Neuroethical considerations on pharmacological mood enhancement

2019 ◽  
Vol 62 ◽  
pp. 43-62
Author(s):  
Beong Wan Chu
Keyword(s):  
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.


2006 ◽  
Vol 9 (5-6) ◽  
pp. 195-200 ◽  
Author(s):  
Andreas Michalsen ◽  
Martin K. Kuhlmann ◽  
Rainer Lüdtke ◽  
Marcus Bäcker ◽  
Jost Langhorst ◽  
...  

1983 ◽  
Vol 57 (1) ◽  
pp. 333-334 ◽  
Author(s):  
Joan C. Gondola ◽  
Bruce W. Tuckman

Most research on the effects of exercise on mood and personality has been conducted with men. Increased women's participation, particularly in running, prompted this study of the reactions of 464 women to tunning. The findings supported the claim that vigorous but not exhaustive exercise is most beneficial for enhancement of mood. Females running an average of 24 miles a week had healthier profiles on McNair's Profile of Mood States than those running 52 or 15 miles a week.


1993 ◽  
Vol 23 (3) ◽  
pp. 389-407 ◽  
Author(s):  
James D. Orcutt

This study employs a combination of questionnaire and diary data to examine positive emotional changes that a sample of 328 students experienced during routine episodes of social drinking. Quasi-experimental comparisons of participants versus nonparticipants in weekday or weekend evening drinking events reveal two basic patterns of change in drinkers' ratings of situational affect. Participants in weekday drinking events — in contrast to weekend drinkers — show a transitional pattern of reduction in stress from a predrinking baseline period to the subsequent period when they began to drink. Increases in sociable affect emerge within the context of both weekday and weekend drinking events, but this contextual pattern of mood enhancement is especially prominent at certain times among drinkers who score relatively high on a dispositional measure of sociability. These results support theoretical analyses of the cultural regulation and mood-setting functions of social drinking rituals.


2001 ◽  
Vol 33 (5) ◽  
pp. S168 ◽  
Author(s):  
M A. Shepanski ◽  
M D. Hoffman ◽  
S B. Ruble ◽  
Z Valic ◽  
J B. Buckwalter ◽  
...  

BMC Medicine ◽  
2013 ◽  
Vol 11 (1) ◽  
Author(s):  
Andreas G Franke ◽  
Christiana Bagusat ◽  
Pavel Dietz ◽  
Isabell Hoffmann ◽  
Perikles Simon ◽  
...  

2002 ◽  
Vol 34 (5) ◽  
pp. S29 ◽  
Author(s):  
W D. Russell ◽  
B Pritschet ◽  
E Frost ◽  
J Emmett ◽  
T J. Pelley ◽  
...  

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.


Sign in / Sign up

Export Citation Format

Share Document