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https://www.readbyqxmd.com/read/29867662/exploring-the-wisdom-structure-validation-of-the-spanish-new-short-three-dimensional-wisdom-scale-3d-ws-and-its-explanatory-power-on-psychological-health-related-variables
#1
Javier García-Campayo, Yolanda L Del Hoyo, Alberto Barceló-Soler, Mayte Navarro-Gil, Luis Borao, Veronica Giarin, R Raziel Tovar-Garcia, Jesus Montero-Marin
Introduction: Personal wisdom has demonstrated important implications for the health of individuals. The aim of the present study was to validate a Spanish version of the Three-Dimensional Wisdom Scale (3D-WS), exploring the structure of a possible general factor, and assessing its explanatory power on psychological health-related variables. Methods: A cross-sectional study design was used, with a total sample of 624 Spanish participants recruited on the Internet and randomly split into two halves. The following instruments were applied: 3D-WS, Purpose in Life (PIL), Multidimensional State Boredom Scale (MSBS), Positive and Negative Affect Scale (PANAS), and Difficulties in Emotion Regulation Scale (DERS)...
2018: Frontiers in Psychology
https://www.readbyqxmd.com/read/29850439/the-benefits-of-hydrotherapy-to-patients-with-spinal-cord-injuries
#2
REVIEW
Terry J Ellapen, Henriëtte V Hammill, Mariëtte Swanepoel, Gert L Strydom
Background: Many patients with spinal cord injury (PWSCI) lead sedentary lifestyles, experiencing poor quality of life and medical challenges. PWSCI don't like to participate in land-based-exercises because it's tedious to perform the same exercises, decreasing their rehabilitative compliance and negatively impacting their well-being. An alternative exercise environment and exercises may alleviate boredom, enhancing compliance. Objectives: Discuss the benefits of hydrotherapy to PWSCI concerning underwater gait-kinematics, thermoregulatory and cardiovascular responses and spasticity...
2018: African Journal of Disability
https://www.readbyqxmd.com/read/29807733/-understand-the-tobacco-industry-s-strategy-for-recruiting-teens-lessons-from-a-1973-marketing-document
#3
B Dautzenberg
For years, the tobacco industry has organized the inoculation of tobacco addiction to adolescents. METHOD: The analysis of a 1973 RJReynols® document identified ten physical and psychological factors in order to increase the number of young users for a brand of cigarettes. These young people are classified into three groups: pre-smokers, learners and smokers. RESULT: The taste for pre-smokers and learners and nicotine for smokers are main physical parameters. The industry clearly knows that tobacco is mainly consumed because of nicotine addiction, so it is necessary to make adolescents addict...
May 25, 2018: Revue de Pneumologie Clinique
https://www.readbyqxmd.com/read/29774791/insomnia-and-eating-expectancies-among-college-students-the-role-of-emotion-dysregulation
#4
Brooke Y Kauffman, Jafar Bakhshaie, Hantin Lam, Candice Alfano, Michael J Zvolensky
There is limited understanding of the relation between insomnia and aspects of eating among college students though available data suggest salient clinical relationships. The present study explored a potential transdiagnostic mechanism in the relation between insomnia symptoms and eating expectancies. Participants were a racially/ethnically diverse sample of 1589 college students (80.4% females; Mage = 22.2 years, SD = 5.27) from an urban university. Primary analysis included three regression-based models of eating expectancies...
May 18, 2018: Cognitive Behaviour Therapy
https://www.readbyqxmd.com/read/29725967/prevalence-of-context-effects-testing-with-a-straightforward-question-of-yesterday-happiness
#5
Kitae Sohn
PURPOSE: Although contexts effects were found in responding to general happiness, it is little known how prevalent the effects can be in other measures of subjective wellbeing. If context effects are still found for a measure of subjective wellbeing that exhibits a host of features minimizing the effects, one can conclude that the effects can be quite prevalent. We aimed to assess this possibility. METHODS: We analyzed the Indonesian Family Life Survey by exploiting the random assignment of four versions of a list of 12 yesterday affects...
May 3, 2018: Quality of Life Research
https://www.readbyqxmd.com/read/29722911/behavioral-responses-of-three-lemur-species-to-different-food-enrichment-devices
#6
Morgan E Shapiro, Hannah G Shapiro, Erin E Ehmke
Environmental enrichment is a tool used to promote the welfare and well-being of captive animals by encouraging the display of species-specific behaviors and reducing the stress or boredom induced by captive environments. Lemurs are highly endangered, yet few studies have analyzed the behavioral impacts of enrichment on captive populations. We studied the impacts of two novel enrichment devices on three lemur species (ring-tailed lemurs [Lemur catta], red-ruffed lemurs [Varecia rubra], and Coquerel's sifaka [Propithecus coquereli]) to determine both the overall and species-specific impacts of enrichment on lemur behavior...
May 3, 2018: Zoo Biology
https://www.readbyqxmd.com/read/29702333/an-exploratory-study-of-long-haul-truck-drivers-secondary-tasks-and-reasons-for-performing-them
#7
Tobias Iseland, Emma Johansson, Siri Skoog, Anna M Dåderman
Research on drivers has shown how certain visual-manual secondary tasks, unrelated to driving, increase the risk of being involved in crashes. The purpose of the study was to investigate (1) if long-haul truck drivers in Sweden engage in secondary tasks while driving, what tasks are performed and how frequently, (2) the drivers' self-perceived reason/s for performing them, and (3) if psychological factors might reveal reasons for their engaging in secondary tasks. The study comprised 13 long-haul truck drivers and was conducted through observations, interviews, and questionnaires...
April 24, 2018: Accident; Analysis and Prevention
https://www.readbyqxmd.com/read/29697990/bored-like-hell-religiosity-reduces-boredom-and-tempers-the-quest-for-meaning
#8
Wijnand A P van Tilburg, Eric R Igou, Paul J Maher, Andrew B Moynihan, Dawn G Martin
Boredom involves a lack meaning. Conversely, religiosity offers people a sense of meaning. Accordingly, we proposed that by imbuing a sense of meaningfulnesss, religiosity leads people to experience less boredom. Furthermore, we hypothesized and tested that by reducing boredom, religiosity indirectly inhibits the search for meaningful engagement. In Study 1, following boring tasks, religious people experienced lower levels of boredom and were less motivated to search for meaning than nonreligious people. We found in Study 2 that religious (vs...
April 26, 2018: Emotion
https://www.readbyqxmd.com/read/29689342/electroencephalogram-oscillations-support-the-involvement-of-task-unrelated-thoughts-in-the-mechanism-of-boredom-a-pilot-study
#9
Eri Miyauchi, Masahiro Kawasaki
Boredom is a universal experience; however, the neural mechanisms underlying the phenomenon remain unclear. Previous research suggests that boredom is related to attentional failure and derives a possible explanation for the cognitive processes of boredom as a product of appraisals made about task-unrelated thoughts. There are little published data regarding proposed processes from neuroscientific perspectives. Therefore, the authors aimed to examine whether cognitive processes of boredom with task-unrelated thoughts followed by appraisals of them can be explained by examining oscillatory correlates...
June 11, 2018: Neuroscience Letters
https://www.readbyqxmd.com/read/29672574/is-it-beneficial-to-use-internet-communication-for-escaping-from-boredom-boredom-proneness-interacts-with-cue-induced-craving-and-avoidance-expectancies-in-explaining-symptoms-of-internet-communication-disorder
#10
Elisa Wegmann, Sina Ostendorf, Matthias Brand
The use of online-communication applications including messengers (e.g. WhatsApp) or social networking services (e.g. Facebook) on the smartphone has turned into daily practice for billions of people, for example during waiting times. An increasing number of individuals show diminished control over their usage of these applications despite negative consequences in everyday life. This can be referred to as Internet-communication disorder (ICD). The current study investigated the effect of boredom proneness on symptoms of an ICD...
2018: PloS One
https://www.readbyqxmd.com/read/29665560/are-online-poker-problem-gamblers-sensation-seekers
#11
Céline Bonnaire, Servane Barrault
The purpose of this research was to examine the relationship between sensation seeking and online poker gambling in a community sample of adult online poker players, when controlling for age, gender, anxiety and depression. In total, 288 online poker gamblers were recruited. Sociodemographic data, gambling behavior (CPGI), sensation seeking (SSS), depression and anxiety (HADS) were evaluated. Problem online poker gamblers have higher sensation seeking scores (total, thrill and adventure, disinhibition and boredom susceptibility subscores) and depression scores than non-problem online poker gamblers...
June 2018: Psychiatry Research
https://www.readbyqxmd.com/read/29662460/sensation-seeking-and-adaptation-in-parabonauts
#12
Aurélie Collado, Jean-Philippe Hainaut, Vincent Monfort, Benoît Bolmont
Evidence from extreme environments suggests that there are relationships between difficulties of adaptation and psychological factors such as personality. In the framework of microgravity research on humans, the aim of this exploratory study was to investigate inter-individual differences of parabonauts on the basis of quality of adaptation to the physical demands of parabolic flights. The personality characteristics of two groups of parabonauts with a different quality of adaptation (an Adaptive group, N = 7, and a Maladaptive group, N = 15) were assessed using the Sensation Seeking Scale, Brief COPE, and MSSQ-Short...
2018: Frontiers in Psychology
https://www.readbyqxmd.com/read/29642722/the-personality-motivational-and-need-based-background-of-problematic-tinder-use
#13
Gábor Orosz, Mária Benyó, Bernadett Berkes, Edina Nikoletti, Éva Gál, István Tóth-Király, Beáta Bőthe
Background and aims Tinder is a geo-located online dating application, which is present in almost 200 countries and has 10 million daily users. The aim of the present research was to investigate the motivational, personality, and basic psychological need-related background of problematic Tinder use. Methods After qualitative pretest and item construction, in Study 1 (N = 414), confirmatory factor analysis was conducted to corroborate the different motivational factors behind Tinder use. In Study 2 (N = 346), the associations between Big Five traits, Tinder motivations, and problematic Tinder use were examined with structural equation modeling (SEM)...
April 12, 2018: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/29601888/reward-sensitivity-following-boredom-and-cognitive-effort-a-high-powered-neurophysiological-investigation
#14
Marina Milyavskaya, Michael Inzlicht, Travis Johnson, Michael J Larson
What do people feel like doing after they have exerted cognitive effort or are bored? Here, we empirically test whether people are drawn to rewards (at the neural level) following cognitive effort and boredom. This elucidates the experiences and consequences of engaging in cognitive effort, and compares it to the consequences of experiencing boredom, an affective state with predicted similar motivational consequences. Event-related potentials were recorded after participants (N = 243) were randomized into one of three conditions - boredom (passively observing strings of numbers), cognitive effort (adding 3 to each digit of a four-digit number), or control...
March 27, 2018: Neuropsychologia
https://www.readbyqxmd.com/read/29599735/on-the-determinants-and-outcomes-of-passion-for-playing-pok%C3%A3-mon-go
#15
Gábor Orosz, Ágnes Zsila, Robert J Vallerand, Beáta Böthe
In 2016, Pokémon Go became the most popular smartphone game. Despite the increasing popularity of this augmented reality game, to date, no studies have investigated passion for playing Pokémon Go. On the theoretical basis of the Dualistic Model of Passion (DMP), our goal was to investigate the associations between Pokémon Go playing motives, passion, and impulsivity. A total of 621 Pokémon Go players participated in the study (54.9% female; M age = 22.6 years, SD age = 4.4). It was found that impulsivity was more strongly associated with obsessive passion (OP) than with harmonious passion (HP)...
2018: Frontiers in Psychology
https://www.readbyqxmd.com/read/29593605/eeg-correlates-of-the-flow-state-a-combination-of-increased-frontal-theta-and-moderate-frontocentral-alpha-rhythm-in-the-mental-arithmetic-task
#16
Kenji Katahira, Yoichi Yamazaki, Chiaki Yamaoka, Hiroaki Ozaki, Sayaka Nakagawa, Noriko Nagata
Flow experience is a subjective state experienced during holistic involvement in a certain activity, which has been reported to function as a factor promoting motivation, skill development, and better performance in the activity. To verify the positive effects of flow and develop a method to utilize it, the establishment of a reliable measurement of the flow state is essential. The present study utilized an electroencephalogram (EEG) during an experimentally evoked flow state and examined the possibility of objective measurement of immediate flow...
2018: Frontiers in Psychology
https://www.readbyqxmd.com/read/29583076/how-do-adolescents-affected-by-cancer-experience-a-hospital-environment
#17
Kimberly Peeters, Pleuntje Jellema, Margo Annemans, Ann Heylighen
PURPOSE: Adolescence is a transition period involving complex development processes. A life-threatening disease like cancer jeopardizes this development and often exposes adolescents to hospital environments that are unadjusted to them. Despite growing research on how the physical environment affects the well-being of the (child as) patient, adolescents are often overlooked. We investigated how adolescents experience a hospital stay and how the physical environment influences that experience...
March 27, 2018: Journal of Adolescent and Young Adult Oncology
https://www.readbyqxmd.com/read/29578745/boredom-as-a-seeking-state-boredom-prompts-the-pursuit-of-novel-even-negative-experiences
#18
Shane W Bench, Heather C Lench
Building on functional models of emotion, we propose that boredom creates a seeking state that prompts people to explore new experiences, even if those experiences are hedonically negative. Specifically, as emotional responses fade, boredom motivates the pursuit of alternative experiences that differ from the experience that resulted in boredom. Participants who reported a higher degree of boredom after a neutral task were more likely to choose negative experiences (Study 1). Compared with a low-boredom condition, participants in a high-boredom condition desired novel experiences and, as a result of this desire, were more likely to choose novel negative experiences (Study 2)...
March 26, 2018: Emotion
https://www.readbyqxmd.com/read/29560602/science-fiction-and-human-enhancement-radical-life-extension-in-the-movie-in-time-2011
#19
Johann A R Roduit, Tobias Eichinger, Walter Glannon
The ethics of human enhancement has been a hotly debated topic in the last 15 years. In this debate, some advocate examining science fiction stories to elucidate the ethical issues regarding the current phenomenon of human enhancement. Stories from science fiction seem well suited to analyze biomedical advances, providing some possible case studies. Of particular interest is the work of screenwriter Andrew Niccol (Gattaca, S1m0ne, In Time, and Good Kill), which often focuses on ethical questions raised by the use of new technologies...
March 20, 2018: Medicine, Health Care, and Philosophy
https://www.readbyqxmd.com/read/29535447/does-playing-violent-video-games-cause-aggression-a-longitudinal-intervention-study
#20
Simone Kühn, Dimitrij Tycho Kugler, Katharina Schmalen, Markus Weichenberger, Charlotte Witt, Jürgen Gallinat
It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay...
March 13, 2018: Molecular Psychiatry
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