightmarish meanings to games is happening exactly at a time when computers are becoming more than an ubiquitous tool for any purpose, and are acquiring an astonishing ability to accurately describe our environments and convincingly reproduce our bodily senses. The prospect of having a full, working, machinic simulation of the now-called 'real world', no matter how unattainable it might be, is giving a new face to the old free will dilemma: to what extent is life predeterminate and what is our space for creativity inside God's plot? In this context, the otherwise ancient and apparently innocent cultural activity of playing games has turned into this biased metaphor, in which the blurring of the borderline between life and game becomes a sinister menace. The Nature of Games, Their Cultural Role and the Four Categories of Games The question that crops up is why games were chosen to re-enact this ever-present human fear before the mysteries of the given world of nature. We know for sure that there is a convergence between game and culture, and that game principles are at the foundation of social institutions, as Huizinga has shown (46). He does not propose that culture is derived from games, but maintains that play is a key element at the beginning of culture, and continues to be an important feature as culture develops. But it is the French sociologist Roger Caillois who has devised a framework in which to approach play and games that can help us, contemporary gamers, to shed light on this question. Caillois proposed four categories in which every known game can fit: games of chance, where the outcome results from fate rather than player's skills; games of vertigo, that aim to impose a disorder in the bodily senses; games of competition, in which adversaries are provided with an artificial equality at the outset and compete to show their superiority; and games of simulation, in which players create an imaginary universe and see themselves as someone else. However, games don't have to fit into one category only. Several games present a combination between the different types, though they always present one fundamental aspect that overshadows the others. These four categories can easily be extended to the field of computerised games: games of chance -- random devices are simulated in the computer (dice, roulette etc); games of vertigo -- games that draw on the use of metaphors such as the labyrinth and detective role-play, in which the player has to pursue a task through winding ways. Browsing and surfing are also frequent metaphors for this type of game; games of competition -- the usual fighting and 'shoot-and-kill' games; games of simulation -- use of development and management metaphor scenarios in which the player can nurture and manage the development of a system such as a town, a civilisation, or even a child as in some Japanese games. A psychoanalytic interpretation of these four categories helps to get an even clearer picture of the role of games in contemporary culture. According to this theory, playing is a response to unconscious motivations, and games could fulfil a function similar to that of dreams, slips of the tongue and actions alike. Abadi proposes a direct psychoanalytic correlation for Caillois's categories: games of chance symbolise the death drive since it is a bet against destiny; games of vertigo, by pushing the senses to a radical level of disarrangement and ecstasy, denote the symbolisation of sexual intercourse; games of competition are related to the Oedipus complex -- the rivalry between parents and children, or amongst siblings; and games of simulation refers to the construction of identity, an occasion when players work out a way to shape their own identity roles (Abadi 85-93). While Caillois's classification organises games in a more legible way, to read them through a psychoanalytic framework is to bring them into the realm of desire, or we could say, to the realm of language, or yet to be more precise, to the realm of language as the discourse of a desiring subject. But as an inhabitant of language "the subject is not; he makes and unmakes himself in a complex topology where the other and his discourse are included" (Kristeva 274). So as game and language converge, with this underlying presence of the Other, we can paraphrase Julia Kristeva and consider games as a signifying system in which, through demarcation, signification and communication, the player makes and unmakes him- or herself; in other words, a kind of radical rehearsal terrain where players can experiment with a playful reinvention of themselves. In this light it is no surprise that games in general, and more specifically games of simulation, have acquired such a paramount role in our 'electronic age'. Confronted with a strange new technology, which is hard to understand because it works mainly at a microscopic level, and which brings up uneasy concepts such as 'virtual reality' and 'cyberspace' (a quasi-mythical ethereal space -- Wertheim 18), we seem to be going through an identity crisis. In the wilderness of this technological 'newfoundland', an uncomfortable paradise of simulation and cloning, the very essence of human identity, our free will, seems to be mercilessly seized in uncontrolled games, since we are unable to differentiate between computers as the Other and computer as a means to the Other. Games as Scenarios for the Interplay of Determinism and Non-Determinism However, the same metaphor of game can shift this scenario and revert itself into a tool to rethink the identity problem within our technological daily life, for what is at stake in a game is always the question of free will. The game is essentially a framework for uncertainty, allowing the co-existence of determinism and non-determinism: games of chance by definition include the idea of indeterminacy; games of vertigo deal with indeterminacy by inducing an uncontrollable confusion of the senses; games of competition include indeterminacy in the form of the unpredictable abilities of the competitors; games of simulation present a particular type of interplay between rule and indeterminacy, where the gap between the scripts/rules and the interpretation/gaming provides the sense of uniqueness each time it is performed/played. Thus, if games and their probabilistic features are put to work in our favour, it would be an answer to a much searched metaphor, a theoretical ground to pervade contemporary culture allowing for creativity in a pre-determined technological environment. Then, the idea of life as gaming, instead of inspiring fear, can serve as a way to escape the false tyranny of a machine based on logic algorithms, without falling into the nihilism of a romantic refusal of a true information age. Precisely because computers are based in coherent and logical algorithms, coupled with game principles they can be a milieu for the delicate and complex interplay of determinism and non-determinism (Bijl). Computers would cease being this monstrous 'big Other', and simply would stand as an ethical tool, a technological mediated way for touching the Other (Cabral Filho and Szalapaj). We then may be compelled not simply to rebuild or re-shape our identity, but to experiment and question the very idea of such a concept. By exploring the ambiguous and intricate gap between life as gaming and gaming as life, identity can be something that deals with the unknown, based on the always challenging idea of Otherness. As we leave the duty of coherence anchored in non-desiring machines (as Baudrillard has called computers), we are liberated to wander in auspicious new territories. Then, personality, gender, race, colour, and other aspects that were formerly associated with an ideal and immutable image, can become rather playful zones of experimentation. As an open field, identity may be just a nuance in a multitude of flipping horizons. Yet, as freedom is never an easy place to dwell, a disturbing question arises: will it after all be less scary? References Abadi, Mauricio. "Psychoanalysis of Playing." Psychotherapy and Psychosomatics 15 (1967): 85-93. Baudrillard, Jean. The Transparency of Evil. London: Verso, 1993. Bijl, Aart. Ourselves and Computers. London: Macmillan, 1995. Cabral Filho, J. S., and P. Szalapaj. "Otherness and Computers: Uniform Cyberspaces and Individual Cyberplaces." The Journal of Design Sciences and Technology (Special Issue: Philosophy of Design and Information Technology) 4.1 (1995): 29-43. Caillois, Roger. Man, Play, and Games. New York: Free Press, 1961. Huizinga, J. Homo Ludens. New York: Roy Publishers, 1950. Kristeva, Julia. Language -- The Unknown: An Initiation into Linguistics. New York: Columbia UP, 1989. Wertheim, Margaret. The Pearly Gates of Cyberspace -- A History of Space from Dante to the Internet. London: Virago, 2000. Citation reference for this article MLA style: José dos Santos Cabral Filho. "Flip Horizontal: Gaming as Redemption." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/flip.php>. Chicago style: José dos Santos Cabral Filho, "Flip Horizontal: Gaming as Redemption," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/flip.php> ([your date of access]). APA style: José dos Santos Cabral Filho. (2000) Flip horizontal: gaming as redemption. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/flip.php> ([your date of access]).
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