In neoliberal societies with a dictate of 'positive thinking,' even experiencing such emotions as grief, sorrow, despair, loneliness and abandonment is often considered indecent and dangerous. Public expression of uncomfortable emotions puts one in a position of vulnerability, whose sanity is questionable and lead to public a condemnation or at least compassion.
Following a strict model of appropriate behavior is not a modern invention. Late-medieval and early modern societies claimed normative behavior from each member of the community in secular and ecclesiastical spaces, based on the social class, age, gender, origin, etc. This strict social environment along with disasters, wars and diseases gave fruitful ground for popular beliefs and cults, which gave participants a hope or at least explained the world in categories understandable to believers. Popular religiosity not always contradicted the official Church, but offered a relatively free space for playing with beliefs, emotions, and feelings that were condemned by the hierarchical society and the official Church. As Le Goff called it, the
'medieval world of imagination' is a special topic for interdisciplinary studies between the history of art and social history. In this case, I consider 'game' in Huizinga's sense, as an alternative world with certain rules, attributes and behavior strategies, different from those expected in wider society. This space opened an opportunity to play with socially unwelcome emotions and actions. Some examples include the carnival, which manifested 'sinful' behavior, as well as exalted religiosity, which stressed pain, tears, passions, redemption and their expressions in visions, revelations, public processions of penitents, and in various pieces of art.