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1.
Trends Hear ; 28: 23312165241245219, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38613359

RESUMO

For people with profound hearing loss, a cochlear implant (CI) is able to provide access to sounds that support speech perception. With current technology, most CI users obtain very good speech understanding in quiet listening environments. However, many CI users still struggle when listening to music. Efforts have been made to preprocess music for CI users and improve their music enjoyment. This work investigates potential modifications of instrumental music to make it more accessible for CI users. For this purpose, we used two datasets with varying complexity and containing individual tracks of instrumental music. The first dataset contained trios and it was newly created and synthesized for this study. The second dataset contained orchestral music with a large number of instruments. Bilateral CI users and normal hearing listeners were asked to remix the multitracks grouped into melody, bass, accompaniment, and percussion. Remixes could be performed in the amplitude, spatial, and spectral domains. Results showed that CI users preferred tracks being panned toward the right side, especially the percussion component. When CI users were grouped into frequent or occasional music listeners, significant differences in remixing preferences in all domains were observed.


Assuntos
Implante Coclear , Implantes Cocleares , Música , Humanos , Idioma , Prazer
2.
J Sport Exerc Psychol ; 46(2): 66-72, 2024 Apr 01.
Artigo em Inglês | MEDLINE | ID: mdl-38580300

RESUMO

In articles on the methodology of studies investigating affective and enjoyment responses to high-intensity interval training, we noted that, occasionally, exercise conditions described as involving "high" intensity exhibited heart rates that were only as high as, or even lower than, heart rates recorded during comparator conditions described as being of "moderate" intensity. Drs. Vollaard, Metcalfe, Kinghorn, Jung, and Little suggest instead that exercise intensity in high-intensity interval-training studies can be defined in terms of percentages of peak workload. Although we maintain that defining exercise intensity in terms of percentages of maximal heart rate is a suboptimal way to quantify the degree of homeostatic perturbations in response to exercise, we are unconvinced that definitions of intensity relying solely on workload are appropriate for studies investigating affective and enjoyment responses to exercise. The reason is that affect is theorized to have evolved to relay information about homeostatic perturbations to consciousness.


Assuntos
Exercício Físico , Treinamento Intervalado de Alta Intensidade , Humanos , Exercício Físico/psicologia , Prazer/fisiologia , Felicidade , Treinamento Intervalado de Alta Intensidade/métodos , Treinamento Intervalado de Alta Intensidade/psicologia , Frequência Cardíaca/fisiologia , Consumo de Oxigênio/fisiologia
3.
PLoS One ; 19(4): e0299115, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38598421

RESUMO

Negative emotion evoked in listeners of music can produce intense pleasure, but we do not fully understand why. The present study addressed the question by asking participants (n = 50) to self-select a piece of sadness-evoking music that was loved. The key part of the study asked participants to imagine that the felt sadness could be removed. Overall participants reported performing the task successfully. They also indicated that the removal of the sadness reduced their liking of the music, and 82% of participants reported that the evoked sadness also adds to the enjoyment of the music. The study provided evidence for a "Direct effect hypothesis", which draws on the multicomponent model of emotion, where a component of the negative emotion is experienced as positive during music (and other aesthetic) experiences. Earlier evidence of a mediator, such as 'being moved', as the source of enjoyment was reinterpreted in light of the new findings. Instead, the present study applied a semantic overlap explanation, arguing that sadness primes emotions that share meaning with sadness, such as being-moved. The priming occurs if the overlap in meaning is sufficient. The degree of semantic overlap was defined empirically. The present study therefore suggests that mediator-based explanations need to be treated with caution both as a finding of the study, and because of analytic limitations in earlier research that are discussed in the paper.


Assuntos
Música , Prazer , Humanos , Tristeza , Música/psicologia , Emoções/fisiologia , Felicidade
4.
Sci Rep ; 14(1): 9030, 2024 Apr 19.
Artigo em Inglês | MEDLINE | ID: mdl-38641659

RESUMO

This study compared the effects of blood flow restriction (BFR) on intensity and perceived enjoyment during an exergame. Fourteen healthy young participants engaged in a boxing exergame for 20 min, with or without BFR, across two sessions. Perceived enjoyment levels were assessed using the Physical Activity Enjoyment Scale. Heart rate was monitored, and energy expenditure (EE) during exercise was calculated. A mixed model analysis of variance with repeated measures was used to evaluate differences in EE and enjoyment between exergame conditions (with and without BFR) as well as the interaction effects of these protocols with gender. Although not statistically significant, perceived enjoyment decreased with BFR inclusion for both genders. No significant differences were observed between men and women for both protocols. Regarding EE, there was no significant difference between the two groups (with and without BFR). However, a significant main effect of gender was found, with men exhibiting higher EE values in both protocols compared to women. In conclusion, exergames incorporating BFR impact perceptual responses, particularly perceived enjoyment. Furthermore, significant gender differences in EE were found, with men displaying higher values.


Assuntos
Jogos Eletrônicos de Movimento , Prazer , Humanos , Feminino , Masculino , Hemodinâmica , Exercício Físico/fisiologia , Metabolismo Energético/fisiologia
5.
Soins Psychiatr ; 45(351): 20-25, 2024.
Artigo em Francês | MEDLINE | ID: mdl-38527868

RESUMO

The majority of teenagers benefit from scientific advances, whether pharmacological or technological, but the most vulnerable use them to their detriment. While only certain substances or activities are potentially "addictive", the psyche, personality and environment play a major role in the onset of an addiction. Pleasure-seeking motivates gambling and drug use. Suffering will drive the adolescent to pursue this practice, which provides pleasure and relief, to the detriment of any other activity. It becomes exclusive, toxic and alienating. The therapist must rise to the challenge.


Assuntos
Comportamento Aditivo , Jogo de Azar , Transtornos Relacionados ao Uso de Substâncias , Humanos , Adolescente , Transtornos Relacionados ao Uso de Substâncias/epidemiologia , Transtornos da Personalidade , Prazer
6.
Front Public Health ; 12: 1307382, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38469269

RESUMO

In recent years, the use of exergaming for physical activity practice has gain in popularity but few is known about the use of augmented reality for physical activity, particularly at moderate to vigorous intensities. The present study examined the use of an exergame in augmented reality for aerobic training in healthy young adults. In a within-subject design, 18 participants (19.8 ± 1.4 years of age) have performed two physical activity sessions playing dodgeball. Indeed, they realized a classical dodgeball session and an exergaming session with an augmented reality version of dodgeball game. Physical loads and intensities were measured with accelerometers, RPE and heart sensors. Enjoyment experienced during the sessions was measured with the short version of the physical activity enjoyment scale questionnaire. Results revealed that both physical load and intensity were appropriate for aerobic training in the two conditions (i.e., classical and exergame in augmented reality) although values were significantly higher in the classical condition. Enjoyment was high in the two conditions with a higher significant value in the classical condition compared to the exergame in augmented reality condition. Put together, these results indicate that an aerobic state can be attained through both physical gameplay and its augmented reality equivalent and was associated to a high level of enjoyment among healthy young adults.


Assuntos
Realidade Aumentada , Jogos de Vídeo , Humanos , Adulto Jovem , Prazer , Jogos Eletrônicos de Movimento , Felicidade
7.
BMC Psychol ; 12(1): 151, 2024 Mar 15.
Artigo em Inglês | MEDLINE | ID: mdl-38491370

RESUMO

Innovation is the process of renewing and updating a domain, a product, or a service by introducing new methods, introducing new techniques, or generating effective concepts to produce new value. Considering universal as well as local books, a teacher may find some sections that need modifications and supportive sections. These changes may have an impact on language learners' emotional and/or cognitive development. The purpose of this research was to shed light on the use of creative activities and their consequences on academic enjoyment, academic resilience, and academic performance. To that purpose, two groups of EFL (English as a foreign language) learners from Saudi Arabia (public schools) participated in this research and were requested to take pre-and post-tests to assess their level of academic engagement, academic resilience, and academic performance in language skills. According to the data analysis via the Multivariate Analysis of Variance (MANOVA), the experimental group outperformed their counterparts in the control group in terms of academic enjoyment, resilience, and academic performance due to considered modifications in the applied academic books. The study's pedagogical ramifications are highlighted in the conclusion.


Assuntos
Sucesso Acadêmico , Resiliência Psicológica , Humanos , Prazer , Estudantes , Livros
8.
J Aging Stud ; 68: 101207, 2024 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-38458726

RESUMO

Memes on social media can carry ageist messages and can elicit reactions that are both emotional and self-evaluative. The present study investigates age-related differences in nine discrete emotions and in the evaluation of when individuals have been or will be their best selves. Participants (n = 360) representing young (m = 26 years), middle-aged (m = 39 years) and older adults (m = 63 years) were randomly assigned to view either non-ageist (animals) or ageist (e.g., incompetent older people) memes. After viewing memes, we assessed nine emotional reactions (i.e., fear, anger, sadness, happiness, anxiety, discomfort, disgust, surprise, enjoyment) and Best Self evaluations. Younger and middle-aged people reported more intense emotional reactions to memes than older people, with the exception that older people reported more discomfort and disgust in response to ageist versus non-ageist memes. Younger adults were less surprised by ageist memes (vs. non-ageist) and for all age groups ageist memes (vs. non-ageist) elicited less happiness and enjoyment and were less likely to be shared. With respect to evaluations of one's Best Self, older individuals were more likely to report being their best selves in the past, while after viewing ageist memes, younger individuals were more likely to report being their best selves in the future. Emotions of disgust and discomfort were related to identifying one's Best Self as further in the past. The current study adds to the literature on the impact of ageism by examining age-related differences in the emotions and self-evaluations experienced when confronted with memes on social media.


Assuntos
Etarismo , Humanos , Idoso , Pessoa de Meia-Idade , Etarismo/psicologia , Emoções , Prazer , Medo
9.
J Comp Psychol ; 138(1): 5-7, 2024 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-38546580

RESUMO

Engaging executive functions provides an individual with the means to engage in cognitive control by adjusting to the environment and processing information in a way that leads to optimal outcomes. There are some claims that explicit training on certain executive functioning abilities provides benefits beyond the training tasks, but other studies indicate that this may not be true or may be limited based on age and other factors. This same mixed pattern has been reported with nonhuman species, where training or even experience in one specific area, like inhibition, sometimes leads to positive transfer in new but similar tasks that presumably also require executive functions. Pepperberg and Hartsfield (2024) sought to determine whether experience in previous tasks that required different executive functions impacted how well three African grey parrots: Griffin, Pepper, and Franco could perform in a new assessment of delayed gratification. Griffin showed a clear and consistent capacity to wait through a delay for a quantitatively better reward. This suggested that the previous experience with the tokens aided improvement in the quantitative delay of gratification task with food items as the options to choose between. The other two parrots, Pepper and Franco, never completed the intended sequence of phases in their study. Unfortunately, the testing conditions dictated by COVID restrictions were such that these two subjects appeared to exhibit stress in doing the task, and so no further testing was conducted with them. This article is an example of what can happen when two intelligent species (people and parrots) are put in difficult circumstances (a global pandemic unlike anything any of us has ever been through), and yet both species attempted to continue to engage in science. The effects of COVID-19 will remain an integral factor in comparative psychology for some time to come, and I suspect there are many other half-completed experiments that suffered because of the pandemic. (PsycInfo Database Record (c) 2024 APA, all rights reserved).


Assuntos
Função Executiva , Papagaios , Humanos , Animais , Prazer , Alimentos , Inibição Psicológica
10.
PLoS One ; 19(3): e0300534, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38489250

RESUMO

The networks proposed here show how neurons can be connected to form flip-flops, the basic building blocks in sequential logic systems. The novel neural flip-flops (NFFs) are explicit, dynamic, and can generate known phenomena of short-term memory. For each network design, all neurons, connections, and types of synapses are shown explicitly. The neurons' operation depends only on explicitly stated, minimal properties of excitement and inhibition. This operation is dynamic in the sense that the level of neuron activity is the only cellular change, making the NFFs' operation consistent with the speed of most brain functions. Memory tests have shown that certain neurons fire continuously at a high frequency while information is held in short-term memory. These neurons exhibit seven characteristics associated with memory formation, retention, retrieval, termination, and errors. One of the neurons in each of the NFFs produces all of the characteristics. This neuron and a second neighboring neuron together predict eight unknown phenomena. These predictions can be tested by the same methods that led to the discovery of the first seven phenomena. NFFs, together with a decoder from a previous paper, suggest a resolution to the longstanding controversy of whether short-term memory depends on neurons firing persistently or in brief, coordinated bursts. Two novel NFFs are composed of two and four neurons. Their designs follow directly from a standard electronic flip-flop design by moving each negation symbol from one end of the connection to the other. This does not affect the logic of the network, but it changes the logic of each component to a logic function that can be implemented by a single neuron. This transformation is reversible and is apparently new to engineering as well as neuroscience.


Assuntos
Memória de Curto Prazo , Neurônios , Memória de Curto Prazo/fisiologia , Neurônios/fisiologia , Lógica , Sinapses , Prazer
11.
Anim Cogn ; 27(1): 23, 2024 Mar 06.
Artigo em Inglês | MEDLINE | ID: mdl-38443540

RESUMO

Mazes have been used in many forms to provide compelling results showcasing nonhuman animals' capacities for spatial navigation, planning, and numerical competence. The current study presented computerized two-arm mazes to four rhesus macaques. Using these mazes, we assessed whether the monkeys could maximize rewards by overcoming mild delays in gratification and sum the values of Arabic numerals. Across four test phases, monkeys used a joystick controller to choose one of two maze arms on the screen. Each maze arm contained zero, one or two Arabic numerals, and any numerals in the chosen maze arm provided the monkeys with rewards equivalent to the value of those numerals. When deciding which arm to enter, monkeys had to consider distance to numerals and numeral value. In some tests, gaining the maximum reward required summing the value of two numerals within a given arm. All four monkeys successfully maximized reward when comparing single numerals and when comparing arms that each contained two numerals. However, some biases occurred that were suboptimal: the largest single numeral and the delay of reward (by placing numerals farther into an arm from the start location) sometimes interfered with the monkeys' abilities to optimize. These results indicate that monkeys experience difficulties with inhibition toward single, high valence stimuli in tasks where those stimuli must be considered in relation to overall value when represented by symbolic stimuli such as numerals.


Assuntos
Inibição Psicológica , Navegação Espacial , Animais , Macaca mulatta , Prazer , Recompensa
12.
Front Public Health ; 12: 1365782, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38444436

RESUMO

Objective: The "Super Quinas" project evaluated the effectiveness of an intervention program to improve physical activity, aerobic fitness, sleep, and motor competence on children in primary school. Methods: The experimental group (n = 19) enrolled in a 12-week intervention program (one more extra-curricular activity class of 60 min per week) compared to the CG (n = 19), all aged 9-10 years. Physical activity (PA) and sleep were measured by accelerometry, and aerobic fitness was measured by Children's Yo-Yo test (YYIR1C) during the 1st week (PRE), the 6th week (DUR), and the 12th week (POST) of the intervention program. Motor Competence in PRE and POST intervention was also assessed by the Motor Competence Assessment (MCA) instrument. Heart rate (HR, assessed using HR monitors), and enjoyment level were recorded during all intervention program classes. A linear mixed model analysis (i.e., within-subject analyses) was performed. Results: Comparing the EG and CG in DUR and POST, the EG spent ~18 min and ~ 34 min more time in moderate to vigorous physical activity (MVPA) per day (p < 0.001); had ~44 min and ~ 203 min less sedentary time per day (p < 0.001); performed more 44 and 128 m in the Children's Yo-Yo test compared to CG (p < 0.001) and slept more 17 and 114 min per night (p < 0.001). In POST motor competence was significantly better (27%) in the EG compared to CG (p < 0.001). The %HRmax during the extra-curricular classes ranged between 65 and 81% (i.e., light to moderate intensities), and the enjoyment between fun and great fun. Conclusion: Our findings suggest that adding one more extra-curricular activity class of 60 min per week for 12 weeks effectively increased the levels of physical activity, aerobic fitness, sleep duration, and motor competence in children aged 9-10 years.


Assuntos
Exercício Físico , Sono , Criança , Humanos , Felicidade , Prazer , Instituições Acadêmicas
13.
BMC Psychol ; 12(1): 124, 2024 Mar 04.
Artigo em Inglês | MEDLINE | ID: mdl-38439089

RESUMO

Teacher support encompasses the provision of educational, instrumental, sentimental, or evaluative assistance by a teacher to a student, regardless of the setting. Learning a new language brings with it different ups and downs that may hinder the actual progress of the learners. The journey of learning may be made easier by supportive instructors. During the course of this inquiry, two groups (85 participants in total) including the experimental and control groups were chosen to gauge the influence of Teacher support in virtual instruction on English as a foreign language (EFL) learners' progress, academic immunity, and academic enjoyment. In contrast to the experimental group (EG, n = 42), which had the chance to connect with a teacher in order to ask questions and get feedback plus the off-line education, the control group (CG, n = 44) was subjected to off-line instruction of language input (Top Notch 3). The status of the participants' language growth, immunity, and enjoyment was investigated both before and after the treatment. The findings of independent samples t-tests as well as the multivariate analysis of variance (MANOVA) indicated that learners in EG did much better than their counterparts in CG. In addition, the ramifications and recommendations for potential future directions are analyzed.


Assuntos
Pessoal de Educação , Prazer , Humanos , Desenvolvimento da Linguagem , Idioma , Aprendizagem
14.
Syst Rev ; 13(1): 82, 2024 Mar 02.
Artigo em Inglês | MEDLINE | ID: mdl-38431698

RESUMO

OBJECTIVE: The neuroscience of human empathy for pleasure and positive affect is an emergent, scarcely addressed topic. The main aim of this scoping review is to map the impact of this new research domain on the field of social and affective neuroscience. INTRODUCTION: Most of the literature on empathy and affect sharing has hitherto focused on negative emotions, with a special focus on pain. However, understanding, sharing, and reacting to others' pleasures is an evolutionarily and socially important function. Our scoping review addresses this gap in the literature and tries to unify the available information under the empathy for pleasure umbrella. INCLUSION CRITERIA: This scoping review is intended to cover studies on empathy for positive emotions, pleasant sensory outcomes, and other rewards in healthy individuals and neurological/neuropsychiatric/neurodevelopmental disorders populations. METHODS: We will perform a systematic search in the Medline (PubMed), Scopus, and Web of Science (WoS) databases. Two authors will independently screen all titles, abstracts, and then full-text articles that meet the inclusion criteria. The year range of interest will be 2000-2022, and only journal articles published in English will be assessed. Data will be extracted and presented in tables and/or graphical representations to synthesize and describe the results. The extracted data will be reported in a comprehensive summary. RESULTS: The final manuscript is intended for submission to an indexed journal in late 2023/beginning 2024. CONCLUSIONS: To our knowledge, the present scoping review will be the first to address the variety and heterogeneity of available evidence on human empathy for pleasure. We ultimately aim at perusing the growing literature on this far-reaching field of study and informing future research. SYSTEMATIC REVIEW REGISTRATION: The neuroscience of human empathy for pleasure: Protocol for a scoping review.  https://doi.org/10.17605/OSF.IO/W7H6J . (December 27, 2022).


Assuntos
Empatia , Prazer , Humanos , Bases de Dados Factuais , Emoções , Nível de Saúde , Projetos de Pesquisa , Revisões Sistemáticas como Assunto
15.
Int J Qual Stud Health Well-being ; 19(1): 2322705, 2024 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-38431882

RESUMO

PURPOSE: In 2020, the Norwegian school curriculum was revised, introducing a new cross-curricular subject, Public Health, and Life Skills. The curriculum emphasizes collaboration between teachers and the school health service. Subsequently, a research project, Literacies for Health and Life Skills, was initiated at Oslo Metropolitan University. The aim was to develop a new approach to the subject. A part of the research was to explore perceptions about good and poor health among teacher students and public health nursing students. METHODS: This study has a qualitative design using auto-photography, group discussions and photo-elicitation interviews as methods to explore the students' views on health. RESULTS: A analysis revealed three themes about good health in both student groups: Relaxation and tranquillity, belonging and relations, and enjoyment as important to health. Three themes about poor health emerged in both student groups: The ideal body and self-perception, you are as healthy as you feel, and the best in life is also the worst. The students' statements were characterized by underlying assumptions about health in society, with a focus on "healthism". No major differences between the student groups were found. CONCLUSION: This study serves as a step towards increased understanding of health perceptions among future professionals working with children and adolescents.


Assuntos
Felicidade , Enfermagem em Saúde Pública , Adolescente , Criança , Humanos , Pesquisa Qualitativa , Prazer , Estudantes
16.
J Sch Psychol ; 103: 101271, 2024 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-38432728

RESUMO

The present daily diary study among 587 Canadian primary and secondary school teachers assessed teachers' genuine expression, faking, hiding of happiness and enthusiasm, and their daily associations with perceived student emotional and behavioral engagement. Moreover, we measured teachers' trait enjoyment before and after the diary study to examine whether teacher trait enjoyment predicted the use of emotional labor strategies that, in turn, were related to teachers' perceptions of their students' engagement. In addition, we examined whether perceived student engagement predicted future levels of teacher trait enjoyment. Results from multilevel structural equation modeling showed that, at the between-person level, teachers who had higher levels of trait enjoyment tended to spontaneously show their positive feelings to their students (ß = 0.381, p < .001), which was further positively related to student engagement (ß = 0.257, p < .001). In turn, teachers' perceptions of heightened student engagement led to even greater enjoyment in the future (ß = 0.134, p < .05). In contrast, teacher trait enjoyment was negatively related to faking (ß = -0.297, p < .001) and hiding positive emotions (ß = -0.130, p < .05), but was further unrelated to student engagement or future enjoyment. At the within-person level, genuine expression of positive emotions was positively related to student engagement (ß = 0.219, p < .001), faking was negatively related to student engagement (ß = -0.134, p < .001), and hiding was unrelated to student engagement.


Assuntos
Felicidade , Prazer , Humanos , Canadá , Emoções , Estudantes
17.
J Child Psychol Psychiatry ; 65(5): 736-738, 2024 May.
Artigo em Inglês | MEDLINE | ID: mdl-38491724

RESUMO

Anhedonia is a symptom encompassing reduced or absence of motivation and pleasure that often emerges in adolescence and conveys risk for different mental illnesses and other difficulties. In their review, Gupta, Eckstrand, and Forbes (Journal of Child Psychology and Psychiatry, 2024) present an empirically-based conceptual neurodevelopmental model of anhedonia whereby brain development and pubertal maturation create openness to vulnerability to anhedonia that is influenced by early life adversity and chronic inflammation. This commentary considers anhedonia as a paradox of adolescence given its juxtaposition to the expected developmental milestones of adolescence. It highlights the need to consider anhedonia in terms of both variability and universality of children's experiences and biological development, missed opportunities for social relationships and experiences, and forms and functions of rewards and anhedonia.


Assuntos
Anedonia , Transtornos Mentais , Criança , Humanos , Adolescente , Recompensa , Prazer , Motivação
18.
Psychoneuroendocrinology ; 163: 106990, 2024 May.
Artigo em Inglês | MEDLINE | ID: mdl-38412742

RESUMO

Early and prolonged exposure to poverty disrupts biological processes associated with the body's stress response system, leading to long-term negative health outcomes, including obesity, autoimmune disorders, and cardiovascular disease. Allostatic load (AL), a composite measure of chronic stress on the body, is a robust predictor of subsequent health outcomes. However, developmental research examining the associations of early poverty exposure with AL in adolescence, as well as the underlying mechanisms of influence is limited. Early poverty exposure also impedes healthy development of child self-regulation, which may increase risk for high AL in adolescence, but this mechanistic pathway has not yet been tested. We used data from the national Study of Early Child Care and Youth Development (SECCYD) to examine the longitudinal associations between prolonged poverty exposure in early childhood (0-3 years) and AL in adolescence (age 15). We also tested the mediating role of child delay of gratification, a behavioral measure of self-regulation (at age 54 months), in the potential association between early poverty exposure and adolescent AL. Accounting for model covariates (i.e., child biological sex and race-ethnicity) and individual differences in child delay of gratification, early and prolonged poverty exposure was significantly associated with higher AL at age 15. The indirect effect through child delay of gratification was not significant, but the individual pathways of the indirect effect were significant, and the overall direct association of early poverty exposure with adolescent AL was significant. Our findings show that prolonged exposure to poverty in early childhood (0-3 years) can have significant negative associations with both child delay of gratification (at 54 months) and AL (at age 15). Given that the detrimental impacts of poverty exposure can be detected at an early age, targeted prevention efforts (e.g., anti-poverty programs such as cash assistance programs) may be able to offset some of the risks of early poverty exposure on self-regulation and AL.


Assuntos
Alostase , Humanos , Adolescente , Pré-Escolar , Alostase/fisiologia , Prazer , Pobreza , Obesidade , Desenvolvimento Infantil
19.
Ann N Y Acad Sci ; 1533(1): 169-180, 2024 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-38319962

RESUMO

Perceptual pleasure and its concomitant hedonic value play an essential role in everyday life, motivating behavior and thus influencing how individuals choose to spend their time and resources. However, how pleasure arises from perception of sensory information remains relatively poorly understood. In particular, research has neglected the question of how perceptual representations mediate the relationships between stimulus properties and liking (e.g., stimulus symmetry can only affect liking if it is perceived). The present research addresses this gap for the first time, analyzing perceptual and liking ratings of 96 nonmusicians (power of 0.99) and finding that perceptual representations mediate effects of feature-based and information-based stimulus properties on liking for a novel set of melodies varying in balance, contour, symmetry, or complexity. Moreover, variability due to individual differences and stimuli accounts for most of the variance in liking. These results have broad implications for psychological research on sensory valuation, advocating a more explicit account of random variability and the mediating role of perceptual representations of stimulus properties.


Assuntos
Música , Humanos , Música/psicologia , Emoções , Prazer
20.
Cyberpsychol Behav Soc Netw ; 27(3): 227-231, 2024 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-38335319

RESUMO

Using online survey methods (n = 153), this study investigates whether exposure to different levels of customization in games will increase the experiences of enjoyment, both directly and indirectly, through the experience of avatar embodiment, as well as whether these relationships are influenced by gender identity. Results indicate a positive relationship between level of exposure to customization and enjoyment for women-identified participants. These outcomes may provide insight into gendered preference in gaming, potentially providing an avenue by which to make games more inclusive to women gamers.


Assuntos
Identidade de Gênero , Jogos de Vídeo , Humanos , Masculino , Feminino , Prazer , 60453 , Felicidade
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