60 research outputs found

    If the Party is Good - Effects of Trait Hedonic Capacity on Hedonic Quantity and Performance

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    Research suggests that people’s capacity to successfully pursue hedonic goals is at least as important for well-being as trait self-control. Extending this research, we tested whether trait hedonic capacity is related to more time spent with hedonic goal pursuit (i.e., hedonic quantity) and whether this explains its positive relationship with well-being. Second, we explored whether this may come at a cost for people’s performance. Results show that people with higher trait hedonic capacity do spend more time with hedonic goal pursuit (Study 1 and 2). However, hedonic quality not hedonic quantity accounts for its positive relationship with well-being. Further, people high in trait hedonic capacity perform equally well in their studies (Study 2) and their jobs (Study 3 and 4). Thus, trait hedonic capacity seems to allow people to invest more time into their hedonic goals in a way that does not jeopardize their academic and job performance

    If the party is good, you can stay longer—effects of trait hedonic capacity on hedonic quantity and performance

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    Research suggests that people’s capacity to successfully pursue hedonic goals is at least as important for well-being as trait self-control. Extending this research, we tested whether trait hedonic capacity is related to more time spent with hedonic goal pursuit (i.e., hedonic quantity) and whether this explains its positive relationship with well-being. Second, we explored whether this may come at a cost for people’s performance. Results show that people with higher trait hedonic capacity do spend more time with hedonic goal pursuit (Study 1 and 2). However, hedonic quality not hedonic quantity accounts for its positive relationship with well-being. Further, people higher vs. lower in trait hedonic capacity perform equally well in their studies (Study 2) and their jobs (Study 3 and 4). Thus, trait hedonic capacity seems to allow people to invest more time into their hedonic goals in a way that does not jeopardize their academic and job performance

    Gamification of an n-back working memory task – Is it worth the effort? An EEG and eye-tracking study

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    Gamification of cognitive tasks might positively affect emotional-motivational factors (emotional design perspective) or negatively affect cognitive factors like working memory load (minimalistic design perspective). The current study examined the effects of gamification in a spatial n-back working memory task on task performance, task load (i.e., working memory load and effort), and subjective task experience. Task load was assessed by the physiological process measures pupil dilation and EEG theta (4–6 Hz) and alpha (8–13 Hz) frequency band power. Gamification was achieved by elements of emotional design (i.e., the visual screen design using, e.g., color, cartoon figures as n-back stimuli, and a narrative embedding of the task). While EEG and eye-tracking were recorded, participants conducted gamified and non-gamified 1-back and 2-back load levels. The gamification resulted in positive effects on subjective task experience and affect. Despite these effects, gamification did not affect task performance and task load. However, exploratory analyses revealed increased EEG theta power at right-parietal electrodes for gamified task versions compared to non-gamified ones. Potentially, this effect might indicate participants' increased effort or concentration in the gamified n-back task. In line with an emotional design perspective, gamification positively altered subjective task experience and affect without hampering task performance and therefore justify the extra effort of implementing game elements

    Extradyadic stress as a barrier to sexual activity in couples? A Dyadic Response Surface Analysis

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    Sexuality is integral to most romantic relationships. Through stress spillover, however, factors such as individually experienced stress outside of the relationship (i.e., extradyadic stress) can negatively impact sexuality. In this study, we explored how a possible (mis)matching of both partners' levels of extradyadic stress is related to sexual activity and tested for gender differences. Analyzing 316 mixed-gender couples from Switzerland, we employed Dyadic Response Surface Analysis to assess how extradyadic stress is associated with sexual activity. Our results showed that extradyadic stress was positively linked to sexual activity for women (in general) and men (in the case of matching stress levels). As this result was surprising, we conducted additional exploratory analyses and split the measure of sexual activity into (1) exchange of affection and (2) eroticism (petting, oral sex, and intercourse) and controlled for age. Results from this second set of analyses showed that for women, matching stress levels were associated with higher exchange of affection, whereas men’s exchange of affection was higher if men reported higher stress levels than women. Notably, after accounting for age, the link between stress and eroticism dissipated. Our findings suggest that exchange of affection may serve as a coping mechanism for stress, with gender influencing this dynamic. However, future research investigating stress and sexual activity should consider additional factors such as age, relationship satisfaction, stressor type, and stress severity

    The Relation of Attitude Toward Technology and Mastery Experience After an App-Guided Physical Exercise Intervention: Randomized Crossover Trial

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    Background Physical exercise has been found to assert a positive impact on many muscular conditions. Exercise under face-to-face supervision is the gold standard, but access to it is limited, for instance, for economic reasons. App-guided therapy is an intervention that is more affordable and easily accessible. However, attitude toward technology is a key predictor for media adoption and is therefore expected to shape user experience during app-guided therapy. This might be of particular importance for mastery experience, which is crucial for promoting exercise-related self-efficacy and perceived usefulness of the interaction. Both should empower patients to continuously exercise. Objective This study sought to test whether attitudes toward technology predict mastery experience and perceived usefulness of the interaction after an app- versus a physiotherapist-guided treatment. We expect that attitudes toward technology positively predict both outcomes in case of the app-guided but not in case of the physiotherapist-guided treatment. Methods Patients (n=54) with clinically diagnosed hip osteoarthritis participated in 2 training sessions with the same exercise intervention, once guided by an app on a tablet computer and once guided by a physiotherapist in a German university hospital. The order of the sessions was randomized. Attitude toward technology was assessed as predictor before the first session, while mastery experience and the global perceived usefulness of interaction as self-reported outcomes after each session. Results In line with our hypotheses, attitude toward technology predicted mastery experience (b=0.16, standard error=0.07, P=.02) and usefulness of interaction (b=0.17, standard error=0.06, P=.01) after the app-based training but not after the training delivered by a physiotherapist (P>.3 in all cases). Mastery experience was lower for the app-based training but reached a very similar level as the physiotherapist-guided training for those holding a very positive attitude toward technology. Conclusions The attitude toward technology predicts the extent of mastery experience after app-guided exercise therapy. As mastery experience is highly important for self-efficacy and future exercise behavior, attitudes toward technology should be considered when delivering app-guided exercise treatments

    Climate policy support as a tool to control others’ (but not own) environmental behavior?

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    Drastic reductions in greenhouse gas emissions are necessary to successfully mitigate climate change. Individual environmental behavior is central to this change. Given that environmental behavior necessitates 1) effortful individual self-control and 2) cooperation by others, public policy may constitute an attractive instrument for regulating one’s own as well as others’ environmental behavior. Framing climate change mitigation as a cooperative self-control problem, we explore the incremental predictive power of self-control and beliefs surrounding others’ cooperation beyond established predictors of policy support in study 1 using machine-learning (N = 610). In study 2, we systematically test and confirm the effects of self-control and beliefs surrounding others’ cooperation (N = 270). Both studies showed that personal importance of climate change mitigation and perceived insufficiency of others’ environmental behavior predict policy support, while there was no strong evidence for a negative association between own-self control success and policy support. These results emerge beyond the effects of established predictors, such as environmental attitudes and beliefs, risk perception (study 1), and social norms (study 2). Results are discussed in terms of leveraging policy as a behavioral enactment constraint to control others’ but not own environmental behavior

    No Pain, no Gain? Investigating motivational mechanisms of game elements in cognitive tasks

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    The literature on serious games and gamification suggests that game elements have a positive influence on learning and performance in cognitive tasks. However, the mechanisms by which game elements affect these outcomes are not well understood. Building on theorizing in the self-control literature, the present research investigated whether game elements change the subjective experience of a cognitive task in terms of the positive affect, motivational conflict, and subjective effort experienced. Further, we tested whether people with a low versus high level of self-control benefit more from game elements in terms of their performance. The results of two experimental studies suggest that the gamification of an n-back task did not improve task accuracy (i.e., correct responses) directly but reduced task disengagement (i.e., non-responses). Further, gamification prevented positive affect from dropping over the course of the task and reduced motivational conflict and subjective effort experienced. Only positive affect mediated the effect of game elements on task disengagement. Further, game elements had an indirect effect on task accuracy via subjective effort. There was no indication that individuals with lower delay of gratification or lower trait self-control would profit more from gamification. The implications of these findings for the literature on self-control and gamification are discussed

    The Role of Hedonic Goal Pursuit in Self-Control and Self-Regulation: Is Pleasure the Problem or Part of the Solution?

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    This paper examines the role of hedonic goal pursuit in self-control and self-regulation. We argue that not all pursuit of immediate pleasure is problematic and that successful hedonic goal pursuit can be beneficial for long-term goal pursuit and for achieving positive self-regulatory outcomes, such as health and well-being. The following two key questions for future research are discussed: How can people’s positive affective experiences during hedonic goal pursuit be enhanced, and how exactly do those affective experiences contribute to self-regulatory outcomes? We also call for an intercultural perspective linking hedonic goal pursuit to self-regulatory outcomes at different levels. We suggest that understanding the cognitive, motivational, and affective mechanisms at play can help individuals reap the benefits of successful hedonic goal pursuit. Considering those potential benefits, hedonic goal pursuit should be studied more systematically. To achieve this, we argue for a stronger integration of affective science and self-control research

    Happy Hour: The association between trait hedonic capacity and motivation to drink alcohol

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    The (over)consumption of alcohol and other addictive substances is often conceptualized as a problem of low self-control (i.e., people’s inability to inhibit unwanted impulses). According to that view, people drink because they cannot resist. In the present studies, we approached this from a different perspective and tested whether alcohol consumption might also be a problem of low hedonic capacity (i.e., people’s inability to experience pleasure and relaxation, often due to intrusive thoughts). According to that view, people drink because it helps them enjoy or cope with negative thoughts or emotions. In two studies among individuals at low risk of harmful alcohol use (e.g., AUDIT < 7) we consistently found that trait hedonic capacity was unrelated to alcohol consumption but negatively related to coping motivation (drinking alcohol to cope with negative thoughts and feelings; Study 1: N = 348; Study 2: N = 302, preregistered). Exploratory analyses in study 2 (conducted during the COVID-19 pandemic) also showed that people with low, but not high, trait hedonic capacity drank more alcohol in response to stress. Our findings are in line with the notion that people’s drinking motivation and behavior might not only be a problem of poor self-control but also of low trait hedonic capacity. They align with a new direction in addiction prevention and treatment research, which explores ways to help people to seek out and savor hedonic experiences from non-drug related reinforcers (e.g., engaging in leisure activities)
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