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1.
Sleep facilitates declarative memory processing. However, we know little about whether sleep plays a role in the processing of a fundamental feature of declarative memory, relational memory – the flexible representation of items not directly learned prior to sleep. Thirty-one healthy participants first learned at 12 pm two sets of face–object photograph pairs (direct associative memory), in which the objects in each pair were common to both lists, but paired with two different faces. Participants either were given approximately 90 min to have a NREM-only daytime nap (n = 14) or an equivalent waking period (n = 17). At 4:30 pm, participants who napped demonstrated significantly better retention of direct associative memory, as well as better performance on a surprise task assessing their relational memory, in which participants had to associate the two faces previously paired with the same object during learning. Particularly noteworthy, relational memory performance was correlated with the amount of NREM sleep during the nap, with only slow-wave sleep predicting relational memory performance. Sleep stage data did not correlate with direct associative memory retention. These results suggest an active role for sleep in facilitating multiple processes that are not limited to the mere strengthening of rote memories, but also the binding of items that were not directly learned together, reorganizing them for flexible use at a later time.  相似文献   

2.
IntroductionThe Game Addiction Scale (GAS: Lemmens, Valkenburg, & Peter, 2008, 2009) is a short instrument (7-item) for evaluating video game playing by adolescents.ObjectiveThe aim of the current research was to investigate the psychometric properties of a French version of the 7-item Game Addiction Scale for adolescents.MethodTwo studies were conducted with two samples of French adolescents between the ages of 10 and 18 (study 1: n = 159; study 2: n = 306). First, we examined the factor structure and internal consistency. Second, we added a concurrent validity analysis with estimation of the daily time spent playing video games and an assessment of depression and anxiety.ResultsIn both studies, the factor analysis revealed a one-factor structure that had good psychometric properties and fit the data well. The analysis also confirmed good internal consistency of the scale. Correlation analysis in the second study showed that the GAS score had significant positive relationships with the time spent playing video games, depression, anxiety, and the fact of being a boy, thereby supporting the concurrent validity of the scale.ConclusionThis French version of the GAS seems to be a reliable tool for identifying and assessing problematic use of video games.  相似文献   

3.
Abstract

It is a common practice for young adults to delay their weekend sleep schedule. The present study was designed to assess the effect of this sleep pattern on the sleep of Sunday night and the functioning of Monday morning. The sleep schedules of 30 young adults were manipulated for 2 consecutive weeks. In the Habitual-Sleep (HS) week, subjects followed their habitual sleep schedule throughout the week; in the Delayed-Sleep (DS) week, subjects' sleep schedule on Friday and Saturday nights were delayed by two hours. Compared to the HS week, subjects showed significantly lower subjective sleepiness near bedtime and trends of longer sleep onset latency on Sunday night in the DS week. In addition, there was both lowered cognitive performance and overall mood rating on Monday morning in the DS week. The delayed weekend sleep pattern contributes to Sunday night insomnia and the Monday morning “blues”.  相似文献   

4.
The well-documented sex difference in mental rotation favoring males has been shown to emerge only for 2-dimensional presentations of 3-dimensional objects, but not with actual 3-dimensional objects or with virtual reality presentations of 3-dimensional objects. Training studies using computer games with mental rotation-related content have demonstrated training effects on mental rotation performance. Here, we studied the combined effect of a two-week mental rotation (MR) training on 2-dimensional vs. 3-dimensional presentations of a classic Shepard–Metzler task (presented in a pretest–training–posttest design) and their accompanying cortical activation patterns assessed via EEG in a sample of 38 male and 39 female adolescents of about 15 years of age. Analysis of one performance parameter (reaction times) displayed only main effects of dimensionality (with shorter RTs on the 3D vs. 2D version of the MR task) and of training (significant shortening of RTs), but no significant sex difference. Analysis of the other performance parameter (scores) in the MR task revealed a sex difference favoring males that first, appeared only in the 2D version, but not in the 3D version of the MR task and, secondly, diminished after training. Neurophysiologically we observed a complex sex × dimensionality × training × hemisphere interaction showing that the hypothesized decrease of brain activation (increase in neural efficiency) with training emerged for males in both 2D and 3D conditions, whereas for females this decrease was found only in the 3D but not with the 2D version of the MR task.  相似文献   

5.
We tested whether dreams can anticipate a stressful exam and how failure/success in dreams affect next-day performance. We collected information on students’ dreams during the night preceding the medical school entrance exam. Demographic, academic, sleep and dream characteristics were compared to the students’ grades on the exam. Of the 719 respondents to the questionnaire (of 2324 total students), 60.4% dreamt of the exam during the night preceding it. Problems with the exam appeared in 78% of dreams and primarily involved being late and forgetting answers. Reporting a dream about the exam on the pre-exam night was associated with better performance on the exam (p = .01). The frequency of dreams concerning the exam during the first term predicted proportionally higher performance on the exam (R = 0.1, p = .01). These results suggest that the negative anticipation of a stressful event in dreams is common and that this episodic simulation provides a cognitive gain.  相似文献   

6.
This study examined coordination of the spine and pelvis during lateral bending of the trunk in older adults. Thirty-four healthy subjects (17 young and 17 older adults) demonstrated lateral bending at a controlled speed while holding a bar at approximately 180 degrees of shoulder flexion. Kinematic data collection was completed on the thoracic spine, lumbar spine, and pelvis. The coupling angle was calculated to examine the thorax–lumbar, lumbar–pelvis, and thorax–pelvis coordination patterns. The older adults demonstrated a reduced range of motion (ROM) of the lumbar spine, while both groups revealed similar ROM in the thorax and in the pelvis. The coupling angle between the straightening and bending phases was different only for the older adults in the thorax–lumbar (23.4 ± 8.0 vs. −1.6 ± 4.4, p = 0.004) and the lumbar–pelvis (65.4 ± 7.2 vs. 86.1 ± 7.8, p = 0.001) coordination. However, there was no group difference in the thorax–pelvis coordination. These findings indicate that age-related changes in the lumbar region affect coordination patterns only during the bending phase. The older adults preserved a similar pattern of movement to the young adults during the straightening phase, but the coordination variability of the coupling angles was greater for the older adults than for the young adults. This movement pattern suggests that the older adults lacked consistent trunk control in an attempt to optimize lateral bending coordination.  相似文献   

7.
The aim of this longitudinal study was to examine changes in the appraisals of personal goals during young adulthood, and to investigate personality and motivation as predictors of goal appraisals. Israeli young adults (N = 284, 46% female) were assessed four times during ages 23–29 and reported on their goal appraisals (goal investment, goal momentum and goal stress), personality (efficacy and self-criticism) and motivation (autonomous motivation, controlled motivation, amotivation). The results showed mean stability for goal investment and momentum, whereas goal stress declined. Efficacy predicted higher goal investment and momentum 6 years later, while self-criticism accounted for individual differences in goal stress. Autonomous motivation predicted higher goal investment and momentum, while amotivation related to higher goal stress.  相似文献   

8.
PurposeThe mediating relationship of self-conceptions as a risky driver on self-reported driving violations was examined for players of “drive’em up” and “circuit” racing video games using an Internet survey of automobile and racing club members. Structural equation modelling (SEM) tested Fischer et al. (2012) extended socio-cognitive model on the effects of risk-glorifying media on cognitions and actions.MethodAn Internet questionnaire was developed and relied upon validated instruments or questions derived from previous surveys. Driver club members were asked about: (1) their frequency of video game playing, (2) self-perceptions as a risky driver and (3) self-reported driving violations. SEM was performed to examine mediating effects of racing video game playing on self-reported driving violations.ResultsPlaying “drive‘em up” video games positively predicted risky self-concept (β = .15, t = 2.26), which in turn, positively predicted driving violations (β = .73, t = 8.63), while playing “circuit racing” games did not predict risky self-concept, although risky self-concept did predict driving violations (β = .72, t = 8.67).ConclusionsSelf-concept as a risky driver mediated the relationship between racing video game playing and self-reported driving violations for “drive’em up”, but not for “circuit racing” video games. These findings are congruent with Fischer and colleagues’ experimental model that self-concept as a reckless driver mediated the relationship between racing video game playing for “drive’em up”, but not for “circuit racing” games and risk-taking behavior in a video of road traffic scenarios.  相似文献   

9.
Much research has demonstrated that speeding is the most common offense among car drivers. However, few studies have focused on this offense among drivers of large trucks. This paper investigates the factors that lead to speeding offenses for drivers of large trucks in Taiwan. The study sample consisted of information for 2101 male large-truck drivers from a national survey in 2012. The results revealed that drivers’ daily working hours ranged from 2 to 15 h with a mean of 9.67 h, and that they worked for approximately 25.23 days – and rested only 4.77 days – per month. Among these observed drivers, 11.6% reported having at least one speeding offense over a one-year period. The results of a logistic regression model presented that the factors that influenced speeding offense were not related to job experience. Rather, the driver’s demographics (age and education), mental condition (sleep quality), and driving status (yearly distance driven and driving late at night) were significantly linked to speeding offenses.  相似文献   

10.
Adolescents (N = 46; M = 12.46 years) who had previously participated in a longitudinal study of autobiographical memory development narrated their early childhood memories, interpreted life events, and completed a family history questionnaire and language assessment. Three distinct components of adolescent memory emerged: (1) age of earliest memory and insight into life events; (2) volume of early memories; and (3) density of specific memories from early childhood. Children's language, self-awareness, and theory of mind during early childhood (19–51 months) all contributed to their memories as adolescents. However, adolescents’ early reminiscing environment was the best single predictor of the age and volume of their early memories and their insight into life events. In contrast, adolescents’ delayed self-recognition and reminiscing in early childhood predicted the density of their early memories. These findings provide partial support for theories of autobiographical memory development.  相似文献   

11.
IntroductionInternet Gaming Disorder (IGD) was introduced for the first time within the “conditions for further study” in the fifth edition of the Diagnostic and Statistical Manual of the American Psychiatric Association, and a systematic review has concluded that the only available instrument for its measurement is the Problem Video Game Playing scale (PVP). Nevertheless, this scale was presented as a diagnostic tool for adolescents, and to date no study has analyzed its properties amongst adults.ObjectiveThe aim of the study was to analyze and compare the diagnostic and psychometric properties of the PVP in adult and adolescent gamers.MethodTwo samples of adult (n = 525) and adolescent (n = 384) gamers completed a survey including patterns of play, PVP, Severity of Dependence Scale, and other measures of playing to excess.ResultsConfirmatory factor analyses revealed that the scale presents a one-factor structure that is similar to that of the original version, both in adults and adolescents. Construct validity was supported by highly significant associations between the PVP and all alternative measures of playing to excess. On the other hand, reliability values were lower than in previous studies.ConclusionsThe PVP scale's properties are appropriate for the measurement of problem video gaming in adults as well as in adolescents, but studies with clinical assessments are still needed before any cutoff value for diagnosis can be established.  相似文献   

12.
This study investigated the role of friendships and social acceptance in self-perceptions of appearance and depressive symptoms, comparing adolescents with and without a facial difference. Adolescents with a visible cleft (n = 196) were compared with adolescents with a non-visible cleft (n = 93), and with a comparison group (n = 1832). Boys with a visible difference reported significantly more positive perceptions of friendships and less depressive symptoms than the comparison group. These results were interpreted in the context of indicators of emotional resilience. The objective measure of facial difference did not explain levels of depressive symptoms, while subjective measures did. Subjective ratings of appearance mediated the association between social acceptance and depressive symptoms in all samples. Gender did not contribute in explaining the paths between friendships, appearance, and depressive symptoms. The associations between perceptions of social acceptance, appearance, and emotional distress, support the possible utility of strengthening social experiences in preventing and treating appearance-concerns.  相似文献   

13.
Falls are the third leading cause of unintentional injuries for ages 18–35 years (CDC), but the causes and circumstances of falls in this age group are understudied. The purpose of this study was to document the frequency and circumstances of falls in young adults with a daily online survey. Ninety-four undergraduate students (19.9 ± 0.9 years) received a daily email for 16 weeks regarding slips, trips and falls in the past 24 h (93% response rate). More than half of the participants (52%) fell in the 16-week interval. Injuries were reported in 16% of falls, and medical treatment was received in 4% of all falls. The majority of falls occurred while walking (58%), and the main cause of the fall was a slip (48%) or trip (25%). On average, participants fell once out of every 18 perceived slips and trips. Physical activity level did not distinguish fallers from non-fallers (p = 0.45), but for those who did fall, falls were more frequent as physical activity level increased (p = 0.007). The high fall and injury rate in a short interval reflects the inherent instability of bipedal locomotion and indicates that falls are not a trivial problem for young adults.  相似文献   

14.
The purpose of this study was to measure the effect of action video gaming on central elements of visual attention using Bundesen's (1990) Theory of Visual Attention.To examine the cognitive impact of action video gaming, we tested basic functions of visual attention in 42 young male adults. Participants were divided into three groups depending on the amount of time spent playing action video games: non-players (< 2 h/month, N = 12), casual players (4–8 h/month, N = 10), and experienced players (> 15 h/month, N = 20). All participants were tested in three tasks which tap central functions of visual attention and short-term memory: a test based on the Theory of Visual Attention (TVA), an enumeration test and finally the Attentional Network Test (ANT). The results show that action video gaming does not seem to impact the capacity of visual short-term memory. However, playing action video games does seem to improve the encoding speed of visual information into visual short-term memory and the improvement does seem to depend on the time devoted to gaming. This suggests that intense action video gaming improves basic attentional functioning and that this improvement generalizes into other activities. The implications of these findings for cognitive rehabilitation training are discussed.  相似文献   

15.
Quitting smoking during young adulthood can substantially reduce tobacco-related morbidity and mortality later in life. Depressive symptomatology is prevalent among smokers and increases risk for poor smoking cessation outcomes. However, few integrated behavioral interventions simultaneously target smoking and depressive symptoms and rarely have young smokers been included in the development of these interventions. In this paper we describe an 8-session behavioral activation–based treatment for smoking (BATS; MacPherson et al., 2010) adapted for youth. We conducted a series of focus groups with young adult smokers with depressive symptoms in order to modify treatment manuals to be developmentally appropriate. Subsequently, we completed a small pilot group (n = 5) of the intervention to provide preliminary data on feasibility, acceptability, and outcomes. We provide a case series of the participants in order to provide clinical illustrations of how the modified BATS treatment was implemented among young adults. Most pilot study participants exhibited smoking abstinence and smoking reductions at the end of treatment, as well as improvement in depressive symptoms and maintenance of levels of activation and environmental reward. Participants provided positive qualitative constructive feedback regarding the intervention.  相似文献   

16.
Most studies investigating trunk kinematics have not provided adequate quantification of spinal motion, resulting in a limited understanding of the healthy spine’s biomechanical behavior during gait. This study aimed at assessing spinal motion during gait in adolescents, adults and older individuals.Fourteen adolescents (10–18 years), 13 adults (19–35 years) and 15 older individuals (≥65 years) were included. Using a previously validated enhanced optical motion capture approach, sagittal and frontal plane spinal curvature angles and general trunk kinematics were measured during shod walking at a self-selected normal speed.Postural differences indicated that lumbar lordosis and thoracic kyphosis increase throughout adolescence and reach their peak in adulthood. The absence of excessive thoracic kyphosis in older individuals could be explained by a previously reported subdivision in those who develop excessive kyphosis and those who maintain their curve. Furthermore, adults displayed increased lumbar spine range of motion as compared to the adolescents, whereas the increased values in older individuals were found to be related to higher gait speeds. This dataset on the age-related kinematics of the healthy spine can serve as a basis for understanding pathological deviations and monitoring rehabilitation progression.  相似文献   

17.
Watson (2001) reported moderate correlations between the Iowa Sleep Experience Survey (ISES) and self-report measures of dissociation and schizotypy. Subsequent investigations (Fassler, Knox, & Lynn, 2003; Watson, 2003) reported similar, although somewhat more modest, correlations between the ISES and measures of dissociation and schizotypy, as well as with measures of absorption and negative affect. The present study tested subjects in conditions in which the measures of sleep experiences were administered with other measures in either the same (N = 86) or a different (N = 87) test context. We determined that sleep experiences were associated with measures of dissociation, absorption, and schizotypy. We closely replicated Watson (2001) and found that the ISES correlations with other measures were not affected by the test context. We suggest that Watson’s (2001) hypothesized common domain of unusual cognitive and perceptual experiences (e.g., sleep experiences) may be underpinned by common ties to imaginative experiences.  相似文献   

18.
This study investigated whether trait anger linked to actual sleep behavior and what anger tendencies play the most important role for particular aspects of sleep. Data from 436 adults in Midlife of the United States Study were used to link anger tendencies to both objectively (actigraphy) and subjectively (daily diary) assessed sleep across a week. Overall, individuals who had poor anger control also had worse objectively and subjectively measured sleep and these relations were robust to effects of gender, age, race, socioeconomic status, and stress. The findings tie actual sleep behavior to individual differences in anger, suggesting poor anger control plays the most important role, and add to the growing evidence that anger and sleep depend on each other.  相似文献   

19.
The experiment was conducted to determine the influence of mirror movements in bimanual coordination during life span. Children, young adults, and older adults were instructed to perform a continuous 1:2 bimanual coordination task by performing flexion–extension wrist movements over 30 s where symmetrical and non-symmetrical coordination patterns alternate throughout the trial. The vision of the wrists was covered and Lissajous-feedback was provided online. All age groups had to perform 10 trials under three different load conditions (0 kg, .5 kg, 1.0 kg: order counterbalanced). Load was manipulated to determine if increased load increases the likelihood of mirror movements. The data indicated that the performance of the young adults was superior compared to the children and older adults. Children and older adults showed a stronger tendency to develop mirror movements and had particular difficulty in performing the non-symmetrical mode. This type of influence may be attributed to neural crosstalk.  相似文献   

20.
Although ample research has shown the satisfaction of the basic psychological needs for autonomy, competence, and relatedness, as defined within Self-Determination Theory, to be related to well-being, the relation with sleep-related functioning has not yet been examined. Hence, the present study explored the association between basic psychological need satisfaction and subjective measures of sleep and daytime dysfunction, as well as the explanatory role of need satisfaction in the relation between mindfulness and financial strain and these outcomes, in an adult sample (N = 215, 61% female; Mean age = 31). The results indicated that low psychological need satisfaction related to poor sleep quality, lower sleep quantity, and more daytime dysfunction. Finally, mindfulness and financial strain related, respectively, negatively and positively to poor sleep quality and daytime dysfunction through need satisfaction, suggesting that need satisfaction represents a critical explanatory mechanism. The role of psychological need satisfaction in the adequate regulation and satisfaction of the physiological need for sleep is discussed.  相似文献   

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