Pleasure

快乐
  • 文章类型: Journal Article
    研究的目的是创建和验证休闲活动专业化之间的关系模型,个体对环境的适应和心流的体验。为了阐明个体适应环境在休闲活动专业化与心流体验关系中的作用。这项研究利用了目的抽样,整群抽样,和随机抽样。采用问卷调查和访谈方式对525名自行车爱好者进行调查。描述性分析,使用SPSS20.0和Amos20.0对构建的路径关系进行模型构建和检验。结果表明,恢复专业化之间的关系模型,个体环境契合度和心流体验具有良好的整体契合度。该模型具有良好的信度和效度。骑自行车者的休闲专业化对个体环境适应性有统计学意义(β=0.38,P<0.001)。个体与环境之间的匹配对心脏流量体验具有统计学意义(β=0.39,P<0.001)。个体与环境之间的契合作为娱乐专业化与心流体验之间的中介变量,路径显示统计学意义(β=0.15,P<0.001)。娱乐专业化对心脏流量体验具有统计学意义(β=0.30,P<0.001)。骑车人休闲专业化对个体与环境契合度的总体影响路径为(β=0.45,P<0.001),路径显示统计意义。
    骑自行车的人的娱乐专业化越强,个人与环境之间的契合就越大,他们的心流体验越强。个体与环境之间的契合起着部分中介作用。
    The aim of the study is to create and validate a model of the relationship between specialization in leisure activities, the individual\'s adaptation to the environment and the heart flow experience. In order to clarify the role of the individual\'s adaptation to the environment in the relationship between specialization in leisure activities and the heart flow experience. The study utilized purposive sampling, cluster sampling, and random sampling. Using questionnaires and interviews to survey 525 cycling enthusiasts. Descriptive analysis, model construction and testing of the constructed path relationships were conducted using SPSS 20.0 and Amos 20.0. The results indicate that the model of the relationship between recovery specialization, individual-environment fit and heart flow experience has a good overall fit. The model shows good reliability and validity. Cyclists\' recreational specialization has a statistically significant effect on individual-environment fit (β = 0.38, P < 0.001). The fit between individual and environment has a statistically significant influence on the heart flow experience (β = 0.39, P < 0.001). The fit between individual and environment serves as a mediating variable between recreational specialization and the heart flow experience, with the path showing statistical significance (β = 0.15, P < 0.001). Recreational specialization has a statistically significant effect on the heart flow experience (β = 0.30, P < 0.001). And the overall path of the effects of recreational specialization of cyclists on the fit between individual and environment is (β = 0.45, P < 0.001), with the path showing statistical significance.
    UNASSIGNED: The stronger the recreational specialization of cyclists and the greater the fit between individual and environment, the stronger their heart flow experience. The fit between individual and environment plays a partially mediating role.
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  • 文章类型: Journal Article
    成年人对他人痛苦和快乐的情绪反应受到这些人的道德品质的影响。然而,目前尚不清楚儿童的情绪反应是否也表现出这种选择性。为了调查这一点,我们比较了4至8岁儿童对亲社会木偶和反社会木偶的身体疼痛和愉悦的情绪反应。在研究1中,儿童在目睹亲社会和反社会木偶的痛苦后报告不快乐,但在目睹反社会木偶的痛苦后报告不快乐。在研究2中,孩子们在目睹了两个木偶的快乐后报告了快乐,但报告说对反社会的木偶不那么快乐。这些结果表明,儿童不太可能对反社会个体产生同情。同时,在我们的研究中,儿童对反社会个体没有表现出幸灾乐祸(对他人的痛苦感到高兴)或Gluckschmerz(对他人的快乐不满意)。此外,在研究3中,在我们操纵木偶的身体能力而不是道德品质之后,儿童情绪反应的选择性消失了。我们的发现有助于揭示儿童早期对他人的快乐和痛苦的情绪反应的道德选择性。
    Adults\' emotional reactions to the pain and pleasure of others are influenced by the moral character of those individuals. However, it remains unclear whether children\'s emotional responses also show such selectivity. To investigate this, we compared 4- to 8-year-old children\'s emotional responses to the physical pain and pleasure of prosocial versus antisocial puppets. In Study 1, children reported unhappiness after witnessing the pain of the prosocial and antisocial puppets but reported less unhappiness after witnessing the pain of the antisocial puppet. In Study 2, children reported happiness after witnessing the pleasure of both puppets but reported being less happy for the antisocial puppet. These results suggest that children are less likely to empathize with antisocial individuals. Meanwhile, children did not display Schadenfreude (pleasure at others\' pain) or Gluckschmerz (displeasure at others\' pleasure) toward antisocial individuals in our studies. Moreover, the selectivity of children\'s emotional responses disappeared after we manipulated the physical competence rather than the moral character of the puppets in Study 3. Our findings help to reveal the moral selectivity of emotional responses to others\' pleasure and pain during early childhood.
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  • 文章类型: Journal Article
    随着食品真实性验证需求的增加,食品气味的感官评价已得到广泛认可。本研究提出了一种基于脑电图(EEG)的理论,以创建嗅觉感知维度空间(EEG-OPDS),使用特征工程和合奏学习来建立基于气味感知和愉悦的材料和情感空间。该研究考察了这两个空间之间的内在联系,并探讨了构建OPDS的整合和分化机制。该方法有效地可视化各种类型的食物气味,同时识别它们的感知强度和愉悦性。在八类实验中,气味识别的平均分类精度为96.1%。相反,在两个类别的实验中,感官愉悦识别的平均分类准确率为98.8%。本研究提出的理论方法,基于嗅脑电信号构建OPDS,捕捉微妙的感知差异和对食物气味的个性化愉悦反应。
    As the need for food authenticity verification increases, sensory evaluation of food odors has become widely recognized. This study presents a theory based on electroencephalography (EEG) to create an Olfactory Perception Dimensional Space (EEG-OPDS), using feature engineering and ensemble learning to establish material and emotional spaces based on odor perception and pleasure. The study examines the intrinsic connection between these two spaces and explores the mechanisms of integration and differentiation in constructing the OPDS. This method effectively visualizes various types of food odors while identifying their perceptual intensity and pleasantness. The average classification accuracy for odor recognition in an eight-category experiment is 96.1%. Conversely, the average classification accuracy for sensory pleasantness recognition in a two-category experiment is 98.8%. The theoretical approach proposed in this study, based on olfactory EEG signals to construct an OPDS, captures the subtle perceptual differences and individualized pleasantness responses to food odors.
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  • 文章类型: Journal Article
    教师支持包括提供教育,器乐,多愁善感,或老师对学生的评估帮助,无论设置如何。学习一门新语言会带来不同的起伏,这可能会阻碍学习者的实际进步。支持教师可以使学习之旅变得更容易。在这个调查过程中,选择两组(共85名参与者),包括实验组和对照组,以衡量教师支持虚拟教学对英语作为外语(EFL)学习者进步的影响,学术豁免权,和学术享受。与实验组(EG,n=42),他们有机会与老师联系,以便提问和获得反馈以及离线教育,对照组(CG,n=44)进行离线语言输入指令(顶部凹口3)。参与者的语言成长状况,豁免权,并在治疗前后进行了研究。独立样本t检验以及多变量方差分析(MANOVA)的结果表明,EG的学习者比CG的学习者要好得多。此外,分析了未来潜在方向的后果和建议。
    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.
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  • 文章类型: Journal Article
    目的:这项研究的目的是进行系统评价,以总结和评估最近在基于游戏的体育干预对儿童和青少年的愉快影响方面取得的进展。此外,它试图确定影响儿童和青少年参与体育游戏的愉快结果的影响和变量,通过荟萃分析。
    方法:这项研究涉及对WebofScience等不同数据库的全面搜索,PubMed,Embase,EBSCOhost,科克伦,还有Scopus.为选择过程建立了具体标准,以确保包括相关文献。纳入研究的质量评估是根据Cochrane5.1手册中概述的指南进行的。采用ReviewManager5.3软件合成效果大小。此外,使用漏斗图评估偏差,并确定异质性的潜在来源,进行亚组分析。
    结果:共有1907篇学术论文,其中2篇文章是通过其他数据源识别的。本研究研究了涉及体育游戏的教学干预对儿童和青少年享受的影响。结果表明有显著的正效应(MD=0.53,95CI:[0.27,0.79],P<0.05)对享受的干预。亚组分析进一步显示,两个男孩(MD=0.31,95CI:[0.13,0.50],P<0.05)和女孩(MD=0.28,95CI:[0.05,0.51],P<0.05)与传统体育相比,获得了更高的乐趣。此外,12岁以下儿童(MD=0.41,95CI:[0.17,0.64],P<0.05)受益于每次至少30分钟或更长时间的会议(MD=0.40,95CI:[0.19,0.60],P<0.05),每周发生1至3次(MD=0.28,95CI:[0.16,0.40],P<0.05),并持续超过3周(MD=0.81,95CI:[0.29,1.34],P<0.05)。这些发现表明,体育游戏的实施可以成为该学科教学的有效方法。
    结论:1)使用物理游戏的干预已被证明在增强儿童和青少年的享受方面产生了有益的结果。2)旨在促进儿童和青少年享受的治疗的有效性受到几个方面的影响,包括性别,年龄,体力活动的持续时间和频率,以及使用的特定活动周期。
    OBJECTIVE: The objective of this study was to conduct a systematic review to summarize and assess the advancements lately made on the enjoyable impacts of game-based physical education interventions on children and adolescents. Additionally, it attempted to identify the effects and variables influencing the enjoyable outcomes of children and adolescents\' engagement in physical education games, through meta-analysis.
    METHODS: This study involves a comprehensive search of different databases like Web of Science, PubMed, Embase, EBSCOhost, Cochrane, and Scopus. Specific criteria are established for the selection process to make sure the relevant literature included. The quality assessment of the included researches is conducted based on the guidelines outlined in the Cochrane 5.1 handbook. Review Manager 5.3 software is employed to synthesis the effect sizes. Additionally, bias is assessed using funnel plots, and to identify potential sources of heterogeneity, subgroup analyses are performed.
    RESULTS: A total of 1907 academic papers, out of which 2 articles were identified via other data sources. The present study examined the impact of a pedagogical intervention involving physical education games on the enjoyment experienced by children and adolescents. The results indicated a significant positive effect (MD = 0.53, 95%CI:[0.27,0.79], P < 0.05) of this intervention on enjoyment. Subgroup analyses further revealed that both boys (MD = 0.31, 95%CI:[0.13,0.50], P < 0.05) and girls (MD = 0.28, 95%CI:[0.05,0.51], P < 0.05) experienced increased pleasure compared to traditional physical education. Additionally, children under 12 years of age (MD = 0.41, 95%CI:[0.17,0.64], P < 0.05) benefited from sessions lasting at least 30 minutes or more per session (MD = 0.40, 95%CI:[0.19,0.60], P < 0.05), occurring 1 to 3 times per week (MD = 0.28, 95%CI:[0.16,0.40], P < 0.05), and lasting for more than 3 weeks (MD = 0.81, 95%CI:[0.29,1.34], P < 0.05). These findings suggest that the implementation of physical education games can be an effective approach to teaching this subject.
    CONCLUSIONS: 1) Interventions using physical games have been shown to yield beneficial outcomes in terms of enhancing the enjoyment experienced by children and adolescents. 2) The effectiveness of treatments aimed at promoting enjoyment among children and adolescents is influenced by several aspects, including gender, age, duration and frequency of physical activity, as well as the specific cycle of activity used.
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  • 文章类型: Journal Article
    纵向以人为本的研究旨在探索概况,稳定性,性别差异,通过以1年为间隔的四波跟踪中国三年级学生(Ntotal=1013,Mage(T1)=8.92±0.46,Ngirls=404),以及数学态度的构成关系。在四个波中确定了五个轮廓和不稳定的过渡概率。享受与自信和价值之间的关系从互惠转变为享受主导,但是价值负面地预测了以后的享受和信心。此外,男孩的优势在小学晚期是显著的(第五,六年级)和女孩受益于最初的积极态度。这些发现表明,中国学生在童年中期的数学态度是不稳定的,由内部和外部环境动态形成,需要在跨文化研究中进一步探索。
    The longitudinal person-oriented study aimed to explore profiles, stability, gender differences, and compositional relations of math attitudes by tracking Chinese third graders (Ntotal = 1013, Mage(T1) = 8.92 ± 0.46, Ngirls = 404) in four waves with 1-year intervals. Five profiles and unstable transitional probabilities were identified among the four waves. The relations between enjoyment to confidence and value shifted from reciprocity to enjoyment dominance, but value negatively predicted later enjoyment and confidence. Additionally, boys\' advantages were significant in late elementary school (fifth, sixth grades) and girls benefited from initial positive attitudes. These findings suggest that Chinese students\' math attitudes in middle childhood are unstable, shaped by internal and external environmental dynamics, and need to be further explored in cross-cultural research.
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  • 文章类型: Journal Article
    以前对英语作为一门外语(EFL)学习的研究主要集中在焦虑和无聊等负面情绪上,忽视积极的情绪。自我调节,一个认知因素,近年来已成为积极心理学的关键结构。然而,很少有研究研究积极情绪影响EFL表现的机制,尤其是通过认知因素。鉴于中国高考的高风险性质和中国文化的努力价值,中国高中生可能会经历不同的EFL情绪。因此,这项研究,基于控制值理论(CVT),探索了自我调节能力的潜在中介作用(无聊,意识,目标,和情绪控制)在三种焦点积极情绪(享受,希望,和骄傲)和中国高中生的EFL表现。对330名中国三年级高中生(男:n=159;女:n=171)进行了纸笔问卷调查。数据采用描述性统计分析,相关分析,使用SPSS26和PROCESSV3.3进行调解分析。结果表明,学生的享受和自豪感水平较低,适度的希望,意识水平低,目标,和情绪控制,和适度的无聊控制。结果还揭示了三种积极情绪之间的显着和巨大的关联,自律能力的四个组成部分,和EFL性能。此外,结果表明,自我调节能力部分介导了积极情绪对EFL成绩的影响,支持CVT框架。这项研究的结论是对教育工作者的启示和对未来研究的建议。
    Previous research on English as a foreign language (EFL) learning has predominantly focused on negative emotions such as anxiety and boredom, neglecting positive emotions. Self-regulation, a cognitive factor, has emerged as a key construct of positive psychology in recent years. However, few studies have examined the mechanisms by which positive emotions influence EFL performance, especially through cognitive factors. Given the high-stakes nature of Chinese college entrance examination and Chinese culture\'s value on effort, Chinese senior high school students may experience distinct EFL emotions. Therefore, this study, based on the control-value theory (CVT), explored the potential mediating role of self-regulatory capacity (boredom, awareness, goal, and emotion controls) in the relationship between the three focal positive emotions (enjoyment, hope, and pride) and EFL performance among Chinese senior high school students. A paper-and-pencil questionnaire survey was administered to 330 Chinese third-year senior high school students (male: n = 159; female: n = 171). The data were analyzed using descriptive statistics, correlation analysis, and mediation analysis with SPSS 26 and PROCESS V3.3. The results indicated that the students reported low levels of enjoyment and pride, moderate levels of hope, low levels of awareness, goal, and emotion controls, and moderate levels of boredom control. The results also revealed significant and large associations among the three positive emotions, the four components of self-regulatory capacity, and EFL performance. Furthermore, the results suggested that self-regulatory capacity partially mediated the effect of positive emotions on EFL performance, supporting the CVT framework. The study concluded with implications for educators and suggestions for future research.
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  • 文章类型: Journal Article
    在这项研究中,我们测试了怀旧讲故事的虚拟现实(VR)体验的效果(与文本阅读中立的VR体验作为比较条件)对州一级的eudaimonic幸福感,并探索了潜在的中介机制。在受试者内部实验设计中,所有31名参与者都按照伪随机和平衡的顺序体验了两种版本的VR.与文本阅读VR体验相比,怀旧的讲故事VR导致了更高的享乐主义和eudaimonic娱乐媒体满意度(又名。媒体享受和媒体欣赏,分别),社会联系,和国家层面的福祉。此外,VR和幸福感之间的关系是由国家怀旧和eudaimonic媒体满足水平连续介导的。也就是说,怀旧的讲故事VR被发现唤起国家怀旧,这导致了对VR体验的更大欣赏;这种欣赏,反过来,有助于增加国家一级的福祉。讨论了研究结果对未来研究和实践的意义。
    In this study, we tested the effect of a nostalgic storytelling virtual reality (VR) experience (vs. a text-reading neutral VR experience as the comparison condition) on state-level eudaimonic well-being and explored the underlying mediating mechanisms. In a within-subject experimental design, all 31 participants experienced both versions of the VR in pseudorandomized and counterbalanced order. Compared with the text-reading VR experience, the nostalgic storytelling VR resulted in significantly higher hedonic and eudaimonic entertainment media gratifications (aka. media enjoyment and media appreciation, respectively), social connectedness, and state-level well-being. Moreover, the relationship between VR and well-being was serially mediated by the level of state nostalgia and eudaimonic media gratifications. That is, the nostalgic storytelling VR was found to evoke state nostalgia, which led to a greater appreciation of the VR experience; this appreciation, in turn, contributed to increased state-level well-being. Implications of the study findings for future research and practice are discussed.
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  • 文章类型: Randomized Controlled Trial
    背景:后COVID-19疾病(PCC)的特征是持续的,急性COVID-19感染后令人痛苦的症状。这些症状涵盖了各个领域,包括享乐语调,这对整体福祉至关重要。此外,肥胖既是COVID-19和PCC的危险因素,也与享乐主义情绪受损有关。这项研究旨在调查PCC患者的体重指数(BMI)升高是否与享乐主义有关。
    方法:我们对随机,双盲,安慰剂对照临床试验研究沃替西汀对PCC患者认知障碍的影响.使用广义线性模型对基线数据进行统计分析,以确定BMI与通过Snaith-Hamilton愉悦量表(SHAPS)评分测量的享乐感之间的关系。该模型针对包括年龄在内的协变量进行了调整,性别,种族,疑似与确诊的COVID-19病例,每周消耗的酒精量,家庭年收入。
    结果:147名参与者的基线数据可用于分析。BMI与基线SHAPS总分呈显著正相关(β=0.003,95%CI[6.251E-5,0.006],p=0.045),表明BMI升高与自我报告的奖励系统功能缺陷相关。
    结论:在PCC患者中,较高的BMI与较高的享乐语调缺陷相关,这可能会影响奖励功能过程,如奖励预测和处理。BMI对奖励功能的中介作用强调了研究神经生物学相互作用以阐明PCC患者的预防和治疗干预措施的必要性。针对PCC衰弱特征的治疗发展(例如,动机,认知功能障碍)可以考虑根据基线BMI进行分层。
    背景:NCT05047952。
    The post-COVID-19 condition (PCC) is characterized by persistent, distressing symptoms following an acute COVID-19 infection. These symptoms encompass various domains, including hedonic tone, which is critical for overall well-being. Furthermore, obesity is both a risk factor for COVID-19 and PCC and associated with impaired hedonic tone. This study aims to investigate whether elevated body mass index (BMI) is associated with hedonic tone in persons with PCC.
    We perform a post hoc analysis of a randomized, double-blind, placebo-controlled clinical trial investigating the impact of vortioxetine on cognitive impairment in persons with PCC. Statistical analysis of baseline data using a generalized linear model was undertaken to determine the relationship of BMI to hedonic tone measured by Snaith-Hamilton Pleasure Scale (SHAPS) scores. The model was adjusted for covariates including age, sex, race, suspected versus confirmed COVID-19 cases, alcohol amount consumed per week, and annual household income.
    The baseline data of 147 participants were available for analysis. BMI had a statistically significant positive association with baseline SHAPS total scores (β = 0.003, 95% CI [6.251E-5, 0.006], p = 0.045), indicating elevated BMI is associated with deficits in self-reported reward system functioning.
    Higher BMI is associated with greater deficits in hedonic tone in persons with PCC, which may impact reward functioning processes such as reward prediction and processing. The mediatory effect of BMI on reward function underscores the need to investigate the neurobiologic interactions to elucidate preventative and therapeutic interventions for persons with PCC. Therapeutic development targeting debilitating features of PCC (e.g., motivation, cognitive dysfunction) could consider stratification on the basis of baseline BMI.
    NCT05047952.
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  • 文章类型: Journal Article
    游戏化需要整合游戏设计元素,包括奖励,点,竞争,和互动挑战,进入非游戏环境,以吸引和激励个人。在绿色消费的背景下,游戏化可以鼓励个人获得更可持续的消费行为。这项研究旨在研究游戏化对中国大学生绿色消费行为的影响。然而,由于他们的技术头脑和对环境问题的高度兴趣,大学生被认为是此类干预措施的重要目标群体。使用自决理论(SDT)来衡量采用绿色消费行为的游戏化的动机因素,这是一种便利的抽样技术,其中使用基于调查的研究设计来收集数据。对中国332名大学生进行了抽样调查,使用带有结构方程模型(SEM)的问卷来测试假设并评估变量之间的建议关系。这项研究的发现表明,游戏化与绿色消费行为存在显着负相关。Further,技术意识,享乐动机,感知享受显著调节了游戏化与绿色消费行为之间的关系。此外,虚拟企业社会责任显著缓和了游戏化和技术意识之间的关系,享乐动机,和感知的享受。这项研究的结果可能对政策制定者和工业家制定更有效的干预措施,旨在促进中国的可持续消费行为。
    Gamification entails integrating game design elements, including rewards, points, competition, and interactive challenges, into non-game contexts to engage and motivate individuals. In the context of green consumption, gamification can encourage individuals to acquire more sustainable consumption behaviors. The proposed study aims to examine the influence of gamification on green consumption behavior among Chinese university students. However, university students are considered an important target group for such interventions due to their technological savvy and high interest in environmental issues. A self-determination theory (SDT) was used to measure the motivating factors of gamification for adopting green consumption behavior-a convenience sampling technique in which survey-based research designs were used to collect the data. A survey was conducted on a sample of 332 university students in China, using a questionnaire with structural equation modeling (SEM) to test the hypotheses and assess the proposed relationships between the variables. The finding of this study reveals that gamification has a significant negative relation with green consumption behavior. Further, technological awareness, hedonic motivation, and perceived enjoyment significantly mediate the relationship between gamification and green consumption behavior. Additionally, virtual CSR significantly moderates the relationship between gamification and technological awareness, hedonic motivation, and perceived enjoyment. The findings of this study could have implications for the development of more effective interventions for policy makers and industrialists aimed at promoting sustainable consumption behaviors in China.
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