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1.
抑郁症的内表现型:快感缺失及其测量方法   总被引:1,自引:0,他引:1  
快感缺失,指的是体验快乐的能力下降,广泛出现在抑郁症中,但同时也是其他如精神分裂症的重要症状。虽然快感缺失在精神病理学上非常重要,但较少受到研究重视。文章探讨了抑郁症和快感缺失的关系以及快感缺失个体的大脑奖励系统受损的神经机制,同时介绍了快感缺失可以进一步区分为期待性和消费性两种损害类型以及研究所用的主客观测量方法。指出快感缺失作为抑郁症最有可能的内表现型及其对疾病发展的作用,需要进一步研究深入。  相似文献   

2.
抑郁逐渐低龄化使得青少年抑郁备受关注。快感缺失,作为抑郁的一种核心临床症状,已成为抑郁最具前景的内表型之一。然而,青少年抑郁的快感缺失的神经机制迄今仍不清楚。本研究首先汇总两种神经机制模型即三元模型和社会挫折模型;其次,在多种奖励加工如金钱奖励、努力动机奖励、未来奖励和社会奖励条件下,概述青少年抑郁的快感缺失的神经机制前沿进展。未来可以深入探索努力动机奖励和未来奖励在预测青少年抑郁中的作用,加强研究青春期阶段与性别是如何交互影响早期抑郁快感缺失,将无创伤电磁刺激应用于青少年抑郁干预中,进一步澄清青少年抑郁的快感缺失的神经发展机制。  相似文献   

3.
孙家栋 《美与时代》2003,(10):20-21
乐舞活动很可能是原始人日常生活中极其重要的一种宣泄情绪的手段,它往往通过形象化、韵律化的语言、曲调,以及节奏感极强的人体动作,来表达劳动的愉快、宗教的体验、甚至于朦胧的审美的快感。  相似文献   

4.
社交缺陷是自闭症谱系障碍的核心症状。以往研究更多从社会认知的角度指出该症状是心理理论损伤所致, 但自闭症谱系障碍个体在获得心理理论之前已表现出社会动机不足的特质, 且部分能通过心理理论测试的个体依旧表现出社会动机不足的特点。社会动机理论指出社会动机是促进人类进化、激发和维持个体社会性活动的重要内部动力, 自闭症谱系障碍者的社交缺陷是由于社会动机不足所致。该理论从行为表现、神经科学和生物学三个方面对自闭症谱系障碍者的社交缺陷进行解释。未来应进一步完善自闭症谱系障碍个体社会动机的神经机制研究, 明确社会动机理论在自闭症谱系障碍群体中的适用范围, 探究社会动机理论在评估诊断和临床康复中的应用价值。  相似文献   

5.
<正>一、激励性奖赏人类最积极的、最快乐的情绪,都离不开大脑奖赏系统的“辛勤付出”。当我们做出了有利于自己的行为时,大脑的奖赏系统就开始工作,此时多巴胺会被大量释放,我们就会有积极的、愉悦的、心潮澎湃的心理体验。研究发现,我们在完成某个目标的过程中,快感最高点实际并不是在目标被完成之后,  相似文献   

6.
该研究以认知负荷为调节,探讨了不同的情绪体验对工作记忆的影响情况。采用2(认知负荷:低负荷;高负荷)×3(情绪刺激图片:愉快、厌恶、中性)两因素混合实验设计,对57名被试进行了单独实验。结果发现:(1)在低认知负荷上,被试在不同情绪体验下的反应时差异不显著,但在高认知负荷任务上,与中性情绪体验相比,被试在愉快情绪体验下的反应时显著增长,而在厌恶情绪体验下的反应时显著变短;(2)在低认知负荷上,被试在不同情绪体验下的正确率差异不显著,但在高认知负荷任务上,与中性情绪体验相比,被试在愉快情绪体验下的正确率显著提高,而在厌恶情绪体验下的正确率显著降低。该结果表明,在低认知负荷上,情绪体验对工作记忆的刷新功能不产生影响;在高认知负荷上,情绪体验对工作记忆的刷新功能影响显著,其中愉快体验具有显著的促进作用。  相似文献   

7.
子女罹患精神分裂症对父母是巨大的冲击,本研究采用解释现象学研究方法,对武汉市某精神卫生中心病房住院治疗的6例未婚精神分裂症患者的父母进行深入访谈、现场录音和笔录,并分析资料。结果显示未婚精神分裂症患者住院期间控制感是父母的核心情绪体验,当失去控制感时,家属会体验到恐惧、焦虑、愤怒、自责,乃至抑郁,而当具有控制感时,家属则会体验到放松。提示专业人员在临床工作中需要考虑增强患者家属的控制感,这样可以促进家属的参与性,乃至增加患者的依从性。  相似文献   

8.
通过行为数据、生理数据和主观报告"三位一体"的方法,随机抽取60名大学生为被试,采用单因素3水平(情绪体验类型:感动、愉快、中性)被试间设计,以科学发明创造实验问题为创造力测试材料,探讨了不同类型的积极情绪体验对创造力的影响。结果发现:积极情绪体验能有效促进创造力的发挥,但是不同的积极情绪体验类型效果不同。与中性情绪体验相比,感动体验和愉快体验对创造力都具有显著促进作用,且感动体验效果更好。不同积极情绪体验下男女被试在创造力上并无差异,这表明创造力水平并不存在男女性别差异。  相似文献   

9.
综述了近年来关于精神分裂症对情绪面部表情加工损伤的研究,讨论了这种损伤的性质,以及对这种损伤性质的解释,比如它属于一般性还是特异性的损伤,与临床症状以及认知特征之间的关系等。比较分析表明,精神分裂症情绪面部表情知觉损伤,可能兼有面部信息加工障碍和情绪信息知觉困难的特性。另外,介绍了国外关于针对精神分裂症面部表情再认和识别的康复训练研究以及近年来利用事件相关电位(ERPs)和功能磁共振成像(fMRI)等认知神经科学技术进行的神经生理机制研究  相似文献   

10.
精神分裂症患者的视觉观点采择影响其必要的社交活动和生活质量。本文通过对精神分裂症患者视觉观点采择的研究进行梳理,总结出相关的心理特点:精神分裂症患者的视觉观点采择过程受损,表现出自我中心性和他人中心性。在神经生理上表现出与视觉观点采择相关的脑区激活减弱。可能的原因是患者认知功能中反应抑制能力和心理旋转能力的受损所致,建议采用认知干预疗法可能会改善患者的视觉观点采择能力。目前的研究论证了精神分裂症患者视觉观点采择过程的损伤,对于不同水平的视觉观点采择下精神分裂症患者的认知模式还未有明确的定论,未来的研究可以从该角度入手,更加明确精神分裂症患者不同水平视觉观点采择的特点和神经生理活动。  相似文献   

11.
Thought, emotional and motivational disorders have long been recognized as clinical features of schizophrenia. This paper will focus on one deficit frequently observed in schizophrenia, hypohedonia, the diminished capacity to experience pleasure. As hypohedonia is difficult to distinguish from lack of social interest, avoidance and withdrawal from activity and interpersonal contacts, the following aspects of hypohedonia will be reviewed: definition; etiology; demographic characteristics; specificity to schizophrenia; related clinical features; and prognosis. Of special concern will be the implications of hypohedonia for the practice of occupational therapy and the possibilities for O.T. clinical intervention. Finally, the frustration and difficulties experienced by the clinician in developing the therapeutic relationship and maintaining professional interest will be addressed.  相似文献   

12.
The present study aims to advance insight into the role of pleasure in the daily effort‐recovery cycle. Specifically, using a within‐individual study design, we examine the associations between the pleasure employees experience during the evening after work and their recovery state that evening and at various points in time during the next workday. We also investigate associations between employees' recovery state at the end of the workday and the pleasure they experience during the subsequent evening. Multilevel analyses show that on days when employees experience higher levels of pleasure during the evening after work, they have a more favorable recovery state during that evening. Importantly, the extent to which employees experience pleasure during the evening after work is also positively related to their recovery state during the next workday. Finally, our study shows that on days when employees are in a more unfavorable recovery state at the end of the workday, they experience lower levels of pleasure during the subsequent evening after work. This study increases our insight into the role of pleasure in recovering from work and underlines the importance of engaging in pleasant activities after work.  相似文献   

13.
The authors evaluated whether self-reported trait anhedonia in schizophrenia reflects faulty memory, such that patients are capable of experiencing pleasure while engaged in enjoyable activities but underestimate their pleasure in recalling these experiences. Thirty schizophrenia patients and 31 nonpatient control participants rated their emotional responses to pleasant and neutral foods and film clips and completed a surprise recall task for their emotions after a 4-hr delay. Despite reporting elevated trait anhedonia, patients did not significantly differ from control participants in immediate pleasant emotional responses to the stimuli or in delayed recall for these experiences. In-the-moment pleasure and short-term retention for emotional experiences thus appear to be relatively intact in schizophrenia. Alternative explanations for the hedonic deficit in this disorder are discussed.  相似文献   

14.
This paper discusses the structural relationship between ideals on pleasure and pleasure as a human psychological phenomenon in Chinese thought. It describes the psychological phenomenon of pleasure, and compares different approaches by pre-Qin Confucian and Daoist scholars. It also analyzes its development in Song and Ming Confucianism. Finally, in the conclusion, the issue is transferred to a general understanding of happiness, so as to demonstrate the modern value of the classical ideological experience.  相似文献   

15.
This paper explores how virtual violence in computer games is used to enact the pleasure of transgression. It draws on theories of violence, virtuality, play, and space, combining them with an ethnographic perspective on pleasure as enacted emotional experience. I will analyze communicative emotional practices, observed in gaming videos on YouTube as well as during participant observation in online multiplayer games and in qualitative interviews, to come to a better understanding of the emotional experiences enacted when players transgress feeling rules within intersecting emotional spaces between games and everyday life.  相似文献   

16.
Anhedonia, defined as dysfunction in the experience of pleasant emotions, is a hallmark symptom of the schizophrenia spectrum. Of interest, it is well documented that patients with schizophrenia, at least as a group, do not show reductions in their state experience of pleasant stimuli. However, there is emerging evidence to suggest that individuals with schizotypy--defined as the personality organization reflecting the latent vulnerability for schizophrenia--do show these state deficits. This is paradoxical in that schizophrenia reflects a more pathological state in virtually every conceivable domain as compared with schizotypy. The present study examined self-reported affective reactions to neutral-, bad-, and good-valenced stimuli in individuals with psychometrically defined schizotypy and schizophrenia. Two separate control groups were also included, comprising psychometrically defined controls and stable outpatients with affective disorders. With no exceptions, the schizotypy group reported significantly less pleasant affect for each of the three conditions than each of the other groups. Conversely, the schizophrenia group did not statistically differ from the control groups for any of the conditions. Within both the schizotypy and schizophrenia groups, severity of negative symptoms/traits was associated with less pleasant report. We found that individuals with prominent negative symptoms and traits from the schizophrenia and schizotypy groups resembled each other in terms of state anhedonia. The present findings did not appear to reflect comorbid depression or anxiety. Our discussion centers on this apparent paradox in the schizophrenia spectrum--that individuals with schizotypy exhibit state anhedonia, whereas patients with schizophrenia do not.  相似文献   

17.
18.
张璇  周晓林 《心理科学进展》2021,29(10):1847-1854
审美对象特有的刺激属性会唤起观赏者特定的情绪或情感反应。个体在欣赏自然、艺术品和其他人类作品时会产生审美愉悦体验。审美愉悦-兴趣模型(PIA)认为, 审美愉悦体验包含审美过程中自动化加工阶段的审美愉悦和控制加工阶段的审美兴趣。近年来, 神经美学研究表明, 负责愉悦和奖赏的眶额叶皮层在审美过程中广泛激活, 是自动化加工阶段初级审美愉悦奖赏的神经基础, 而审美过程中纹状体亚回路中不同的连接和功能作用与两个阶段中审美愉悦的产生都有关联; 上述结果支持了审美愉悦-兴趣模型。但审美高峰体验时默认模式网络(DMN)相关脑区的激活和负责控制与理性思维的外侧前额叶皮层等脑区的失活, 提示在PIA模型强调的自动化加工阶段审美愉悦和控制加工阶段审美兴趣之上, 还有整合升华阶段的审美沉浸愉悦, PIA模型需得到进一步的扩展。未来研究应进一步检验审美愉悦认知加工模型及神经机制, 探索审美对创造力的影响机制和神经基础, 探讨不同审美经验愉悦机制的异同。  相似文献   

19.
This paper presents a discursive review of the dimensions pleasure, arousal and dominance that Mehrabian and Russell developed in 1974 to assess environmental perception, experience, and psychological responses. Since then numerous researchers applied these dimensions to assess the experience of the physical environment and its perceived qualities. Although the dimensions appeared to be useful, there is a long-lasting debate going on among environmental psychologists about the interpretation of pleasure, arousal and dominance and its underlying mechanisms. Due to the lack of clarity researchers use different adjectives to describe environmental experiences, which makes any comparison between research findings difficult. This paper shows that the three dimensions can be linked to the current ABC Model of Attitudes: pleasure, arousal and dominance can be respectively related to affective, cognitive and conative responses, i.e. Affect, Cognition and Behaviour (ABC). In addition, connecting the three dimensions to the triad feeling, thinking and acting, can also help to improve our understanding, interpretation and measurement of pleasure, arousal and dominance. Based on this review, it is proposed to re-introduce the three dimensions and to replace the nowadays often used two dimensional model with pleasure and arousal by a three dimensional model, including dominance as a third dimension, to represent the complete range of human responses.  相似文献   

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