boredom

无聊
  • 文章类型: Journal Article
    背景:在COVID-19大流行等重大生活中断期间,年轻人面临着独特的脆弱性。大流行导致年轻人的心理健康挑战和药物使用增加。这项研究探讨了在大流行期间增加大麻使用的年轻人的经历。
    方法:参与者从青少年尼古丁依赖(NDIT)研究中招募,定性数据是通过Zoom进行的半结构化访谈收集的。共有25名参与者(33-34岁)报告在大流行期间大麻使用增加。采用主题分析和基于性别的分析来提取关键主题。
    结果:出现了五个主题:(1)大麻使用没有中断;(2)大麻用于控制心理健康下降;(3)大麻用于打破大流行的无聊;(4)大麻用作自由的表达;(5)大麻用作“另一种放松方式”。\"
    结论:这项研究提供了有价值的观点,就像COVID-19大流行一样,影响年轻人使用大麻。调查结果为公共卫生举措提供了指导,并强调了进一步调查的途径。
    BACKGROUND: Young adults face unique vulnerabilities during major life disruptions like the COVID-19 pandemic. The pandemic contributed to increases in mental health challenges and substance use among young adults. This study explores the experiences of young adults who increased their cannabis use during the pandemic.
    METHODS: Participants were recruited from the Nicotine Dependence in Teens (NDIT) study, and qualitative data were collected through semi-structured interviews conducted via Zoom. A total of 25 participants (ages 33-34) reporting increased cannabis use during the pandemic were included. Thematic analysis and gender-based analysis was employed to extract key themes.
    RESULTS: Five themes emerged: (1) No disruption in cannabis use; (2) Cannabis use to manage declines in mental health; (3) Cannabis use to break up pandemic boredom; (4) Cannabis use as an expression of freedom; (5) Cannabis use as \"another way to chill out.\"
    CONCLUSIONS: This research provides valuable perspectives on how major life disruptions, like the COVID-19 pandemic, influence cannabis use among young adults. The findings offer guidance for public health initiatives and highlight avenues for further investigation.
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  • 文章类型: Journal Article
    无聊是大多数人偶尔经历的负面情绪。然而,无聊也存在于特质层面。特质无聊的人更频繁地经历无聊或难以忍受。高特质无聊的人更有可能经历抑郁或焦虑或从事危险行为。对特质无聊的发展知之甚少。我们提出了一种特质无聊发展的生物生态模型,该模型源于气质和执行控制的早期个体差异。特质无聊是通过孩子和他们的发展环境之间的互动随着时间的推移而形成的,比如父母,教师,和邻里。无聊也可以刺激创造力。利用无聊的创造性方面可能有助于促进低水平的特质无聊和健康的应对。我们提供了一个路线图来研究特质无聊的发展,以促进我们对它如何出现和发展的理解。
    Boredom is a negative emotion that most people experience on occasion. However, boredom is also present on a trait level. People high in trait boredom experience boredom more frequently or have difficulty tolerating it. Individuals high in trait boredom are more likely to experience depression or anxiety or engage in risk behaviors. Little is known about the development of trait boredom. We propose a bioecological model of the development of trait boredom in which it originates from early individual differences in temperament and executive control. Trait boredom is shaped over time through interactions between the child and their developmental context, such as parents, teachers, and neighborhoods. Boredom can also spur creativity. Capitalizing on the creative side of boredom may help promote low levels of trait boredom and healthy coping. We provide a roadmap to study the development of trait boredom to advance our understanding of how it emerges and develops.
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  • 文章类型: Journal Article
    注意缺陷/多动障碍(ADHD)和游戏障碍(GD)之间的合并症在文献中得到了广泛认可。先前的研究表明,在开发和维护有问题的游戏方面存在性别依赖的潜在机制。动机研究提供了一个机会,可以进一步了解这种关联的性质。使用与流行游戏杂志合作的在线调查从视频游戏玩家(N=14,740)收集自我报告数据。调查包括关于ADHD和GD症状的项目,游戏的动机,和玩电子游戏的时间。结构方程模型用于创建两个平行的中介模型(一个用于男性,一个为女性),包括作为调解人玩游戏的动机。这样做是为了解释ADHD和GD之间关联的心理驱动因素。结果表明,男性(β=0.068;p<0.001)和女性(β=0.081;p<0.05)通过沉浸/逃避动机从注意力不集中到GD症状严重程度的共同途径,而从注意力不集中到GD症状严重程度,通过习惯/无聊动机(β=0.094;p<0.001)和竞争动机(β=0.021;p<0.001)的路径仅对男性具有统计学意义。游戏玩家出现多动症症状,尤其是注意力不集中的症状,通过电子游戏成为应对日常心理障碍的适应不良来源,有发生GD症状的风险。出现注意力不集中症状的男性往往会通过玩电子游戏而产生有问题的使用模式,成为主观上毫无意义和无聊减少的习惯性活动或虚拟竞争平台。独特的差异表明男性和女性需要不同的治疗方法。
    Comorbidity between attention-deficit/hyperactivity disorder (ADHD) and gaming disorder (GD) is widely recognized in the literature. Previous research has indicated gender-dependent underlying mechanisms in the development and maintenance of problematic gaming. Motivational research presents an opportunity to provide further insight regarding the nature of this association. Self-report data were collected from videogame players (N = 14,740) using an online survey in collaboration with a popular gaming magazine. The survey included items concerning symptoms of ADHD and GD, motives for gaming, and time spent playing videogames. Structural equation modeling was used to create two parallel mediation models (one for males, one for females), including motives to play games as mediators. This was done to potentially explain psychological drivers of the association between ADHD and GD. Results demonstrated a common pathway from inattention to GD symptom severity through the immersion/escapism motivation for both males (β = 0.068; p < 0.001) and females (β = 0.081; p < 0.05), while the paths from inattention to GD symptom severity through the habit/boredom motive (β = 0.094; p < 0.001) and competition motive (β = 0.021; p < 0.001) were only significant for males. Gamers experiencing symptoms of ADHD, especially inattentive symptoms, are at risk of the occurrence of GD symptoms through videogames becoming a source of maladaptive coping with daily psychological disturbances. Males experiencing inattentive symptoms tend to additionally develop problematic patterns of use through videogame playing, becoming a subjectively meaningless and boredom-reduction-oriented habitual activity or a platform of virtual competition. Unique differences suggest the necessity of different treatment approaches for males and females.
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  • 文章类型: Journal Article
    尽管有一个成熟的研究机构描述了有创造力的人如何探索他们的外部世界,人们对这些人如何驾驭他们内心的精神生活知之甚少,尤其是在非结构化的环境中,例如清醒休息的时期。在两项研究中,本手稿检验了这样一个假设,即有创造力的人更多地参与他们的闲散思想,并且在他们之间的动态过渡中更具联想性。研究1捕获了81名成年人的实时意识体验,因为他们在10分钟的不受约束的基线期内每时每刻大声表达了他们的思想内容。在发散性思维任务中,较高的独创性得分与较少的无聊感有关,更多的话,总的来说,更自由地移动思想,并且在基线休息期间更松散关联(而不是尖锐)的过渡。在研究2中,针对2,612名参与者,那些自我评价创造力较高的人也报告说,在新冠肺炎大流行期间,人们感觉到的无聊程度较低,许多人经历了异常延长的非结构化空闲时间的时间。总的来说,这些结果表明,当任务要求放松时,创造性个体倾向于更多地参与和探索他们的思想,提高对静息状态功能磁共振成像和社会趋势贬值空闲时间的影响。
    Despite an established body of research characterizing how creative individuals explore their external world, relatively little is known about how such individuals navigate their inner mental life, especially in unstructured contexts such as periods of awake rest. Across two studies, the present manuscript tested the hypothesis that creative individuals are more engaged with their idle thoughts and more associative in the dynamic transitions between them. Study 1 captured the real-time conscious experiences of 81 adults as they voiced aloud the content of their mind moment-by-moment across a 10-minute unconstrained baseline period. Higher originality scores on a divergent thinking task were associated with less perceived boredom, more words spoken overall, more freely moving thoughts, and more loosely-associative (as opposed to sharp) transitions during the baseline rest period. In Study 2, across 2,612 participants, those who reported higher self-rated creativity also reported less perceived boredom during the COVID-19 pandemic, a time during which many people experienced unusually extended periods of unstructured free time. Overall, these results suggest a tendency for creative individuals to be more engaged and explorative with their thoughts when task demands are relaxed, raising implications for resting state functional MRI and societal trends to devalue idle time.
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  • 文章类型: Journal Article
    由于无聊显着导致英语作为外语(EFL)学习者的动机下降,有必要找出影响无聊的因素。在各种可能引发学生无聊的因素中,与教育相关的概念受到了特别的关注,学习环境由于其对学习者的重要性而成为主要焦点。具体来说,教师在操纵学习者表现中的“清晰度和即时性”的作用,热情,参与得到了广泛认可。因此,在这项研究中,我们仔细研究了英语教师在缓解学习者无聊方面的直接性和明确性的影响。为此,我们通过三个量表从383名中国学生那里收集了数据,测量他们对教师清晰度的看法,教师即时性,和学习者的无聊。我们确定了教师的清晰度和即时性与学习者的无聊之间的显着关联。在结构方程建模(SEM)分析中,教师的即时性和清晰度都是学生无聊的有力预测因子,学生无聊的差异约有48%是由教师的即时性造成的,这种差异的53%归因于教师的清晰度。我们在讨论中详细阐述了这些发现的含义。
    Since boredom significantly contributes to diminished motivation among learners of English as a Foreign Language (EFL), there is a need to identify factors that influence boredom. Amidst various elements that can precipitate students\' boredom, educational-related concepts have garnered particular attention, with the learning environment emerging as a chief focal point due to its consequential importance to learners. Specifically, the role of teachers\' clarity and immediacy in manipulating learners\' performance, enthusiasm, and involvement has been widely recognized. Consequently, in this study, we scrutinized the impact of EFL teachers\' immediacy and clarity in mitigating learners\' boredom. To this end, we collected data from 383 Chinese students through the administration of three scales measuring their perceptions of teacher clarity, teacher immediacy, and learners\' boredom. We identified significant associations between teachers\' clarity and immediacy and learners\' boredom. In Structural Equation Modeling (SEM) analysis, both teacher immediacy and clarity were robust predictors of students\' boredom, with about 48% of the variance in students\' boredom accounted for by teachers\' immediacy, and 53% of this variance attributed to teachers\' clarity. We elaborate upon the implications of these findings in our discussion.
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  • 文章类型: Journal Article
    参与者完成了两次听觉注意力任务,并间歇性地回应了思维探针,询问他们的思维游荡水平。在第一个疗程后,一组接受200毫克含咖啡因的口香糖(n=61),另一组接受常规(安慰剂)口香糖(n=66)。将口香糖咀嚼20分钟,然后在开始第二阶段之前丢弃。与安慰剂组相比,接受咖啡因的参与者表现出了表现上的好处,并且报告了更多的任务和更少的自发走神的情况。接受咖啡因的参与者也报告了更大的积极影响和唤醒,以及更少的无聊感,困倦,与接受安慰剂的人相比,坚持任务所需的精神努力。这些结果表明,咖啡因可能有益于注意力参与以及持续注意力任务中的表现。
    Participants completed two sessions of an auditory attention task and intermittently responded to thought probes asking about their level of mind-wandering. After the first session one group received 200 mg of caffeinated chewing gum (n = 61) and another group received regular (placebo) chewing gum (n = 66). The gum was chewed for 20-minutes and then disposed of before beginning the second session. Participants who received caffeine showed a performance benefit as well as reported being more on task and fewer instances of spontaneous mind-wandering compared to those in the placebo group. Participants who received caffeine also reported greater positive affect and arousal, as well as less feelings of boredom, sleepiness, and mental effort required to stay on task compared to those who received placebo. These results suggest that caffeine may benefit attentional engagement as well as performance during a sustained attention task.
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  • 文章类型: Journal Article
    尽管最近出现了意识理论来定义意识是什么,这个领域中一个代表性不足的方面仍然存在:时间意识。然而,时间的主观流逝是通过在不同情境环境中改变经验和自我意识来调节的。沉默的体验会影响我们对自我的认识,空间,和时间,它会影响心理健康。本综述描述了自我和时间如何受到不同的沉默情况的影响(室内和室外纯沉默,“只是思考”的情况,以及沉默与深度放松的结合)。此外,介绍了由于COVID-19封锁而导致的“被迫”等待情况下的时间体验变化,以突出无聊在等待情况和我们独自思考的情况下的作用。“最后,在通过冥想练习创造沉默的重要性的背景下,回顾了正念冥想过程中自我意识和时间的变化。这些研究是在前瞻性时间感知的认知模型的框架内进行讨论的,如注意门模型和自我调节和自我意识模型。
    Although recent theories of consciousness have emerged to define what consciousness is, an under-represented aspect within this field remains: time consciousness. However, the subjective passage of time is modulated by changing experiences within different situational contexts and by self-awareness. The experience of silence influences our awareness of self, space, and time, and it impacts on psychological well-being. The present review describes how self and time are influenced by different situations of silence (pure silence indoors and outdoors, the \"just thinking\" situation, and the combination of silence with deep relaxation). Also, the changes in time experience during a \"forced\" waiting situation due to the COVID-19 lockdown are presented in order to highlight the role of boredom in waiting situations and in situations in which we are alone with \"our thoughts.\" Finally, in the context of the importance of creating silence through meditation practices, the alterations to one\'s sense of self and time during mindfulness meditation are reviewed. These studies are discussed within the framework of the cognitive models of prospective time perception, such as the attentional-gate model and the model of self-regulation and self-awareness.
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  • 文章类型: Editorial
    暂无摘要。
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  • 文章类型: Journal Article
    无聊,一种复杂的情绪状态,对心理健康和幸福有影响,引起了跨学科的关注,然而,在精神病学研究中,研究仍相对不足。这里,我们探索了特质与冲动之间的复杂关系,压力,以及两项研究的无聊。参与者完成了特质冲动,无聊和无聊诱导任务的自我报告措施。研究1,涉及80名参与者(42名女性和38名男性,20-63岁),重复了以前的发现,通过证明冲动的人在无聊的任务后报告更大的无聊。然后研究2扩展了这一点,使用20名参与者(9名女性和12名男性,18-24岁),显示下丘脑-垂体-肾上腺(HPA)轴活动,特别是唾液皮质醇反应增强,在无聊的任务之后,调解冲动和无聊之间的联系。总的来说,这些结果表明,HPA轴活动可能通过扩展先前的工作并提供对潜在机制的新见解来强调特质冲动性和无聊之间的关系。这些发现为个性化干预提供了希望,专为高度冲动的人设计,以减轻无聊的负面影响,并可能打破已确定的反馈循环。
    Boredom, a complex emotional state with implications for mental health and well-being, has garnered attention across disciplines, yet remains relatively understudied in psychiatric research. Here, we explored the intricate relationship between trait-impulsivity, stress, and boredom across two studies. Participants completed self-report measures of trait-impulsivity and boredom and boredom-inducing tasks. Study 1, involving 80 participants (42 women and 38 men, aged 20-63), replicates previous findings, by demonstrating that impulsive individuals report greater boredom following a boring task. Study 2 then extends this, using 20 participants (9 women and 12 men, aged 18-24), to show that hypothalamic-pituitary-adrenal (HPA) axis activity, specifically heightened salivary cortisol responses, mediate the link between impulsivity and boredom following a boring task. Collectively, these results demonstrate that HPA axis activity may underline the relationship between trait-impulsivity and boredom by extending previous work and offering a novel insight into potential mechanisms. These findings offer promise for personalised interventions, designed for high impulsivity individuals, to alleviate the negative impacts of boredom and potentially break the identified feedback loop.
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  • 文章类型: Journal Article
    目的:我们研究的目的是研究大流行初期五个拉丁美洲国家的小企业经济活动与人口心理健康之间的关系。
    方法:我们利用GoogleTrends(GT)上某些关键词的搜索量,如“无聊,\"\"沮丧,\"\"孤独,\"\"sleep\",\"焦虑\",和“抑郁症”,作为人口福祉的指标。通过检查来自Facebook商业活动趋势的数据,我们调查了社会注意力对不同经济部门活动水平的反应。
    结果:商业活动的增加通常与无聊程度的降低有关,孤独,睡眠问题和焦虑。对抑郁症的影响因部门而异,积极的协会集中在现场工作。此外,我们观察到,严格的非药物干预(NPI)往往会加剧无聊和孤独感,睡眠问题,和焦虑。
    结论:我们的研究结果表明,不同经济部门的不同心理健康指标与活动水平之间存在很强的关联。鉴于中小企业在创造就业方面的重要作用,尤其是在大流行等危机期间,他们必须保持弹性和适应性,以支持经济复苏和就业。要做到这一点,政策制定者需要专注于为中小企业提供金融稳定和支持,在公司内部培育社会支持网络,并将精神卫生服务纳入工作场所环境。这一综合战略可以缓解心理健康挑战,增强公共卫生抵御能力。
    OBJECTIVE: The aim of our study is to examine the relationship between the economic activity of small firms and the mental well-being of the population in five Latin American countries in the early stages of the pandemic.
    METHODS: We utilize the search volume of certain keywords on Google Trends (GT), such as \"boredom,\" \"frustration,\" \"loneliness,\" \"sleep\", \"anxiety\", and \"depression\", as an indicator of the well-being of the population. By examining the data from Facebook Business Activity Trends, we investigate how social attention reacts to the activity levels of different economic sectors.
    RESULTS: Increased business activity is generally associated with reduced levels of boredom, loneliness, sleep problems and anxiety. The effect on depression varies by sector, with positive associations concentrated in onsite jobs. In addition, we observe that strict Non-Pharmaceutical Interventions (NPIs) tend to exacerbate feelings of boredom and loneliness, sleep issues, and anxiety.
    CONCLUSIONS: Our findings suggest a strong association between different indicators of psychological well-being and the level of activity in different sectors of the economy. Given the essential role of small and medium-sized enterprises (SMEs) in generating employment, especially during crises like the pandemic, it is imperative that they remain resilient and adaptable to support economic recovery and job preservation. To accomplish this, policymakers need to focus on providing financial stability and support for SMEs, fostering social support networks within companies, and incorporating mental health services into workplace environments. This comprehensive strategy can alleviate mental health challenges and enhance public health resilience.
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