scholarly journals Pleasant Emotions Widen Thought–Action Repertoires, Develop Long-Term Resources, and Improve Reaction Time Performance: A Multistudy Examination of the Broaden-and-Build Theory Among Athletes

2021 ◽  
Vol 43 (2) ◽  
pp. 155-170
Author(s):  
Mark A. Thompson ◽  
Adam R. Nicholls ◽  
John Toner ◽  
John L. Perry ◽  
Rachel Burke

The authors investigated relationships between emotions, coping, and resilience across two studies. In Study 1a, 319 athletes completed dispositional questionnaires relating to the aforementioned constructs. In Study 1b, 126 athletes from Study 1a repeated the same questionnaires 6 months later. In Study 2, 21 athletes were randomly allocated to an emotional (e.g., pleasant or unpleasant emotions) or control group and undertook a laboratory-based reaction-time task across three time points. Questionnaires and salivary cortisol samples were collected before and after each performance with imagery-based emotional manipulations engendered during the second testing session. Partial longitudinal evidence of the broaden-and-build effects of pleasant emotions was found. Pleasant emotions may undo lingering cognitive resource losses incurred from previous unpleasant emotional experiences. In Study 2, pleasant and unpleasant emotions had an immediate and sustained psychophysiological and performance impact. Taken together, this research supports the application of broaden-and-build theory in framing emotional interventions for athletes.

1978 ◽  
Vol 1 (3) ◽  
pp. 255-261 ◽  
Author(s):  
Joyce Parr Schaie ◽  
Karl Syndulko

Correlations between the amplitudes and latencies of the slowly developing negative potential called the contingent negative variation (CNV) and performance in two tasks requiring motor response were studied. Time estimation and forewarned reaction time tasks were used with preparatory intervals of 2, 4, and 8 sec duration. Youngyoung, young-old, and old-old groups of females were tested. The hypothesis that deficits in time estimation ability in the elderly might help to account for age differences in performance in reaction time was investigated. Significant age and interval related differences in the correlation between time estimation ability and reaction time performance were found. The findings are discussed in terms of thefr potential significance for developmental research and clinical assessment.


1978 ◽  
Vol 22 (1) ◽  
pp. 21-21
Author(s):  
Rodney K. Schutz ◽  
Thomas F. Smith

Reaction time and error rates on a simple reaction task and on a two-stage choice reaction task were measured. Performance was measured before, during and after exhaustive exercise. Nine exercise conditions were tested using a bicycle ergometer based on three pedal forces of 12.6, 21.1 and 29.5 pounds and three pedal rates of 30, 60 and 90 rpms. Exercise was continued until exhaustion or for 20 minutes. Eleven male subjects were randomly assigned to an eight man exercise group or a three-man control group. The study was conducted in three phases; an unlearned phase, a training phase and a fully learned phase.


2019 ◽  
Author(s):  
Ancret Szpak ◽  
Stefan Carlo Michalski ◽  
Dimitrios Saredakis ◽  
Celia Chen ◽  
Tobias Loetscher

Developing an understanding of how virtual reality (VR) aftereffects may influence later activities could help to minimise the risk of using head-mounted displays (HMDs) for various applications. This study investigated the visual and cognitive aftereffects of using HMDs and their relationship to the reporting of VR sickness symptoms. Visual (accommodation and vergence) and cognitive (reaction time and rapid visual processing) assessments were employed before and after participants engage in a 30-minute VR table tennis game (VR group, n = 27) or went about their daily activities (control group, n = 28). VR sickness symptoms were captured using the Simulator Sickness Questionnaire (SSQ). The data showed changes in accommodation but no concurrent changes in vergence, which likely stems from decoupling accommodation and vergence in VR. Furthermore, larger changes in accommodation were linked to a greater reporting of sickness symptoms suggesting that decoupling accommodation and vergence could be more adverse than previously thought. Participants in the VR group also showed slower decision (cognitive) times, but VR did not seem to affect their movement times in a five-choice reaction time task. The novel visual and cognitive findings from this study may be valuable to obtain a better understanding of the user issues and safety around VR usage.


1997 ◽  
Vol 25 (4) ◽  
pp. 345-352 ◽  
Author(s):  
Jeffrey Goldstein ◽  
Lara Cajko ◽  
Mark Oosterbroek ◽  
Moniek Michielsen ◽  
Oscar Van Houten ◽  
...  

This study examined the effects of playing video games (Super Tetris) on the reaction time, cognitive/perceptual adaptability, and emotional well-being of 22 noninstitutionalized elderly people aged 69 to 90. Volunteers in an elderly community in the Netherlands were randomly assigned to a videogameplaying experimental group or a nonplaying control group. The televisions of the 10 videogame players were provided with Nintendo SuperNes systems. Participants played Super Tetris 5 hours a week for 5 weeks, and maintained a log of their play. Before and after this play period, measures of reaction time (Sternberg Test; Steinberg, 1969), cognitive/perceptual adaptability (Stroop Color Word Test; Stroop, 1935), and emotional well-being (self-report questionnaire) were administered. Playing video games was related to a significant improvement in the Sternberg reaction time task, and to a relative increase in selfreported well-being. On the Stroop Color Word Test, both the experimental and control groups improved significantly, but the difference between groups was not statistically significant. The videogame-playing group had faster reaction times and felt a more positive sense of well-being compared to their nonplaying counterparts. Consistent with previous research on video games and the elderly, the present study finds the strongest effects on measures of reaction time, and the weakest effects on cognitive performance measures. Explanations and alternative interpretations of these findings are discussed.


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