mood enhancement
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2021 ◽  
Vol 39 (2) ◽  
pp. 213-228
Author(s):  
Teresa Garcia-Marques ◽  
Marília Prada ◽  
Ricardo Fonseca ◽  
Alexandre Fernandes

Previous research has suggested that it is good to have other people around us. Indeed, there seems to be a generally positive impact of the presence of others on individuals’ physical and psychological well-being. In the current work, we examine if these positive experiences may be promoted by the mere presence of nonsignificant others in our environment, during a brief period. Specifically, in two experiments, we compared how being in the presence of others (co-action) versus being alone impacts how participants feel at the moment (mood, Experiment 1) and how satisfied they feel about their lives (general well-being, Experiment 2). In Experiment 1, we also manipulated the nature of the task (i.e., demanding/threatening vs. nondemanding). Both experiments revealed that participants feel more positive when in the presence of others. However, important gender differences occurred: mood enhancement for women (vs. men) only occurred when the task was nondemanding. In the case of life satisfaction, only women were sensitive to the presence of others. We discuss how these effects inform the social facilitation literature.


Diametros ◽  
2021 ◽  
Author(s):  
Massimo Reichlin

Tännsjö’s book Setting Health-Care Priorities defends the view that there are three main normative theories in the domain of distributive justice, and that these theories are both highly plausible in themselves, and practically convergent in their normative conclusions. All three theories (utilitarianism, the maximin/leximin theory and egalitarianism) point to a somewhat radical departure from the present distribution of medical resources: in particular, they suggest redirecting resources from marginal life extension to the care of mentally ill patients. In this paper I wish to argue, firstly, that prioritarianism should not be considered as an amendment to utilitarianism, as it is in Tännsjö’s view, but as a distinctive fourth option. This can best be appreciated if we focus on a reading of the theory that emphasizes its derivation from egalitarianism and its attempt to develop an intermediate approach between utilitarian and egalitarian intuitions. Secondly, in response to Tännsjö’s central objection to prioritarianism, I will argue that the theory does not apply in intrapersonal cases but is only relevant for decisions regarding the interpersonal distribution of benefits. Finally, I will suggest that a practical convergence of the four theories on specific issues such as artificial reproduction or mood enhancement is far less likely than Tännsjö seems to believe.


2021 ◽  
pp. 030573562097868
Author(s):  
Annemieke JM van den Tol ◽  
Roger Giner-Sorolla

Ironic enjoyment occurs when people enjoy music despite or because of it being evaluated as bad. Although initial qualitative results suggest that this phenomenon fulfills a variety of self-regulatory functions that are also found in enjoyed music, to date no research has experimentally tested how important these functions are in ironically enjoyed music, in comparison to naturally enjoyed music. In two between-subjects experiments, participants ( N = 216 and N = 143) were instructed to think back to a recent occasion in which they listened to a piece of music which they either enjoyed ironically or enjoyed naturally. They then answered questions on the effects this had on them (Studies 1 and 2) and on the subjective qualities of the music (Study 2). The results suggested that ironically enjoyed music had less effect on personal identification and on managing positive or negative moods and was also appreciated less and judged as less novel than naturally enjoyed music. Differences in mood-management functions were associated with lower levels of subjective qualities of ironically enjoyed music, especially appreciation. Novelty was especially related to positive mood enhancement for ironically enjoyed music. Participants mentioned humor as an additional function of ironically enjoyed music listening.


Author(s):  
Stefan Weber ◽  
Fred W. Mast ◽  
David Weibel

Research suggests that immersion in computer games is beneficial for recovering from stress and improving mood. However, no study linked explicit measures of presence—individually experienced immersion—to mood enhancement. In the present experiment, immersion of a gaming activity was varied, and levels of presence and enjoyment were measured and connected to mood repair after a stress-induction. The participants (N = 77) played a game in virtual reality (VR; high immersion), on the desktop (medium immersion), or watched a recording of the game (low immersion). Positive emotions were enhanced in the high and medium, but not the low immersion condition. Presence was a significant predictor in the VR condition. Furthermore, an explanatory mediation analysis showed that enjoyment mediated the effect of presence on mood repair. These findings demonstrate positive effects of presence experiences in gaming. Strong presence in VR seems especially helpful for enhancing mood and building up positive emotional resources.


Author(s):  
Faouzi Kamoun ◽  
May El Barachi ◽  
Russell Hamilton ◽  
Ahmed Ben Hadj Khelifa

Mood swings are commonly observed phenomena among hospitalized patients. As a result, there has been a growing interest in developing solutions that can assist caregivers in acquiring a better understanding of patient mood states and behaviors. A key challenge resides in the need to not only monitor patients' mood state but also to try to influence it and regulate it. This article presents the IASO self-reporting system, a persuasive clinical mood tracking, and a management application for hospital patients. We describe the design process of the system, its technical implementation details, and key features. Unlike most earlier related studies, IASO incorporates the concept of mood-based adaptive art (MBAA) that triggers animated digital art clips with background sounds in response to patients' self-reported mood states, thus offering a tool for creative healing and mood enhancement. Our proposed solution empowers patients to gain more control over their wellbeing, regulates their moods and enables caregivers to receive timely feedback about potential mood swings and dangerous mood conditions.


2019 ◽  
Vol 4 (2) ◽  
pp. 145-154
Author(s):  
Jack Buchanan ◽  
Chandra Sripada
Keyword(s):  

2019 ◽  
pp. 109-115
Author(s):  
K. B. E. E. Eimeleus

This chapter discusses ski games. It explains that games on skis have great impact. In addition to benefiting mental health, they are an important factor in physical training and the development of dexterity, strength, and the well-being of participants. The educational significance is well-known to all, whether a person plays against others or plays within a team. Furthermore, many good qualities are fostered through participation in games: attention, presence of mind, self-confidence, fairmindedness, willingness to help one another, self-denial, and composure. On the physical side, games can show how proficiently one manage one's skis; physiologically, blood circulation accelerates, breathing intensifies, the nervous system gains strength, and a person grows strong and hardy. There is also the value of a game as entertainment, recreation, and as a means of mood enhancement. With these benefits in mind, the chapter suggests a few ski stunts and games.


Author(s):  
Sunil Deshmukh ◽  
Shreeshail Ghooli ◽  
Ravi S. Kurle

Background: Gutkha is a preparation of crushed tobacco, lime, catechu, areca nut and flavouring agent. Gutkha chewing may lead to various diseases like cancer of oral cavity, gingival diseases, addiction, submucosal fibrosis and overall poor health of an individual. The use of gutkha in youths is highly prevalent due to a lack of awareness and education and has misconceptions, particularly in rural areas like chewing tobacco products aids in digestion, acts as germ-killer, mood enhancement and tension relief.Methods: The study was undertaken to know the knowledge, attitude and practice among gutkha chewers of Hiroli village in Kalaburagi district, Karnataka, India. The study sample comprised a total of 479 participants.Results: The result of the study showed that the prevalence of smokeless tobacco consumption is high in rural population (49.2%). And most of the participants (51%) agreed that gutkha chewing is injurious to health, but the knowledge of gutkha causing oral and throat cancer was limited (40.6% and 36.4% respectively).Conclusions: The result indicated to increase awareness programs on associated health risks that focus on improving the knowledge, attitude and practice of gutkha chewing.


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