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{{Era|TS4}}
{{all
{{all
|name = Emotion
|name = Emotion
|image = [[File:Emotion - Happy.png|235px]]
|image = [[File:Emotion - Happy.png|235px]]
|caption = Emotion indicator in ''The Sims 4'', showing a happy [[Mortimer Goth]].
|caption = Emotion indicator in ''The Sims 4'', showing a happy [[Mortimer Goth]].
}}<br>
}}
'''Emotions''' are a gameplay feature introduced in ''[[The Sims 4]]''<ref name="TS4 Gameplay trailer">[http://www.beyondsims.com/48416/the-sims-4-official-gameplay-trailer/ TS4 Gameplay trailer]</ref> which are a core part of a [[Sim]]'s [[Sim#Simology|simology]]. It is similar to [[mood]], but is more easily affected by in-game events and social interactions with other Sims. [[Moodlets]] influence the current emotion of a Sim. The current emotional state of a Sim is depicted in the lower left corner of the screen while playing. It is also noted that some objects in-game can affect the emotions of some Sims,<ref name="TS4 Gameplay trailer" /> though the Sim has to be already feeling in a particular way in order for an object to affect them emotionally.<ref>[http://simsvip.com/2014/01/08/sims-4-colors-objects-clothing-emotions/ "The Sims 4: Colors, Objects, Clothing & Emotions - SimsVIP"<!-- Bot Generated Title -->]. Retrieved on 10 October 2014.</ref>


There are several ranges of emotions. Sims may reach one stage of an emotion, and then progress to a second, more extreme stage of the same emotion. For the case of Anger, Embarrassment and Playfulness, they can then progress to the third stage (Enraged, Mortified and Hysterical, respectively), which is an even more extreme stage that can lead to emotional death. For instance, a Sim that is ''embarrassed'' may become ''very embarrassed'', more embarrassment leads to ''mortified''. Sims that stay in that extreme emotional state may eventually die from it.<ref>[https://twitter.com/SimGuruLyndsay/status/476086028936019968 "Lyndsay Pearson on Twitter: ".@jupik12 I don't want to give everything away, but there are multiple types of emotion deaths.""<!-- Bot Generated Title -->]. Retrieved on 10 October 2014.</ref>
= Bipolar disorder =
From Wikipedia, the free encyclopedia


==Emotional states==
"Manic depression" redirects here. For other uses, see Manic depression (disambiguation).
{| style="border-collapse:collapse; border-color:#1C4576; background:#FFFFFF; font-size:small; text-align:left" class="wikitable heading-blue unsortable" border="1" cellpadding="5" cellspacing="2"
|- style="background:#A5CDEB;"
! width="150" |Image
! width="50%" |Game dialog
! width="50%" |Notes
|-
! colspan="3" |[[Angry]]
|-
| rowspan="2" |[[File:Angry Emotion.jpg|180px]]
| colspan="2" |'''Superlatives''': Very Angry, Enraged
|-
|''It is difficult for Angry Sims to socialize and build skills.''
''Try taking a cold shower or calming down in the mirror!''


'''[[Hot-Headed]]''': ''Hot-Headed Sims feel motivated to get fit when they're Angry.''
"Bipolar disorders" redirects here. For the medical journal, see Bipolar Disorders (journal).

{| class="infobox"
''Try working out or going for a run!''
! colspan="2" |Bipolar disorder

'''[[Toddlers]]''': ''(Sim Name) is Angry. Try to calm him/her down.''

'''Enraged''': ''This Sim is so Angry that they're about to explode!''

''Try taking a cold shower or calming down in the mirror!''
|
* '''Sources''': Can be received from: the Hot-Headed trait, eating Angry Flaming Spaghetti, drinking Red Hot Serum,{{Vgversion|TS4:GTW}} and receiving unpleasant interactions from other Sims, randomly from children and teens coming back from school, seeing their spouse flirting with another person.
* '''Effects''': Negatively affects interactions. Sims tend to be more aggressive that decreases the [[relationship]] with other Sims. Sims with the [[Hot-Headed]] trait can boost physical skills. Being enraged can cause death.
* '''Remedies''': A [[punching bag]], a cold shower, kicking the garbage cart or speaking to self to the mirror can be used to relieve the Sim from the emotion. Also, the players can try to calm down a Sim with the emotional state.
|-
|-
! colspan="3" |[[Bored]]
| colspan="2" |Bipolar disorder is characterized by transitions between depression and mania
|-
|-
|[[File:Bored Emotion.jpg|180px]]
! colspan="2" |Classification and external resources
|''A Bored Sim won't feel like doing anything that isn't fun.''

''Try out some new fun activities!''
|
* '''Sources''': Occurs during social interactions with Sims, randomly occurs when children and teens come home from school, when a secret agent Sim researches intelligence on the computer, often after the 'Fill Out Reports' action is done on the computer, when Sims are reading books whose skill are low for them, or when playing video games for a long time. It can also happen if a teen or older without the [[Childish (The Sims 4)|childish]] trait watches children's TV shows.
|-
|-
! colspan="3" |[[Confident]]
!Specialty
|Psychiatry
|-
|-
| rowspan="2" |[[File:Confident Emotion.jpg|180px]]
!ICD-10
| colspan="2" |'''Superlative''': Very Confident
|F31
|-
|-
|''A Confident Sim finds it easy to succeed at all things social.''
!ICD-9-CM

|296.0, 296.1, 296.4,296.5, 296.6, 296.7,296.8
''Try building Charisma skill by socializing with others!''
|
* '''Sources''': Can be received from the Self-Assured trait when waking up, sending a text message, cooking a meal, practicing speech in front of a mirror, brushing teeth, finishing a good book or painting, successfully fixing or upgrading, achieving academical performance, or when winning a fight against a Sim.
* '''Effects''': Helps social related performance. Increases the [[Charisma]] skill gain rate. Enable schmoozing with boss at work, enhancing work performance without lowering Fun need with a chance of embarrassed moodlet. Also enable Sims to ''peeing like a champion''.
|-
|-
! colspan="3" |[[Dazed]]
!OMIM
|125480 309200
|-
|-
|[[File:Dazed Emotion.jpg|180px]]
!DiseasesDB
|''A Dazed Sim is feeling a bit woozy and will have trouble doing anything useful.''
|7812

''Try taking a quick nap or a nice bath!''
|
* '''Sources''': Can be received when losing a fight, being electrocuted, crash landing a rocket ship, being too highly caffeinated, or drinking a bottle of daze from a [[cowplant]]. Also can be received through eating a grand meal. Can also received when a healthy Sims use medicine or after being abducted by aliens. {{Vgversion|TS4:GTW}} Can also be received by being the target of vampire powers. {{Vgversion|TS4:V}} Can also be received by using the [[bubble bar]]. {{Vgversion|TS4:CL}} Can also be received by getting sucked into a [[Fabrication|fabricator]]. {{Vgversion|TS4:EL}}
* '''Effects: '''Sims cannot run when going outdoors, leveling up skills becomes slower. It also refreshes their whims.
* '''Remedies: '''Sleeping.
|-
|-
! colspan="3" |[[Embarrassed]]
!MedlinePlus
|000926
|-
|-
| rowspan="2" |[[File:Embarrassed Emotion.jpg|180px]]
!eMedicine
| colspan="2" |'''Superlatives''': Very Embarrassed, Mortified
|med/229
|-
|-
|''It's really hard for an Embarrassed Sim to talk to other Sims.''
!Patient UK
|Bipolar disorder
|-
!MeSH
|D001714
|}
'''Bipolar disorder''', also known as '''bipolar affective disorder''' and '''manic-depressive illness''', is a mental disordercharacterized by periods of elevated mood and periods of depression.<sup>[1][2]</sup> The elevated mood is significant and is known as mania or hypomania depending on the severity or whether there is psychosis. During mania an individual feels or acts abnormally happy, energetic, or irritable.<sup>[1]</sup> They often make poorly thought out decisions with little regard to the consequences. The need for sleep is usually reduced.<sup>[2]</sup> During periods of depression there may be crying, poor eye contact with others, and a negative outlook on life.<sup>[1]</sup> The risk of suicide among those with the disorder is high at greater than 6% over 20 years, while self harm occurs in 30–40%.<sup>[1]</sup> Other mental health issues such as anxiety disorder andsubstance use disorder are commonly associated.<sup>[1]</sup>


''Try to give yourself a pep talk in the mirror or hide from everyone!''
The cause is not clearly understood, but both genetic and environmental factors play a role.<sup>[1]</sup> Many genes of small effect contribute to risk.<sup>[1][3]</sup> Environmental factors include long term stress and a history of childhood abuse.<sup>[1]</sup> It is divided intobipolar I disorder if there is at least one manic episode and bipolar II disorder if there are at least one hypomanic episode and one major depressive episode. In those with less severe symptoms of a prolonged duration the condition cyclothymic disorder may be present. If due to drugs or medical problems it is classified separately.<sup>[2]</sup> Other conditions that may present in a similar manner include substance use disorder, personality disorders, attention deficit hyperactivity disorder, and schizophrenia as well as a number of medical conditions.<sup>[1]</sup>


'''Mortified''': ''This Sim is so Embarrassed, they're ready to curl up and die... literally''
Treatment commonly includes psychotherapy and medications such as mood stabilizers or antipsychotics. Examples of mood stabilizers that are commonly used include lithium and anticonvulsants. Treatment in hospital against a person's wishes may be required at times as people may be a risk to themselves or others yet refuse treatment. Severe behavioural problems may be managed with short term benzodiazepines or antipsychotics. In periods of mania it is recommended that antidepressants be stopped. If antidepressants are used for periods of depression they should be used with a mood stabilizer. Electroconvulsive therapy may be helpful in those who do not respond to other treatments. If treatments are stopped it is recommended that this be done slowly. Most people have social, financial, or work-related problems due to the disorder. These difficulties occur a quarter to a third of the time on average. The risk of death fromnatural causes such as heart disease is twice that of the general population. This is due to poor lifestyle choices and the side effects from medications.<sup>[1]</sup>


''Try a pep talk in the mirror or hide from everyone in bed for a bit!''
About 3% of people in the United States have bipolar disorder at some point in their life.<sup>[4]</sup> Lower rates of around 1% are found in other countries. The most common age at which symptoms begin is 25.<sup>[1]</sup> Rates appear to be similar in males as females.<sup>[5]</sup> The economic costs of the disorder has been estimated at $45 billion for the United States in 1991.<sup>[6]</sup> A large proportion of this was related to a higher number of missed work days estimated at 50 per year.<sup>[6]</sup> People with bipolar disorder often face problems with social stigma.<sup>[1]</sup>
|
* '''Sources''': Can be received from being humiliated in a discussion while multiple Sims are present, doing boring jokes, having a bladder accident, or by walking in on another Sim bathing or on the toilet.
* '''Effects: '''Sims appear to be awkward, socialization is more likely to fail. Being mortified can cause death.
* '''Remedies: '''Giving a pep talk in a mirror, asking for reassurance, telling a self-deprecating joke, hiding away from everyone, sharing insecurities.
|-
! colspan="3" |[[Energized]]<sup>(NA)</sup> / [[Energized|Energised]]<sup>(UK)</sup>
|-
| rowspan="2" |[[File:Energized Emotion.jpg|180px]]
| colspan="2" |'''Superlatives''': Very [[Energized]]<sup>(NA)</sup> / Very [[Energized|Energised]]<sup>(UK)</sup>
|-
|''An Energized Sim will tire slower and is better at physical activities!''


''Try working out or cleaning the house!''
== Contents ==
 [hide] 
* 1 Signs and symptoms
** 1.1 Manic episodes
** 1.2 Hypomanic episodes
** 1.3 Depressive episodes
** 1.4 Mixed affective episodes
** 1.5 Associated features
** 1.6 Comorbid conditions
* 2 Causes
** 2.1 Genetic
** 2.2 Physiological
** 2.3 Environmental
** 2.4 Neurological
** 2.5 Neuroendocrinological
** 2.6 Evolutionary
* 3 Prevention
* 4 Diagnosis
** 4.1 Bipolar spectrum
** 4.2 Criteria and subtypes
** 4.3 Differential diagnosis
* 5 Management
** 5.1 Psychosocial
** 5.2 Medication
** 5.3 Alternative medicine
* 6 Prognosis
** 6.1 Functioning
** 6.2 Recovery and recurrence
** 6.3 Suicide
* 7 Epidemiology
* 8 History
* 9 Society and culture
* 10 Specific populations
** 10.1 Children
** 10.2 Elderly
* 11 See also
* 12 Notes
* 13 References
* 14 Further reading
* 15 External links


'''[[Toddlers]]''': ''An Energized Toddler wants to run and play around the house! Get them moving!''
== Signs and symptoms ==
|
Mania is the defining feature of bipolar disorder,<sup>[7]</sup> and can occur with different levels of severity. With milder levels of mania, known as hypomania, individuals appear energetic, excitable, and may be highly productive.<sup>[8]</sup> As mania worsens, individuals begin to exhibit erratic and impulsive behavior, often making poor decisions due to unrealistic ideas about the future, and sleep very little.<sup>[8]</sup> At the most severe level, manic individuals can experience very distorted beliefs about the world known aspsychosis.<sup>[8]</sup> A depressive episode commonly follows an episode of mania.<sup>[8]</sup> The biological mechanisms responsible for switching from a manic or hypomanic episode to a depressive episode or vice versa remain poorly understood.<sup>[9]</sup>
* '''Sources''': Can be received from drinking energy drinks, drinking tea, eating a high energy protein platter prepared by energized Sims with sufficient cooking skill, jogging or taking a Brisk Shower.
* '''Effects''': Helps sports related progression. Makes Energy need decays slower. Enables energized sports actions and ''Speedy Shower''.
|-
! colspan="3" |[[Fine (emotion)|Fine]]
|-
|[[File:Fine Emotion.jpg|180px]]
|''A Sim that is Fine isn't feeling particularly strongly in one way or the other.''


''Go try some stuff and see what happens!''
=== Manic episodes ===
|
Mania is a distinct period of at least one week of elevated or irritable mood, which can take the form of euphoria, and exhibit three or more of the following behaviors (four if irritable): speak in a rapid, uninterruptible manner, are easily distracted, have racing thoughts, display an increase in goal-oriented activities or feel agitated, or exhibit behaviors characterized as impulsive or high-risk such as hypersexuality or excessive money spending.<sup>[7]</sup> To meet the definition for a manic episode, these behaviors must impair the individual's ability to socialize or work.<sup>[7][8]</sup> If untreated, a manic episode usually lasts three to six months.<sup>[10]</sup>
* '''Source''': The default emotional state that occurs when a Sim has no moodlet or by vampires having the dampened emotions power.{{Vgversion|TS4:V}}
|-
! colspan="3" |[[Flirty (emotion)|Flirty]]
|-
| rowspan="2" |[[File:Flirty Emotion.jpg|180px]]
| colspan="2" |'''Superlatives''': Very Flirty
|-
|''A Flirty Sim will find all kinds of success at matters of love.''


''Try some romantic socials with another Sim!''
People with mania may also experience a decreased need for sleep, speak excessively in addition to speaking rapidly, and may have impaired judgment.<sup>[8][11]</sup> Manic individuals often have issues with substance abuse due to a combination of thrill-seeking and poor judgment.<sup>[12]</sup> At more extreme levels, a person in a manic state can experience psychosis, or a break with reality, a state in which thinking is affected along with mood.<sup>[8]</sup> They may feel out of control or unstoppable, or as if they have been "chosen" and are on a special mission, or have other grandiose or delusional ideas.<sup>[13]</sup> Approximately 50% of those with bipolar disorder experience delusions or hallucinations.<sup>[14]</sup> This may lead to violent behaviors and hospitalization in an inpatient psychiatric hospital.<sup>[8][11]</sup> The severity of manic symptoms can be measured by rating scales such as the Young Mania Rating Scale.<sup>[11][15]</sup>
|
* '''Sources''': From Romatic trait, completing successful romantic interactions thus making further flirt interactions more successful, randomly gaining from coming home from school, taking a ''Steamy Shower'', eating ''Flirty Heart Cookies'' prepared by flirty Sims with sufficient cooking skill, freshening up to the mirror, trying out outfits, drinking ''Steamy Ginseng Tea'' and ''Cupid's Juice'', drinking ''Rose Serum,''{{Vgversion|TS4:GTW}}researching pick-up lines on a computer, watching romatic channel and female Sims wearing the jumpsuit with palm trees. Child however cannot get flirty.
* '''Effects''': Boost romatic interactions. Unlocks some romatic interactions, and friendly interactions associated with the romance issue.
* '''Remedy''': Taking a cold shower.
|-
! colspan="3" |[[Focused]]
|-
| rowspan="2" |[[File:Focused Emotion.jpg|180px]]
| colspan="2" |'''Superlative''': Very Focused
|-
|''The mind of a Focused Sim is sharp and clear.''


''Try playing chess or practicing programming on the computer.''
The onset of a manic (or depressive) episode is often foreshadowed by sleep disturbances.<sup>[16]</sup> Mood changes, psychomotor and appetite changes, and an increase in anxiety can also occur up to three weeks before a manic episode develops.<sup>[17]</sup>
|
* '''Sources''': From the Genius trait, occurs when a Sim engages in mentally stimulating tasks such as practicing chess, using the telescope or microscope, reading a book, browsing Simpedia on a computer, studying fossils, studying gardening online and business career Sims arranging data. Children or teens can acquire it by getting help with homework form adults. From tech guru career. Also from the ''science'' career.{{Vgversion|TS4:GTW}}
* '''Effects''': Boost Logic skill gain, woodwork quality, fixing and upgrading speed. Also bring discovery in science career.{{Vgversion|TS4:GTW}}
|-
! colspan="3" |[[Happy]]
|-
| rowspan="2" |[[File:Happy Emotion.jpg|180px]]
| colspan="2" |'''Superlative''': Very Happy
|-
|''A Happy Sim is feeling great about life.''


''Being Happy will make any positive emotion even stronger!''
=== Hypomanic episodes ===
|
Hypomania is a milder form of mania defined as at least four days of the same criteria as mania,<sup>[8]</sup> but does not cause a significant decrease in the individual's ability to socialize or work, lacks psychotic features (i.e., delusions or hallucinations), and does not require psychiatric hospitalization.<sup>[7]</sup> Overall functioning may actually increase during episodes of hypomania and is thought to serve as a defense mechanism against depression.<sup>[18]</sup> Hypomanic episodes rarely progress to true manic episodes.<sup>[18]</sup>Some hypomanic people show increased creativity<sup>[8]</sup> while others are irritable or demonstrate poor judgment. Hypomanic people generally have increased energy and increased activity levels.
* '''Sources''': Can be obtained when good events happen, eating a tasty meal, having a good drink, satisfying social interactions, gaining social bonds or when all the needs are high.
* '''Effects''': Sim performs a happier variant of actions. Boosts social performance. Cheerful Sims will sometimes get into this state on their own upon waking. Happy Auras also boost other emotions.
|-
! colspan="3" |[[Inspired]]
|-
| rowspan="2" |[[File:Inspired Emotion.jpg|180px]]
| colspan="2" |'''Superlative''': Very Inspired
|-
|''An Inspired Sim has tons of creative ideas begging to be expressed!''


''Try painting on the easel or playing an instrument!''
Hypomania may feel good to the person who experiences it.<sup>[8]</sup> Thus, even when family and friends recognize mood swings, the individual will often deny that anything is wrong.<sup>[19]</sup> What might be called a "hypomanic event", if not accompanied by depressive episodes, is often not deemed as problematic, unless the mood changes are uncontrollable, volatile or mercurial.<sup>[18]</sup> Most commonly, symptoms continue for a few weeks to a few months.<sup>[20]</sup>
|
* '''Sources''': From Creative Trait, received by taking a thoughtful shower, observing creative objects, squeezing inspiration with a musical instrument, gazing clouds and/or stars (can be duplicated), viewing artistic works online and Foodie Sims watching cooking shows for ideas.
* '''Effects''': Helps Sims create better paintings, books, food, drinks, and other craftable items. Also boost painting, cooking, mixology and instrumental skills.
|-
! colspan="3" |[[Playful (emotion)|Playful]]
|-
| rowspan="2" |[[File:Playful Emotion.jpg|180px]]
| colspan="2" |'''Superlatives''': Very Playful, Hysterical
|-
|''Being funny comes easy to a Playful Sim!''


''Try practicing some jokes on a microphone or with other Sims!''
=== Depressive episodes ===
Signs and symptoms of the depressive phase of bipolar disorder include persistent feelings of sadness, anxiety, guilt, anger, isolation, or hopelessness;<sup>[21]</sup> disturbances in sleep and appetite; fatigue and loss of interest in usually enjoyable activities; problems concentrating; loneliness, self-loathing, apathy or indifference;depersonalization; loss of interest in sexual activity; shyness or social anxiety; irritability, chronic pain (with or without a known cause); lack of motivation; and morbid suicidal thoughts.<sup>[21]</sup> In severe cases, the individual may become psychotic, a condition also known as severe bipolar depression with psychotic features. These symptoms include delusions or, less commonly, hallucinations, which are usually frightening and/or intimidating. A major depressive episode persists for at least two weeks, and may continue for over six months if left untreated.<sup>[22]</sup>


'''[[Toddlers]]''': ''A Playful toddler wants to play and have fun! Try having them play with dolls or toys!''
The earlier the age of onset, the more likely the first few episodes are to be depressive.<sup>[23]</sup> Because a bipolar diagnosis requires a manic or hypomanic episode, many patients are initially diagnosed and treated as having major depression.<sup>[24]</sup>


'''Hysterical''': ''This Sim is cracking up so much, they're about to keel over!''
=== Mixed affective episodes ===
In the context of bipolar disorder, a mixed state is a condition during which symptoms of both mania and depression occur at the same time.<sup>[25]</sup> Individuals experiencing a mixed state may have manic symptoms such as grandiose thoughts while at the same time experiencing depressive symptoms such as excessive guilt or feeling suicidal.<sup>[25]</sup> Mixed states are considered to be high-risk for suicidal behavior since depressive emotions such as hopelessness are often paired with mood swings ordifficulties with impulse control.<sup>[25]</sup> Anxiety disorder occurs more frequently as a comorbidity in mixed bipolar episodes than in non mixed bipolar depression or mania.<sup>[25]</sup> Substance abuse (including alcohol) also follows this trend.<sup>[25]</sup>


''Try calming them down in a Mirror!''
=== Associated features ===
|
Main article: Associated features of bipolar disorder
* '''Sources''': Can be received from using joking social commands on Sims, from watching comedy channel on TV, watching comedy online, taking a bubble bath, eating Silly Gummy Bear Pancakes made by playful Sims with sufficient cooking skills.
* '''Effects''': Helps with joking social interactions. Also boost comedy and mischief skills. Enables searching fun pictures online, play in the bathtub, and other playful versions of actions. Being hysterical can cause death.
* '''Remedy''': Trying to calm oneself in a mirror.
|-
! colspan="3" |[[Uncomfortable]]
|-
| rowspan="2" |[[File:Uncomfortable Emotion.jpg|180px]]
| colspan="2" |'''Superlative''': Very Uncomfortable
|-
|''No Sim enjoys feeling Uncomfortable and worn out.''


''Make sure their Needs are in good shape!''
Associated features are clinical phenomena that often accompany the disorder but are not part of the diagnostic criteria. In adults with the condition, bipolar disorder is often accompanied by changes in cognitive processes and abilities. These include reduced attentional and executive capabilities and impaired memory. How the individual processes the world also depends on the phase of the disorder, with differential characteristics between the manic, hypomanic and depressive states.<sup>[17]</sup>Some studies have found a significant association between bipolar disorder and creativity.<sup>[26]</sup> Those with bipolar disorder may have difficulty in maintaining relationships.<sup>[27]</sup> There are several common childhood precursors seen in children who later receive a diagnosis of bipolar disorder; these disorders include mood abnormalities, full major depressive episodes, and attention deficit hyperactivity disorder (ADHD).<sup>[28]</sup>
|
* '''Sources''': This emotion occurs when a Sim has negative moodlets relating to their low needs or when sleeping in a cheap bed, using a cheap shower, or eating badly prepared food or spoiled food. Also occurs after drinking some serums or being ill.{{Vgversion|TS4:GTW}}Squeamish Sims get this after touching anything dirty, while other Sims can get this after touching poisonous fire leaves.{{Vgversion|TS4:OR}}
* '''Effect''': Disable some actions.
* '''Remedies: '''Taking a shower, satisfying Sim's needs.
|-
! colspan="3" |[[Sad]]
|-
| rowspan="2" |[[File:Sad Emotion.jpg|180px]]
| colspan="2" |'''Superlative''': Very Sad
|-
|''It's hard for a Sad Sim to hang out with other people.''


''Try a pep talk in the mirror or a good cry under the covers!''
=== Comorbid conditions ===
The diagnosis of bipolar disorder can be complicated by coexisting (comorbid) psychiatric conditions including the following: obsessive-compulsive disorder, substance abuse, eating disorders, attention deficit hyperactivity disorder, social phobia, premenstrual syndrome (including premenstrual dysphoric disorder), or panic disorder.<sup>[12][14][21][29]</sup> A careful longitudinal analysis of symptoms and episodes, enriched if possible by discussions with friends and family members, is crucial to establishing a treatment plan where these comorbidities exist.<sup>[30]</sup>


'''[[Gloomy]]''': ''Gloomy Sims get some of their best ideas when they're Sad. Try painting or writing a story!''
== Causes ==
The causes of bipolar disorder likely vary between individuals and the exact mechanism underlying the disorder remains unclear.<sup>[31]</sup> Genetic influences are believed to account for 60–80% of the risk of developing the disorder indicating a strong hereditary component.<sup>[14]</sup> The overall heritability of the bipolar spectrum has been estimated at 0.71.<sup>[32]</sup> Twin studies have been limited by relatively small sample sizes but have indicated a substantial genetic contribution, as well as environmental influence. For bipolar disorder type I, the (probandwise) concordance rates in modern studies have been consistently estimated at around 40% in identical twins (same genes), compared to about 5% in fraternal twins.<sup>[7][33]</sup> A combination of bipolar I, II and cyclothymia produced concordance rates of 42% vs. 11%, with a relatively lower ratio for bipolar II that likely reflects heterogeneity. There is overlap with unipolar depression and if this is also counted in the co-twin the concordance with bipolar disorder rises to 67% in monozygotic twins and 19% in dizygotic.<sup>[34]</sup> The relatively low concordance between dizygotic twins brought up together suggests that shared family environmental effects are limited, although the ability to detect them has been limited by small sample sizes.<sup>[32]</sup>


'''[[Toddlers]]''': ''Aw. Your toddler is sad and needs some TLC. You can comfort them or give them food to make them feel better.''
=== Genetic ===
|
Genetic studies have suggested that many chromosomal regions and candidate genes are related to bipolar disorder susceptibility with each gene exerting a mild to moderate effect.<sup>[14]</sup> The risk of bipolar disorder is nearly ten-fold higher in first degree-relatives of those affected with bipolar disorder when compared to the general population; similarly, the risk of major depressive disorder is three times higher in relatives of those with bipolar disorder when compared to the general population.<sup>[7]</sup>
* '''Sources''': This emotion can occur when negative events happen to Sims such as losing a competition, the death of a family member, divorce, mourning at a gravestone, and having a new sibling. It can also be caused by a low social need or randomly by the gloomy trait. family-oriented Sims will be sad when they haven't interacted family members for a long time.
* '''Effects''': Changes how Sims approach actions and their style of walk. It also boost creativity skills while sad.
* '''Remedy''': Approach people or by dialing the sadness hotline by phone.
|-
! colspan="3" |[[Scared]]
|-
| rowspan="2" |
[[File:Scared Sims 4 Emotion.png|180px]]
| colspan="2" |'''Superlative''': Terrified
|-
|''A Scared Sim has a hard time communicating with others, and they're more prone to... uh... accidents.''


''Try hiding under the covers for a bit, surely that will help?''
Although the first genetic linkage finding for mania was in 1969,<sup>[35]</sup> the linkage studies have been inconsistent.<sup>[7]</sup> The largest and most recent genome-wide association study failed to find any particular locus that exerts a large effect reinforcing the idea that no single gene is responsible for bipolar disorder in most cases.<sup>[36]</sup>
|
* '''Sources''': Can be received from certain situations such as thunderstorms or a phobia.
* '''Effects''': Sims afflicted with the Scared Mood will have trouble communicating with others, the urge to panic-run everywhere, and are slightly more prone to accidents.
* '''Remedy''': Hiding under the covers of a bed.
|-
! colspan="3" |[[Tense]]
|-
| rowspan="2" |
[[File:Tense Emotion.jpg|180px]]
| colspan="2" |'''Superlative''': Very Tense
|-
|''A Tense Sim doesn't feel like doing much of anything.''


''Try taking a nice bath or relaxing in front of the TV!''
Findings point strongly to heterogeneity, with different genes being implicated in different families.<sup>[37]</sup> Robust and replicable genome-wide significant associations showed several common single nucleotide polymorphisms, including variants within the genes CACNA1C, ODZ4, and NCAN.<sup>[14][36]</sup>
|
* '''Sources''': When a Sim's fun need is low, a Geek Sim not using the computer for a while, a Nature Lover Sim has not went outside for a while, A Sim doing hard work at work/school. Also can be acquired from events at work/school. Sims reading skill-building books that are higher than their current level can also make them tense.
* '''Effects''': A Sim does the more stressful variants of actions.
* '''Remedies''': Shouting, or satisfying the Sim's fun need.
|-
! colspan="3" | [[Asleep]]
|-
|[[File:Asleep Emotion.jpg|190px]]
|''A sleeping Sim has drifted off, ignoring the feelings they had during the day.''
'''[[Toddlers]]''': ''Aw. Your little wittle toddler has drifted off to sleep. Finally!''
|
* '''Source''': Received when a Sim sleeps.
* '''Effect''': The "Sleeping Soundly" moodlet shows 10000+ points towards the asleep emotion, overriding any other emotions except for the possessed moodlet from ''[[The Sims 4: StrangerVille|StrangerVille]]'', which shows 7,548,431+ points towards it.
|-
! colspan="3" |[[PØŞŞ€ŞŞ€Đ]] (Possessed){{vgversion|TS4:SV}}
|-
|[[File:Possessed strangerville.png|190x190px]]
|'''ŦĦ€ ΔŘβØŘ€ΔŁ ΜƗŇĐ ĐŘ€ΔΜŞ ŦĦŘØỮǤĦ ØỮŘ ₣Ł€ŞĦ¥ €¥€Ş''
|
* '''Source''': Received upon eating [[Gardening (The Sims 4)|Bizzare Fruit]].
* '''Effect''': The "Possessed" moodlet shows 7,548,431+ points towards the PØŞŞ€ŞŞ€Đ emotion, overriding any other emotions.
|}


==Emotional death==
Advanced paternal age has been linked to a somewhat increased chance of bipolar disorder in offspring, consistent with a hypothesis of increased new genetic mutations.<sup>[38]</sup>
{| style="width: 180px; float: right;" class="article-table" border="0" cellpadding="1" cellspacing="1"

! scope="row" |[[File:Sims4-emotions-hysterical-stm-bianca-monty.jpg|185px]]
=== Physiological ===
|-
Brain imaging studies have revealed differences in the volume of various brain regions between BD patients and healthy control subjects
! scope="row" |[[File:Sims4-emotions-mortified-stm-antonio-monty.jpg|185px]]

|-
Abnormalities in the structure and/or function of certain brain circuits could underlie bipolar. Meta-analyses of structural MRI studies in bipolar disorder report an increase in the volume of the lateral ventricles, globus pallidus and increase in the rates of deep white matter hyperintensities.<sup>[39][40][41]</sup> Functional MRI findings suggest that abnormal modulation between ventralprefrontal and limbic regions, especially the amygdala, are likely contribute to poor emotional regulation and mood symptoms.<sup>[42]</sup>
! scope="row" |[[File:Sims4-emotions-enraged-stm-kent-capp.jpg|185px]]

|-
According to the "kindling" hypothesis, when people who are genetically predisposed toward bipolar disorder experience stressful events, the stress threshold at which mood changes occur becomes progressively lower, until the episodes eventually start (and recur) spontaneously. There is evidence supporting an association between early-life stress and dysfunction of thehypothalamic-pituitary-adrenal axis (HPA axis) leading to its over activation, which may play a role in the pathogenesis of bipolar disorder.<sup>[43][44]</sup>
! scope="row" |'''Sims inflicted with lethal emotional states.'''

Other brain components which have been proposed to play a role are the mitochondria<sup>[31]</sup> and a sodium ATPase pump.<sup>[45]</sup>Circadian rhythms and melatonin activity also seem to be altered.<sup>[46]</sup>

=== Environmental ===
Evidence suggests that environmental factors play a significant role in the development and course of bipolar disorder, and that individual psychosocial variables may interact with genetic dispositions.<sup>[47]</sup> There is fairly consistent evidence from prospective studies that recent life events and interpersonal relationships contribute to the likelihood of onsets and recurrences of bipolar mood episodes, as they do for onsets and recurrences of unipolar depression.<sup>[48]</sup> There have been repeated findings that 30–50% of adults diagnosed with bipolar disorder report traumatic/abusive experiences in childhood, which is associated on average with earlier onset, a higher rate of suicide attempts, and more co-occurring disorders such as PTSD.<sup>[49]</sup> The total number of reported stressful events in childhood is higher in those with an adult diagnosis of bipolar spectrum disorder compared to those without, particularly events stemming from a harsh environment rather than from the child's own behavior.<sup>[50]</sup>

=== Neurological ===
Less commonly bipolar disorder or a bipolar-like disorder may occur as a result of or in association with a neurological condition or injury. Such conditions and injuries include (but are not limited to) stroke, traumatic brain injury, HIV infection, multiple sclerosis, porphyria, and rarely temporal lobe epilepsy.<sup>[51]</sup>

=== Neuroendocrinological ===
Dopamine, a known neurotransmitter responsible for mood cycling, has been shown to have increased transmission during the manic phase.<sup>[9][52]</sup> The dopamine hypothesis states that the increase in dopamine results in secondary homeostatic down regulation of key systems and receptors such as an increase in dopamine mediated G protein-coupled receptors. This results in decreased dopamine transmission characteristic of the depressive phase.<sup>[9]</sup> The depressive phase ends with homeostatic up regulation potentially restarting the cycle over again.<sup>[53]</sup>

Glutamate is significantly increased within the left dorsolateral prefrontal cortex during the manic phase of bipolar disorder, and returns to normal levels once the phase is over.<sup>[54]</sup> The increase in GABA is possibly caused by a disturbance in early development causing a disturbance of cell migration and the formation of normal lamination, the layering of brain structures commonly associated with the cerebral cortex.<sup>[55]</sup>

=== Evolutionary ===
Because bipolar disorder affects an individual’s ability to function in society and has a high morbidity rate, evolutionary theory would suggest that the genes responsible would have been naturally selected against, effectively culling the disorder. Yet there continue to be high rates of bipolar disorder in many populations, suggesting the genes responsible may have an evolutionary benefit.

Proponents of evolutionary medicine hypothesize that the genes that cause severe bipolar disorder when inherited in large doses may increase fitness when inherited in small doses.<sup>[56]</sup> High rates of bipolar disorder throughout history suggest that the ability to switch between depressive and manic moods conveyed some evolutionary advantage on ancestral humans. Theories put forward to explain the evolutionary advantages of major depressive disorder may also explain the adaptiveness of the depressive episodes of bipolar disorder. For example, in individuals under increased stress, depressive mood may serve as a defensive strategy that causes the individual to retreat from the external stressor, increase sleep, and preserve resources and energy for better times.<sup>[57]</sup> Additionally, manic moods may convey advantage in some situations. Creativity, confidence, and high energy have all been linked to mania and hypomania.<sup>[58][59]</sup> The ability to utilize mild manic symptoms to be more productive and think more creatively during stress-free times may have increased the fitness of ancestral humans. Being able to employ both hypomania and mild depression convey advantages that benefit individuals in a variable environment. However, if the genes enabling the manipulation of both of these moods are over activated, the manic and/or severe depressive moods of full bipolar disorder may be triggered instead.

Evolutionary biologists have hypothesized that bipolar disorder could have come from an adaptation to extreme climates in the northern temperate zone during thePleistocene. The Evolutionary Origin of Bipolar Disorder (EOBD) hypothesis states that during the short summers of extreme climates, hypomania would be adaptive, allowing the completion of many tasks necessary for survival within a short period of time. During long winters the lethargy, hypersomnia, lack of interest in social activities, and overeating of depression would be adaptive to group cohesion and survival.<sup>[60]</sup> Evidence for the EOBD hypothesis include an association between bipolar disorder and a cold-adapted build, correlation between seasonality and mood changes in those with bipolar disorder, and low rates of bipolar disorder in African Americans.<sup>[61]</sup> The EOBD hypothesis suggests that in the absence of the extreme climatic conditions that fostered the success of bipolar disorder genes, many bipolar disorder behaviors are maladaptive and can often severely impair normal functioning.

== Prevention ==
Prevention of bipolar has focused on stress (such as childhood adversity or highly conflictual families) which, although not a diagnostically specific causal agent for bipolar, does place genetically and biologically vulnerable individuals at risk for a more pernicious course of illness.<sup>[62]</sup> There has been debate regarding the causal relationship between usage of cannabis and bipolar disorder.<sup>[63]</sup>

== Diagnosis ==
Bipolar disorder often goes unrecognized and is commonly diagnosed during adolescence or early adulthood.<sup>[64]</sup> The disorder can be difficult to distinguish fromunipolar depression and the mean delay in diagnosis is 5–10 years after symptoms begin.<sup>[65]</sup> Diagnosis of bipolar disorder takes several factors into account and considers the self-reported experiences of the symptomatic individual, behavior abnormalities reported by family members, friends or co-workers, and observable signs of illness as assessed by a psychiatrist, nurse, social worker, clinical psychologist or other health professional. Assessment is usually done on an outpatient basis; admission to an inpatient facility is considered if there is a risk to oneself or others. The most widely used criteria for diagnosing bipolar disorder are from the American Psychiatric Association's Diagnostic and Statistical Manual of Mental Disorders, the current version being DSM-IV-TR, and the World Health Organization's International Statistical Classification of Diseases and Related Health Problems, currently the ICD-10. The latter criteria are typically used in Europe and other regions while the DSM criteria are used in the USA and other regions, as well as prevailing in research studies. The DSM-V, published in 2013, included further and more accurate sub-typing.<sup>[66]</sup>

An initial assessment may include a physical exam by a physician. Although there are no biological tests that are diagnostic of bipolar disorder,<sup>[36]</sup> tests may be carried out to exclude medical illnesses with clinical presentations similar to that of bipolar disorder such as hypothyroidism or hyperthyroidism, metabolic disturbance, a chronic disease, or an infection such as HIV or syphilis.<sup>[64]</sup> An EEG may be used to exclude a seizure disorder such as epilepsy, and a CT scan of the head may be used to exclude brain lesions.<sup>[64]</sup> Investigations are not generally repeated for a relapse unless there is a specific medical indication.

Several rating scales for the screening and evaluation of bipolar disorder exist, such as the Bipolar spectrum diagnostic scale.<sup>[67]</sup> The use of evaluation scales can not substitute a full clinical interview but they serve to systematize the recollection of symptoms.<sup>[67]</sup> On the other hand, instruments for the screening of bipolar disorder have low sensitivity<sup>[''clarification needed'']</sup> and limited diagnostic validity.<sup>[67]</sup>

=== Bipolar spectrum ===
Bipolar spectrum disorders (BSD) include the following four disorders: bipolar I disorder, bipolar II disorder, cyclothymic disorder, and bipolar disorder not otherwise specified.<sup>[64]</sup> These disorders typically involve depressive symptoms or episodes that alternate with elevated mood states or with mixed episodes that feature symptoms of both depressive and elevated mood states.<sup>[68]</sup> The concept of the bipolar spectrum is similar to that of Emil Kraepelin's original concept of manic depressive illness.<sup>[69]</sup>

Unipolar hypomania without accompanying depression has been noted in the medical literature.<sup>[70]</sup> There is speculation as to whether this condition may occur with greater frequency in the general, untreated population; successful social function of these potentially high-achieving individuals may lead to being labeled as normal, rather than as individuals with substantial dysregulation.

=== Criteria and subtypes ===
There is no clear consensus as to how many types of bipolar disorder exist.<sup>[71]</sup> In DSM-IV-TR and ICD-10, bipolar disorder is conceptualized as a spectrum of disorders occurring on a continuum. The DSM-IV-TR lists three specific subtypes and one for non-specified:<sup>[72][73]</sup>
* Bipolar I disorder: At least one manic episode is necessary to make the diagnosis;<sup>[74]</sup> depressive episodes are common in bipolar disorder I, but are unnecessary for the diagnosis.<sup>[7]</sup>
* Bipolar II disorder: No manic episodes, but one or more hypomanic episodes and one or more major depressive episode.<sup>[74]</sup> Hypomanic episodes do not go to the full extremes of mania (''i.e.'', do not usually cause severe social or occupational impairment, and are without psychosis), and this can make bipolar II more difficult to diagnose, since the hypomanic episodes may simply appear as a period of successful high productivity and is reported less frequently than a distressing, crippling depression.
* Cyclothymia: A history of hypomanic episodes with periods of depression that do not meet criteria for major depressive episodes.<sup>[75]</sup> There is a low-grade cycling of mood which appears to the observer as a personality trait and interferes with functioning.
* Bipolar disorder NOS (not otherwise specified): This is a catchall category, diagnosed when the disorder does not fall within a specific subtype.<sup>[76]</sup> Bipolar NOS can still significantly impair and adversely affect the quality of life of the patient.
The bipolar I and II categories have specifiers that indicate the presentation and course of the disorder. For example, the "with full interepisode recovery" specifier applies if there was full remission between the two most recent episodes.<sup>[77]</sup>

==== Rapid cycling ====
Most people who meet criteria for bipolar disorder experience a number of episodes, on average 0.4 to 0.7 per year, lasting three to six months.<sup>[78]</sup> ''Rapid cycling'', however, is a course specifier that may be applied to any of the above subtypes. It is defined as having four or more mood disturbance episodes within a one-year span and is found in a significant proportion of individuals with bipolar disorder.<sup>[21]</sup> These episodes are separated from each other by a remission (partial or full) for at least two months or a switch in mood polarity (i.e., from a depressive episode to a manic episode or vice versa).<sup>[7]</sup> The definition of rapid cycling most frequently cited in the literature (including the DSM) is that of Dunner and Fieve: at least four major depressive, manic, hypomanic or mixed episodes are required to have occurred during a 12-month period.<sup>[79]</sup> Ultra-rapid (days) and ultra-ultra rapid or ultradian (within a day) cycling have also been described.<sup>[80]</sup> The literature examining the pharmacological treatment of rapid cycling is sparse and there is no clear consensus with respect to its optimal pharmacological management.<sup>[81]</sup>

=== Differential diagnosis ===
There are several other mental disorders with symptoms similar to those seen in bipolar disorder. These disorders include schizophrenia, major depressive disorder,<sup>[82]</sup>attention deficit hyperactivity disorder (ADHD), and certain personality disorders, such as borderline personality disorder.<sup>[83][84][85]</sup>

It has been noted that the bipolar disorder diagnosis is officially characterized in historical terms such that, technically, anyone with a history of (hypo)mania and depression has bipolar disorder whatever their current or future functioning and vulnerability. This has been described as "an ethical and methodological issue", as it means no one can be considered as being recovered (only "in remission") from bipolar disorder according to the official criteria. This is considered especially problematic given that brief hypomanic episodes are widespread among people generally and not necessarily associated with dysfunction.<sup>[17]</sup>

== Management ==
Main article: Treatment of bipolar disorder

There are a number of pharmacological and psychotherapeutic techniques used to treat bipolar disorder. Individuals may use self-help and pursue recovery.

Hospitalization may be required especially with the manic episodes present in bipolar I. This can be voluntary or (if mental health legislation allows and varying state-to-state regulations in the USA) involuntary (called civil or involuntary commitment). Long-term inpatient stays are now less common due to deinstitutionalization, although these can still occur.<sup>[86]</sup> Following (or in lieu of) a hospital admission, support services available can include drop-in centers, visits from members of a community mental health team or an Assertive Community Treatment team, supported employment and patient-led support groups, intensive outpatient programs. These are sometimes referred to as partial-inpatient programs.<sup>[87]</sup>

=== Psychosocial ===
Psychotherapy is aimed at alleviating core symptoms, recognizing episode triggers, reducing negative expressed emotion in relationships, recognizing prodromalsymptoms before full-blown recurrence, and, practicing the factors that lead to maintenance of remission.<sup>[88][89][90]</sup> Cognitive behavioral therapy, family-focused therapy, and psychoeducation have the most evidence for efficacy in regard to relapse prevention, while interpersonal and social rhythm therapy and cognitive-behavioral therapy appear the most effective in regard to residual depressive symptoms. Most studies have been based only on bipolar I, however, and treatment during the acute phase can be a particular challenge.<sup>[91]</sup> Some clinicians emphasize the need to talk with individuals experiencing mania, to develop a therapeutic alliance in support ofrecovery.<sup>[92]</sup>

=== Medication ===
Lithium carbonate is one of many treatments for bipolar disorder.

A number of medications are used to treat bipolar disorder.<sup>[48]</sup> The medication with the best evidence is lithium, which is effective in treating acute manic episodes and preventing relapses; lithium is also an effective treatment for bipolar depression.<sup>[93]</sup> Lithium reduces the risk of suicide, self-harm, and death in people with bipolar disorder.<sup>[94]</sup>

Four anticonvulsants are used in the treatment of bipolar disorder. Carbamazepine effectively treats manic episodes, with some evidence it has greater benefit in rapid-cycling bipolar disorder, or those with more psychotic symptoms or a more schizoaffective clinical picture. It is less effective in preventing relapse than lithium or valproate.<sup>[95][96]</sup> Carbamazepine became a popular treatment option for bipolar in the late 1980s and early 1990s, but was displaced by sodium valproate in the 1990s.<sup>[''citation needed'']</sup> Since then, valproate has become a commonly prescribed treatment, and is effective in treating manic episodes.<sup>[97]</sup> Lamotrigine has some efficacy in treating bipolar depression, and this benefit is greatest in more severe depression.<sup>[98]</sup> It has also been shown to have some benefit in preventing further episodes, though there are concerns about the studies done, and is of no benefit in rapid cycling disorder.<sup>[99]</sup> The effectiveness of topiramate is unknown.<sup>[100]</sup> Depending on the severity of the case, anticonvulsants may be used in combination with lithium or on their own.<sup>[101]</sup>

Antipsychotic medications are effective for short-term treatment of bipolar manic episodes and appear to be superior to lithium and anticonvulsants for this purpose.<sup>[48]</sup>However, other medications such as lithium are preferred for long-term use.<sup>[48]</sup> Olanzapine is effective in preventing relapses, although the evidence is not as solid as for lithium.<sup>[102]</sup> Antidepressants have not been found to be of any benefit over that found with mood stabilizers.<sup>[103]</sup>

Short courses of benzodiazepines may be used in addition to other medications until mood stabilizing become effective.<sup>[104]</sup>

=== Alternative medicine ===
There is some evidence that the addition of omega 3 fatty acids may have beneficial effects on depressive symptoms, although studies have been scarce and of variable quality.<sup>[105]</sup>

== Prognosis ==
For many individuals with bipolar disorder a good prognosis results from good treatment, which, in turn, results from an accurate diagnosis. Of the various forms of bipolar disorder, rapid cycling bipolar disorder is associated with the worst prognosis.<sup>[21]</sup> Because bipolar disorder can have a high rate of both under-diagnosis andmisdiagnosis,<sup>[23]</sup> it is often difficult for individuals with the condition to receive timely and competent treatment.

Bipolar disorder can be a severely disabling medical condition. However, many individuals with bipolar disorder can live full and satisfying lives. Quite often, medication is needed to enable this. Persons with bipolar disorder may have periods of normal or near normal functioning between episodes.<sup>[106]</sup>

=== Functioning ===
Functioning in bipolar I and II varies over time along a spectrum from good to fair to poor. During periods of major depression or mania (in BPI), functioning was on average poor, with depression being more persistently associated with disability than mania. Functioning between episodes was on average good – more or less normal. Subthreshold symptoms were generally still substantially impairing, however, except for hypomania (below or above threshold) which was associated with improved functioning.<sup>[107]</sup>

=== Recovery and recurrence ===
A naturalistic study from first admission for mania or mixed episode (representing the hospitalized and therefore most severe cases) found that 50% achieved syndromal recovery (no longer meeting criteria for the diagnosis) within six weeks and 98% within two years. Within two years, 72% achieved symptomatic recovery (no symptoms at all) and 43% achieved functional recovery (regaining of prior occupational and residential status). However, 40% went on to experience a new episode of mania or depression within 2 years of syndromal recovery, and 19% switched phases without recovery.<sup>[108]</sup>

Symptoms preceding a relapse (prodromal), specially those related to mania, can be reliably identified by people with bipolar disorder.<sup>[109]</sup> There have been intents to teach patients coping strategies when noticing such symptoms with encouraging results.<sup>[110]</sup>

=== Suicide ===
Bipolar disorder can cause suicidal ideation that leads to suicidal attempts. Individuals whose bipolar disorder begins with a depressive or mixed affective episode seem to have a poorer prognosis and an increased risk of suicide.<sup>[82]</sup> One out of two people with bipolar disorder attempt suicide at least once during their lifetime and many attempts are successfully completed.<sup>[14]</sup> The annual average suicide rate is 0.4%, which is 10–20 times that of the general population.<sup>[111]</sup> The standardized mortality ratio from suicide in bipolar disorder is between 18 and 25.<sup>[112]</sup> The lifetime risk of suicide has been estimated to be as high as 20% in those with bipolar disorder.<sup>[7]</sup>

== Epidemiology ==
Burden of bipolar disorder around the world: disability-adjusted life yearsper 100,000 inhabitants in 2004.
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Sims can die as a result of being in an extreme emotional state for a prolonged time. There are several emotional deaths, but not every emotional state has an associated death. Currently, the only deadly emotions are ''Mortified'', ''Enraged'', and ''Hysterical''. Teens and children cannot die from emotional death, as children cannot die from anything other than fire and drowning. Teens presumably lost the ability to die from emotion after the release of [[The Sims 4: Parenthood]] to prevent them from dying during their mood swings, wherein they sometimes become Enraged or Mortified.
Bipolar disorder is the sixth leading cause of disability worldwide and has a lifetime prevalence of about 3% in the general population.<sup>[4][113]</sup> However, a reanalysis of data from the National Epidemiological Catchment Area survey in the United States suggested that 0.8% of the population experience a manic episode at least once (the diagnostic threshold for bipolar I) and a further 0.5% have a hypomanic episode (the diagnostic threshold for bipolar II or cyclothymia). Including sub-threshold diagnostic criteria, such as one or two symptoms over a short time-period, an additional 5.1% of the population, adding up to a total of 6.4%, were classified as having a bipolar spectrum disorder.<sup>[114]</sup> A more recent analysis of data from a second USNational Comorbidity Survey found that 1% met lifetime prevalence criteria for bipolar I, 1.1% for bipolar II, and 2.4% for subthreshold symptoms.<sup>[115]</sup>


When a dangerous emotion is reached, the little outline of the circle which appears on the second level of an emotion, will fade in and out. After they die and become ghosts they will from time to time depending on the emotion death will receive (+2) buff. Sims within proximity of the ghost will occasionally receive Playful or Anger (+1) buff.
There are conceptual and methodological limitations and variations in the findings. Prevalence studies of bipolar disorder are typically carried out by lay interviewers who follow fully structured/fixed interview schemes; responses to single items from such interviews may suffer limited validity. In addition, diagnoses (and therefore estimates of prevalence) vary depending on whether a categorical or spectrum approach is used. This consideration has led to concerns about the potential for both underdiagnosis and overdiagnosis.<sup>[116]</sup>


The corresponding cheat buffs (+500 to Playful, Embarrassed or Angry for 20 days) are no longer available due to the '''sims.add_buff''' cheat being removed along with other cheats in the patch of June 26, 2018. They can, however, be re-enabled with a [https://www.patreon.com/posts/cheats-fix-get-19645059 mod].
The incidence of bipolar disorder is similar in men and women<sup>[117]</sup> as well as across different cultures and ethnic groups. A 2000 study by the World Health Organization found that prevalence and incidence of bipolar disorder are very similar across the world. Age-standardized prevalence per 100,000 ranged from 421.0 in South Asia to 481.7 in Africa and Europe for men and from 450.3 in Africa and Europe to 491.6 in Oceania for women. However, severity may differ widely across the globe. Disability-adjusted life year rates, for example, appear to be higher in developing countries, where medical coverage may be poorer and medication less available.<sup>[118]</sup> Within the United States, Asian Americans have significantly lower rates than their African and European Americancounterparts.<sup>[119]</sup>


===[[Playful (emotion)|Hysterical]]===
Late adolescence and early adulthood are peak years for the onset of bipolar disorder.<sup>[120][121]</sup> One study also found that in 10% of bipolar cases, the onset of mania had happened after the patient had turned 50.<sup>[122]</sup>
A Sim with (+15) ''Playful'' moodlets (including boosts from the ''Happy'' emotion) becomes '''hysterical'''. When a Sim is in a state of hysteria, if they continue doing funny actions, they can die of laughter. This can be avoided by calming down in the mirror.


Sims can become hysterical by doing any of the following:
== History ==
*Drinking points that override the emotion of the Sims that is usually available in the reward shop.
Main article: History of bipolar disorder
*Getting the "Death" outcome from the [[wishing well#The Sims 4: Romantic Garden Stuff|wishing well]] when wishing for happiness (+99){{vgversion|TS4:RGS}}
*Being target of a vampire's influence emotion power (Burst of Playfulness) (up to +8) {{vgversion|TS4:V}}
*Doing playful interactions, such as:
**Taking a Bubble Bath (+2)
**Play in the Tub (+2) (available when already playful)
**Drinking the corresponding Cowplant Essence)
**Telling multiple Jokes in a row (+1)
**Being near Playful decoration (up to +2)
**Viewing a Playful painting (+1)
**Being near MySims trophies (+1)
*Having/doing things that boost the Happy emotion, such as full needs, decor, good food, new friends, drinking the Essence of Happiness and Essence of Life from the Cowplant, et cetera) while playful


===[[Embarrassed|Mortified]]===
German psychiatrist Emil Kraepelin first distinguished between manic–depressive illness and "dementia praecox" (now known asschizophrenia) in the late 19th century
A Sim with (+8) ''Embarrassed'' moodlets becomes '''mortified'''. When a Sim is Mortified, they run the risk of dying from embarrassment after a period of time. This can be avoided by telling a self-depreciating joke or hiding from other Sims as quickly as possible. It can also be avoided by selecting "Give Yourself a Pep Talk" at a mirror.


Sims can become mortified by doing any of the following:
Variations in moods and energy levels have been observed as part of the human experience since throughout history. The words "melancholia" (an old word for depression) and "mania" originated in Ancient Greek. The word melancholia is derived from ''melas''/μελας, meaning "black", and ''chole''/χολη, meaning "bile" or "gall",<sup>[123]</sup> indicative of the term's origins in pre-Hippocratic humoraltheories. Within the humoral theories, mania was viewed as arising from an excess of yellow bile, or a mixture of black and yellow bile. The linguistic origins of mania, however, are not so clear-cut. Several etymologies are proposed by the Roman physician Caelius Aurelianus, including the Greek word ''ania'', meaning "to produce great mental anguish", and ''manos'', meaning "relaxed" or "loose", which would contextually approximate to an excessive relaxing of the mind or soul.<sup>[124]</sup> There are at least five other candidates, and part of the confusion surrounding the exact etymology of the word mania is its varied usage in the pre-Hippocratic poetry andmythologies.<sup>[124]</sup>
*Wetting themselves by having a [[bladder]] failure (+5)
*Farting with low bladder need (+3) {{vgversion|TS4:PH}}
*Failing to unlock the [[Sylvan Glade|hidden lot]] in Willow Creek (+2)
*Drinking the Essence of Embarrassment obtained from the Cowplant (+2)
*Wearing the Hat of Shame (brightly colored, large hat available at the Costumes section in CAS) (+2)
*Repeatedly getting rejected for flirts (+2)
*Walking in on other Sims WooHooing, showering or going to the toilet (+1)
*Being caught WooHooing (only for the partner who initiated it) or sitting on the toilet (+1)
*Being target of a Vampire's Influence Emotion power (Burst of Embarrassment) (up to +8) {{vgversion|TS4:V}}
*Getting the "Death" outcome from the wishing well when wishing for skills (+99){{vgversion|TS4:RGS}}


===[[Angry|Enraged]]===
In the early 1800s, French psychiatrist Jean-Étienne Dominique Esquirol's lypemania, one of his affective monomanias, was the first elaboration on what was to become modern depression.<sup>[125]</sup> The basis of the current conceptualisation of manic–depressive illness can be traced back to the 1850s; on January 31, 1854, Jules Baillarger described to the French Imperial Academy of Medicine a biphasicmental illness causing recurrent oscillations between mania and depression, which he termed ''folie à double forme'' ("dual-form insanity").<sup>[126]</sup> Two weeks later, on February 14, 1854, Jean-Pierre Falret presented a description to the Academy on what was essentially the same disorder, and designated ''folie circulaire'' ("circular insanity") by him.<sup>[127]</sup>
A Sim with (+7) ''Angry'' moodlets becomes '''Enraged'''. When a Sim is in the Enraged state, they can die of a cardiac explosion. This can be avoided by calming themselves down in the mirror, or venting to another Sim, though this may upset them.


Sims can become enraged by doing any of the following:
These concepts were developed by the German psychiatrist Emil Kraepelin (1856–1926), who, using Kahlbaum's concept ofcyclothymia,<sup>[128]</sup> categorized and studied the natural course of untreated bipolar patients. He coined the term ''manic depressivepsychosis'', after noting that periods of acute illness, manic or depressive, were generally punctuated by relatively symptom-free intervals where the patient was able to function normally.<sup>[129]</sup>
*Catching a spouse flirting with another Sim (+3)
*Being Riled Up by a Sim with the Hot-Headed trait (+2)
*Being woken up when having the Lazy trait (+2)
*Being around a Sim with the Evil trait while having the Good trait or vice versa (+1)
*Being the target of Voodoo (Pain) (+2)
*Drinking the Essence of Anger obtained by the Cowplant (+2)
*Being near multiple Angry Paintings (+2)
*Eating the Flaming Hot Spaghetti (+2) (available to Cooks above Level 5 when Angry)
*Drinking the Boiler Room cocktail (+2) (available to Mixologists from Level 1 when Angry)
*Viewing an Angry Painting (+1)
*Being target of a Vampire's Influence Emotions Power (Burst of Anger) (up to +8) {{vgversion|TS4:V}}
*Having the Emotion Bomb fame quirk and getting angry (+8, Sims cannot die with this moodlet) {{Vgversion|TS4:GF}}
*Sitting on a chair damaged by a cat scratching against it (+1){{Vgversion|TS4:C&D}}
*Getting the "Death" outcome from the wishing well when wishing for a promotion (+99){{vgversion|TS4:RGS}}


{{Expand}}
The term "manic–depressive ''reaction''" appeared in the first American Psychiatric Association Diagnostic Manual in 1952, influenced by the legacy of Adolf Meyer.<sup>[130]</sup>Subclassifying this into 'unipolar' and 'bipolar' disorder was first proposed by German psychiatrists Karl Kleist and Karl Leonhard in the 1950s and, since the DSM-III, Major Depressive Disorder has been regarded as a separate condition to Bipolar Disorder. Subtypes of 'Bipolar II' and 'rapid cycling' have been included since the DSM-IV, based on work from the 1970s by David L. Dunner, Elliot S. Gershon, Frederick K. Goodwin, Ronald R. Fieve and Joseph L. Fleiss.<sup>[131][132][133]</sup>


==Trivia==
== Society and culture ==
[[File:Sims4 emotional paintings 2.jpg|thumb|270px|Emotional Paintings: Sad, Focused, Flirty, Angry, Confident, Playful]]
See also: List of people with bipolar disorder, Category:Books about bipolar disorder and Category:Films about bipolar disorder
* Any Sim can achieve any of these emotional states from the following methods:

** With the MySim trophies obtained from time capsules, they can "emit" emotions that affect any Sims that enter the room, based on the color of the trophies.
Singer Rosemary Clooney's public revelation of bipolar disorder in 1977 made her an early celebrity spokeswoman for mental illness
** ''The Sims 3,'' rewards lamps obtained from The Sims 4 website can also be used; these work the same as MySim trophies.

** If a Sim survives being eaten from a [[cowplant]], they can milk the cowplant to get a potion which gives them the emotion they had before they got eaten. If a Sim gets devoured by a cowplant, another Sim can milk the cowplant to get ''Essence of Life'' which makes the Sim instantly happy as well as adding a few days to their life.
There are widespread problems with social stigma, stereotypes, and prejudice against individuals with a diagnosis of bipolar disorder.<sup>[134]</sup>
** Painters can paint emotional paintings based on their emotion, for example, a [[confident]] Sim can draw a Confident painting, which emits a Confident Aura, similar to ''[[The Sims 3]]'' Rewards lamps.

** In careers, Sims get objects of a specific emotion good for this career.
Kay Redfield Jamison, a clinical psychologist and Professor of Psychiatry at the Johns Hopkins University School of Medicine, profiled her own bipolar disorder in her memoir ''An Unquiet Mind'' (1995).<sup>[135]</sup> In his autobiography ''Manicdotes: There's Madness in His Method''(2008) Chris Joseph describes his struggle between the creative dynamism which allowed the creation of his multi-million pound advertising agency Hook Advertising, and the money-squandering dark despair of his bipolar illness.<sup>[136]</sup>
** Sims can buy books in "Emotional" category and read it.

** A Sim with the 'expressionistic' trait (obtained by completing the 'Painter Extraordinaire' aspiration) can paint any emotional painting no matter what their emotion is.
Several dramatic works have portrayed characters with traits suggestive of the diagnosis that has been the subject of discussion by psychiatrists and film experts alike. A notable example is ''Mr. Jones'' (1993), in which Mr. Jones (Richard Gere) swings from a manic episode into a depressive phase and back again, spending time in a psychiatric hospital and displaying many of the features of the syndrome.<sup>[137]</sup> In ''The Mosquito Coast'' (1986), Allie Fox (Harrison Ford) displays some features including recklessness, grandiosity, increased goal-directed activity and mood lability, as well as some paranoia.<sup>[138]</sup> Psychiatrists have suggested that Willy Loman, the main character in Arthur Miller's classic play ''Death of a Salesman'', suffers from bipolar disorder,<sup>[139]</sup> though that specific term for the condition did not exist when the play was written.
**Sims can consume fruits from a [[Tree of Emotions]] in ''[[The Sims 4: Jungle Adventure|Jungle Adventure]]'', which will change their emotion to whatever the fruit's emotional influence is (positive emotions only).

TV specials, for example the BBC's ''Stephen Fry: The Secret Life of the Manic Depressive'',<sup>[140]</sup> MTV's ''True Life: I'm Bipolar'', talk shows, and public radio shows, and the greater willingness of public figures to discuss their own bipolar disorder, have focused on psychiatric conditions, thereby, raising public awareness.

On April 7, 2009, the nighttime drama ''90210'' on the CW network, aired a special episode where the character Silver was diagnosed with bipolar disorder.<sup>[141]</sup> Stacey Slater, a character from the BBC soap EastEnders, has been diagnosed with the disorder. The storyline was developed as part of the BBC's Headroom campaign.<sup>[142]</sup>The Channel 4 soap ''Brookside'' had earlier featured a story about bipolar disorder when the character Jimmy Corkhill was diagnosed with the condition.<sup>[143]</sup> In April 2014, ABC premiered a medical drama, ''Black Box'', in which the main character, a world-renowned neuroscientist, is bipolar.<sup>[144]</sup>

Currently, British secret intelligence agency, SIS, doesn't accept job applications from those who "have ever suffered from bipolar disorder".<sup>[145]</sup>

== Specific populations ==

=== Children ===
Main article: Bipolar disorder in children

Lithium is the only medication approved by the FDA for treating mania in children.

In the 1920s, Emil Kraepelin noted that manic episodes are rare before puberty.<sup>[146]</sup> In general, bipolar disorder in children was not recognized in the first half of the twentieth century. This issue diminished with an increased following of the DSM criteria in the last part of the twentieth century.<sup>[146][147]</sup>

While in adults the course of bipolar disorder is characterized by discrete episodes of depression and mania with no clear symptomatology between them, in children and adolescents very fast mood changes or even chronic symptoms are the norm.<sup>[148]</sup> Pediatric bipolar disorder is commonly characterized by outbursts of anger, irritability and psychosis, rather thaneuphoric mania, which is more likely to be seen in adults.<sup>[146][148]</sup> Early onset bipolar disorder is more likely to manifest as depression rather than mania or hypomania.<sup>[149]</sup>

The diagnosis of childhood bipolar disorder is controversial,<sup>[148]</sup> although it is not under discussion that the typical symptoms of bipolar disorder have negative consequences for minors suffering them.<sup>[146]</sup> The debate is mainly centered on whether what is called bipolar disorder in children refers to the same disorder as when diagnosing adults,<sup>[146]</sup> and the related question of whether the criteria for diagnosis for adults are useful and accurate when applied to children.<sup>[148]</sup> Regarding diagnosis of children, some experts recommend following the DSM criteria.<sup>[148]</sup> Others believe that these criteria do not correctly separate children with bipolar disorder from other problems such as ADHD, and emphasize fast mood cycles.<sup>[148]</sup> Still others argue that what accurately differentiates children with bipolar disorder is irritability.<sup>[148]</sup> The practice parameters of the AACAP encourage the first strategy.<sup>[146][148]</sup> American children and adolescents diagnosed with bipolar disorder in community hospitals increased 4-fold reaching rates of up to 40% in 10 years around the beginning of the 21st century, while in outpatient clinics it doubled reaching 6%.<sup>[148]</sup> Studies using DSM criteria show that up to 1% of youth may have bipolar disorder.<sup>[146]</sup>

Treatment involves medication and psychotherapy.<sup>[148]</sup> Drug prescription usually consists in mood stabilizers and atypical antipsychotics.<sup>[148]</sup> Among the former, lithiumis the only compound approved by the FDA for children.<sup>[146]</sup> Psychological treatment combines normally education on the disease, group therapy and cognitive behavioral therapy.<sup>[148]</sup> Chronic medication is often needed.<sup>[148]</sup>

Current research directions for bipolar disorder in children include optimizing treatments, increasing the knowledge of the genetic and neurobiological basis of the pediatric disorder and improving diagnostic criteria.<sup>[148]</sup> The DSM-V has proposed a new diagnosis which is considered to cover some presentations currently thought of as childhood-onset bipolar.<sup>[150]</sup>

=== Elderly ===
There is a relative lack of knowledge about bipolar disorder in late life. There is evidence that it becomes less prevalent with age but nevertheless accounts for a similar percentage of psychiatric admissions; that older bipolar patients had first experienced symptoms at a later age; that later onset of mania is associated with more neurologic impairment; that substance abuse is considerably less common in older groups; and that there is probably a greater degree of variation in presentation and course, for instance individuals may develop new-onset mania associated with vascular changes, or become manic only after recurrent depressive episodes, or may have been diagnosed with bipolar disorder at an early age and still meet criteria. There is also some weak and not conclusive evidence that mania is less intense and there is a higher prevalence of mixed episodes, although there may be a reduced response to treatment. Overall, there are likely more similarities than differences from younger adults.<sup>[151][152]</sup> In the elderly, recognition and treatment of bipolar disorder may be complicated by the presence of dementia or the side effects of medications being taken for other conditions.<sup>[153]</sup>

== See also ==
* Bipolar disorders research
* ''Bipolar Disorders'' (journal)

== Notes ==


==References==
==References==
{{Reflist}}
{{Reflist}}


== Gallery ==
<gallery>
Sims Emotions English.png
</gallery>

{{Emotions}}
[[fr:Emotion]]
[[nl:Emotie]]
[[pl:Emocje]]
[[pt-br:Emoção]]
[[pt-br:Emoção]]
[[ru:Эмоции]]
[[ru:Эмоция]]
[[Category:Emotions| ]]
[[Category:Emotions| ]]
[[Category:The Sims 4]]
[[Category:The Sims 4]]
[[Category:Simology]]

Latest revision as of 17:17, 27 June 2021

The Sims 4


Emotion

Emotion indicator in The Sims 4, showing a happy Mortimer Goth.

Emotions are a gameplay feature introduced in The Sims 4[1] which are a core part of a Sim's simology. It is similar to mood, but is more easily affected by in-game events and social interactions with other Sims. Moodlets influence the current emotion of a Sim. The current emotional state of a Sim is depicted in the lower left corner of the screen while playing. It is also noted that some objects in-game can affect the emotions of some Sims,[1] though the Sim has to be already feeling in a particular way in order for an object to affect them emotionally.[2]

There are several ranges of emotions. Sims may reach one stage of an emotion, and then progress to a second, more extreme stage of the same emotion. For the case of Anger, Embarrassment and Playfulness, they can then progress to the third stage (Enraged, Mortified and Hysterical, respectively), which is an even more extreme stage that can lead to emotional death. For instance, a Sim that is embarrassed may become very embarrassed, more embarrassment leads to mortified. Sims that stay in that extreme emotional state may eventually die from it.[3]

Emotional states[edit | edit source]

Image Game dialog Notes
Angry
Superlatives: Very Angry, Enraged
It is difficult for Angry Sims to socialize and build skills.

Try taking a cold shower or calming down in the mirror!

Hot-Headed: Hot-Headed Sims feel motivated to get fit when they're Angry.

Try working out or going for a run!

Toddlers: (Sim Name) is Angry. Try to calm him/her down.

Enraged: This Sim is so Angry that they're about to explode!

Try taking a cold shower or calming down in the mirror!

  • Sources: Can be received from: the Hot-Headed trait, eating Angry Flaming Spaghetti, drinking Red Hot Serum,[TS4:GTW] and receiving unpleasant interactions from other Sims, randomly from children and teens coming back from school, seeing their spouse flirting with another person.
  • Effects: Negatively affects interactions. Sims tend to be more aggressive that decreases the relationship with other Sims. Sims with the Hot-Headed trait can boost physical skills. Being enraged can cause death.
  • Remedies: A punching bag, a cold shower, kicking the garbage cart or speaking to self to the mirror can be used to relieve the Sim from the emotion. Also, the players can try to calm down a Sim with the emotional state.
Bored
A Bored Sim won't feel like doing anything that isn't fun.

Try out some new fun activities!

  • Sources: Occurs during social interactions with Sims, randomly occurs when children and teens come home from school, when a secret agent Sim researches intelligence on the computer, often after the 'Fill Out Reports' action is done on the computer, when Sims are reading books whose skill are low for them, or when playing video games for a long time. It can also happen if a teen or older without the childish trait watches children's TV shows.
Confident
Superlative: Very Confident
A Confident Sim finds it easy to succeed at all things social.

Try building Charisma skill by socializing with others!

  • Sources: Can be received from the Self-Assured trait when waking up, sending a text message, cooking a meal, practicing speech in front of a mirror, brushing teeth, finishing a good book or painting, successfully fixing or upgrading, achieving academical performance, or when winning a fight against a Sim.
  • Effects: Helps social related performance. Increases the Charisma skill gain rate. Enable schmoozing with boss at work, enhancing work performance without lowering Fun need with a chance of embarrassed moodlet. Also enable Sims to peeing like a champion.
Dazed
A Dazed Sim is feeling a bit woozy and will have trouble doing anything useful.

Try taking a quick nap or a nice bath!

  • Sources: Can be received when losing a fight, being electrocuted, crash landing a rocket ship, being too highly caffeinated, or drinking a bottle of daze from a cowplant. Also can be received through eating a grand meal. Can also received when a healthy Sims use medicine or after being abducted by aliens. [TS4:GTW] Can also be received by being the target of vampire powers. [TS4:V] Can also be received by using the bubble bar. [TS4:CL] Can also be received by getting sucked into a fabricator. [TS4:EL]
  • Effects: Sims cannot run when going outdoors, leveling up skills becomes slower. It also refreshes their whims.
  • Remedies: Sleeping.
Embarrassed
Superlatives: Very Embarrassed, Mortified
It's really hard for an Embarrassed Sim to talk to other Sims.

Try to give yourself a pep talk in the mirror or hide from everyone!

Mortified: This Sim is so Embarrassed, they're ready to curl up and die... literally

Try a pep talk in the mirror or hide from everyone in bed for a bit!

  • Sources: Can be received from being humiliated in a discussion while multiple Sims are present, doing boring jokes, having a bladder accident, or by walking in on another Sim bathing or on the toilet.
  • Effects: Sims appear to be awkward, socialization is more likely to fail. Being mortified can cause death.
  • Remedies: Giving a pep talk in a mirror, asking for reassurance, telling a self-deprecating joke, hiding away from everyone, sharing insecurities.
Energized(NA) / Energised(UK)
Superlatives: Very Energized(NA) / Very Energised(UK)
An Energized Sim will tire slower and is better at physical activities!

Try working out or cleaning the house!

Toddlers: An Energized Toddler wants to run and play around the house! Get them moving!

  • Sources: Can be received from drinking energy drinks, drinking tea, eating a high energy protein platter prepared by energized Sims with sufficient cooking skill, jogging or taking a Brisk Shower.
  • Effects: Helps sports related progression. Makes Energy need decays slower. Enables energized sports actions and Speedy Shower.
Fine
A Sim that is Fine isn't feeling particularly strongly in one way or the other.

Go try some stuff and see what happens!

  • Source: The default emotional state that occurs when a Sim has no moodlet or by vampires having the dampened emotions power.[TS4:V]
Flirty
Superlatives: Very Flirty
A Flirty Sim will find all kinds of success at matters of love.

Try some romantic socials with another Sim!

  • Sources: From Romatic trait, completing successful romantic interactions thus making further flirt interactions more successful, randomly gaining from coming home from school, taking a Steamy Shower, eating Flirty Heart Cookies prepared by flirty Sims with sufficient cooking skill, freshening up to the mirror, trying out outfits, drinking Steamy Ginseng Tea and Cupid's Juice, drinking Rose Serum,[TS4:GTW]researching pick-up lines on a computer, watching romatic channel and female Sims wearing the jumpsuit with palm trees. Child however cannot get flirty.
  • Effects: Boost romatic interactions. Unlocks some romatic interactions, and friendly interactions associated with the romance issue.
  • Remedy: Taking a cold shower.
Focused
Superlative: Very Focused
The mind of a Focused Sim is sharp and clear.

Try playing chess or practicing programming on the computer.

  • Sources: From the Genius trait, occurs when a Sim engages in mentally stimulating tasks such as practicing chess, using the telescope or microscope, reading a book, browsing Simpedia on a computer, studying fossils, studying gardening online and business career Sims arranging data. Children or teens can acquire it by getting help with homework form adults. From tech guru career. Also from the science career.[TS4:GTW]
  • Effects: Boost Logic skill gain, woodwork quality, fixing and upgrading speed. Also bring discovery in science career.[TS4:GTW]
Happy
Superlative: Very Happy
A Happy Sim is feeling great about life.

Being Happy will make any positive emotion even stronger!

  • Sources: Can be obtained when good events happen, eating a tasty meal, having a good drink, satisfying social interactions, gaining social bonds or when all the needs are high.
  • Effects: Sim performs a happier variant of actions. Boosts social performance. Cheerful Sims will sometimes get into this state on their own upon waking. Happy Auras also boost other emotions.
Inspired
Superlative: Very Inspired
An Inspired Sim has tons of creative ideas begging to be expressed!

Try painting on the easel or playing an instrument!

  • Sources: From Creative Trait, received by taking a thoughtful shower, observing creative objects, squeezing inspiration with a musical instrument, gazing clouds and/or stars (can be duplicated), viewing artistic works online and Foodie Sims watching cooking shows for ideas.
  • Effects: Helps Sims create better paintings, books, food, drinks, and other craftable items. Also boost painting, cooking, mixology and instrumental skills.
Playful
Superlatives: Very Playful, Hysterical
Being funny comes easy to a Playful Sim!

Try practicing some jokes on a microphone or with other Sims!

Toddlers: A Playful toddler wants to play and have fun! Try having them play with dolls or toys!

Hysterical: This Sim is cracking up so much, they're about to keel over!

Try calming them down in a Mirror!

  • Sources: Can be received from using joking social commands on Sims, from watching comedy channel on TV, watching comedy online, taking a bubble bath, eating Silly Gummy Bear Pancakes made by playful Sims with sufficient cooking skills.
  • Effects: Helps with joking social interactions. Also boost comedy and mischief skills. Enables searching fun pictures online, play in the bathtub, and other playful versions of actions. Being hysterical can cause death.
  • Remedy: Trying to calm oneself in a mirror.
Uncomfortable
Superlative: Very Uncomfortable
No Sim enjoys feeling Uncomfortable and worn out.

Make sure their Needs are in good shape!

  • Sources: This emotion occurs when a Sim has negative moodlets relating to their low needs or when sleeping in a cheap bed, using a cheap shower, or eating badly prepared food or spoiled food. Also occurs after drinking some serums or being ill.[TS4:GTW]Squeamish Sims get this after touching anything dirty, while other Sims can get this after touching poisonous fire leaves.[TS4:OR]
  • Effect: Disable some actions.
  • Remedies: Taking a shower, satisfying Sim's needs.
Sad
Superlative: Very Sad
It's hard for a Sad Sim to hang out with other people.

Try a pep talk in the mirror or a good cry under the covers!

Gloomy: Gloomy Sims get some of their best ideas when they're Sad. Try painting or writing a story!

Toddlers: Aw. Your toddler is sad and needs some TLC. You can comfort them or give them food to make them feel better.

  • Sources: This emotion can occur when negative events happen to Sims such as losing a competition, the death of a family member, divorce, mourning at a gravestone, and having a new sibling. It can also be caused by a low social need or randomly by the gloomy trait. family-oriented Sims will be sad when they haven't interacted family members for a long time.
  • Effects: Changes how Sims approach actions and their style of walk. It also boost creativity skills while sad.
  • Remedy: Approach people or by dialing the sadness hotline by phone.
Scared

Superlative: Terrified
A Scared Sim has a hard time communicating with others, and they're more prone to... uh... accidents.

Try hiding under the covers for a bit, surely that will help?

  • Sources: Can be received from certain situations such as thunderstorms or a phobia.
  • Effects: Sims afflicted with the Scared Mood will have trouble communicating with others, the urge to panic-run everywhere, and are slightly more prone to accidents.
  • Remedy: Hiding under the covers of a bed.
Tense

Superlative: Very Tense
A Tense Sim doesn't feel like doing much of anything.

Try taking a nice bath or relaxing in front of the TV!

  • Sources: When a Sim's fun need is low, a Geek Sim not using the computer for a while, a Nature Lover Sim has not went outside for a while, A Sim doing hard work at work/school. Also can be acquired from events at work/school. Sims reading skill-building books that are higher than their current level can also make them tense.
  • Effects: A Sim does the more stressful variants of actions.
  • Remedies: Shouting, or satisfying the Sim's fun need.
Asleep
A sleeping Sim has drifted off, ignoring the feelings they had during the day.

Toddlers: Aw. Your little wittle toddler has drifted off to sleep. Finally!

  • Source: Received when a Sim sleeps.
  • Effect: The "Sleeping Soundly" moodlet shows 10000+ points towards the asleep emotion, overriding any other emotions except for the possessed moodlet from StrangerVille, which shows 7,548,431+ points towards it.
PØŞŞ€ŞŞ€Đ (Possessed)[TS4:SV]
'ŦĦ€ ΔŘβØŘ€ΔŁ ΜƗŇĐ ĐŘ€ΔΜŞ ŦĦŘØỮǤĦ ØỮŘ ₣Ł€ŞĦ¥ €¥€Ş
  • Source: Received upon eating Bizzare Fruit.
  • Effect: The "Possessed" moodlet shows 7,548,431+ points towards the PØŞŞ€ŞŞ€Đ emotion, overriding any other emotions.

Emotional death[edit | edit source]

Sims inflicted with lethal emotional states.

Sims can die as a result of being in an extreme emotional state for a prolonged time. There are several emotional deaths, but not every emotional state has an associated death. Currently, the only deadly emotions are Mortified, Enraged, and Hysterical. Teens and children cannot die from emotional death, as children cannot die from anything other than fire and drowning. Teens presumably lost the ability to die from emotion after the release of The Sims 4: Parenthood to prevent them from dying during their mood swings, wherein they sometimes become Enraged or Mortified.

When a dangerous emotion is reached, the little outline of the circle which appears on the second level of an emotion, will fade in and out. After they die and become ghosts they will from time to time depending on the emotion death will receive (+2) buff. Sims within proximity of the ghost will occasionally receive Playful or Anger (+1) buff.

The corresponding cheat buffs (+500 to Playful, Embarrassed or Angry for 20 days) are no longer available due to the sims.add_buff cheat being removed along with other cheats in the patch of June 26, 2018. They can, however, be re-enabled with a mod.

Hysterical[edit | edit source]

A Sim with (+15) Playful moodlets (including boosts from the Happy emotion) becomes hysterical. When a Sim is in a state of hysteria, if they continue doing funny actions, they can die of laughter. This can be avoided by calming down in the mirror.

Sims can become hysterical by doing any of the following:

  • Drinking points that override the emotion of the Sims that is usually available in the reward shop.
  • Getting the "Death" outcome from the wishing well when wishing for happiness (+99)[TS4:RGS]
  • Being target of a vampire's influence emotion power (Burst of Playfulness) (up to +8) [TS4:V]
  • Doing playful interactions, such as:
    • Taking a Bubble Bath (+2)
    • Play in the Tub (+2) (available when already playful)
    • Drinking the corresponding Cowplant Essence)
    • Telling multiple Jokes in a row (+1)
    • Being near Playful decoration (up to +2)
    • Viewing a Playful painting (+1)
    • Being near MySims trophies (+1)
  • Having/doing things that boost the Happy emotion, such as full needs, decor, good food, new friends, drinking the Essence of Happiness and Essence of Life from the Cowplant, et cetera) while playful

Mortified[edit | edit source]

A Sim with (+8) Embarrassed moodlets becomes mortified. When a Sim is Mortified, they run the risk of dying from embarrassment after a period of time. This can be avoided by telling a self-depreciating joke or hiding from other Sims as quickly as possible. It can also be avoided by selecting "Give Yourself a Pep Talk" at a mirror.

Sims can become mortified by doing any of the following:

  • Wetting themselves by having a bladder failure (+5)
  • Farting with low bladder need (+3) [TS4:PH]
  • Failing to unlock the hidden lot in Willow Creek (+2)
  • Drinking the Essence of Embarrassment obtained from the Cowplant (+2)
  • Wearing the Hat of Shame (brightly colored, large hat available at the Costumes section in CAS) (+2)
  • Repeatedly getting rejected for flirts (+2)
  • Walking in on other Sims WooHooing, showering or going to the toilet (+1)
  • Being caught WooHooing (only for the partner who initiated it) or sitting on the toilet (+1)
  • Being target of a Vampire's Influence Emotion power (Burst of Embarrassment) (up to +8) [TS4:V]
  • Getting the "Death" outcome from the wishing well when wishing for skills (+99)[TS4:RGS]

Enraged[edit | edit source]

A Sim with (+7) Angry moodlets becomes Enraged. When a Sim is in the Enraged state, they can die of a cardiac explosion. This can be avoided by calming themselves down in the mirror, or venting to another Sim, though this may upset them.

Sims can become enraged by doing any of the following:

  • Catching a spouse flirting with another Sim (+3)
  • Being Riled Up by a Sim with the Hot-Headed trait (+2)
  • Being woken up when having the Lazy trait (+2)
  • Being around a Sim with the Evil trait while having the Good trait or vice versa (+1)
  • Being the target of Voodoo (Pain) (+2)
  • Drinking the Essence of Anger obtained by the Cowplant (+2)
  • Being near multiple Angry Paintings (+2)
  • Eating the Flaming Hot Spaghetti (+2) (available to Cooks above Level 5 when Angry)
  • Drinking the Boiler Room cocktail (+2) (available to Mixologists from Level 1 when Angry)
  • Viewing an Angry Painting (+1)
  • Being target of a Vampire's Influence Emotions Power (Burst of Anger) (up to +8) [TS4:V]
  • Having the Emotion Bomb fame quirk and getting angry (+8, Sims cannot die with this moodlet) [TS4:GF]
  • Sitting on a chair damaged by a cat scratching against it (+1)[TS4:C&D]
  • Getting the "Death" outcome from the wishing well when wishing for a promotion (+99)[TS4:RGS]
This section is in need of additional information. You can help The Sims Wiki by expanding this section.

Trivia[edit | edit source]

Emotional Paintings: Sad, Focused, Flirty, Angry, Confident, Playful
  • Any Sim can achieve any of these emotional states from the following methods:
    • With the MySim trophies obtained from time capsules, they can "emit" emotions that affect any Sims that enter the room, based on the color of the trophies.
    • The Sims 3, rewards lamps obtained from The Sims 4 website can also be used; these work the same as MySim trophies.
    • If a Sim survives being eaten from a cowplant, they can milk the cowplant to get a potion which gives them the emotion they had before they got eaten. If a Sim gets devoured by a cowplant, another Sim can milk the cowplant to get Essence of Life which makes the Sim instantly happy as well as adding a few days to their life.
    • Painters can paint emotional paintings based on their emotion, for example, a confident Sim can draw a Confident painting, which emits a Confident Aura, similar to The Sims 3 Rewards lamps.
    • In careers, Sims get objects of a specific emotion good for this career.
    • Sims can buy books in "Emotional" category and read it.
    • A Sim with the 'expressionistic' trait (obtained by completing the 'Painter Extraordinaire' aspiration) can paint any emotional painting no matter what their emotion is.
    • Sims can consume fruits from a Tree of Emotions in Jungle Adventure, which will change their emotion to whatever the fruit's emotional influence is (positive emotions only).

References[edit | edit source]

Gallery[edit | edit source]

fr:Emotion nl:Emotie pl:Emocje pt-br:Emoção ru:Эмоция