scholarly journals Behavioural Development of Three Former Pet Chimpanzees a Decade after Arrival at the MONA Sanctuary

Animals ◽  
2022 ◽  
Vol 12 (2) ◽  
pp. 138
Author(s):  
Olga Feliu ◽  
Marti Masip ◽  
Carmen Maté ◽  
Sònia Sánchez-López ◽  
Dietmar Crailsheim ◽  
...  

Chimpanzees used as pets and in the entertainment industry endure detrimental living conditions from early infancy onwards. The preferred option for ending their existence as pet or circus chimpanzees is their rescue and transfer to a primate sanctuary that will provide them with optimal living and social conditions, so that they can thrive. In this case study, we had the rare opportunity to compare the activity budgets of three chimpanzees from their time as pets in 2004 to their time living at the MONA sanctuary in 2020, after almost a decade in the centre. We found their behaviour patterns changed in accordance with the sanctuaries’ rehabilitation objectives. Resting periods increased considerably while vigilance simultaneously declined sharply. Moreover, the chimpanzees’ social competence increased as allogrooming became the predominant social behaviour, and agonistic interactions diminished even though they were living within a larger social group at the sanctuary. All three chimpanzees expanded their allogrooming and proximity networks at the sanctuary, which included new group members, but they maintained the closest relationships to those conspecifics who they were rescued with. In conclusion, these findings suggest that the sanctuary environment and social group setting made it possible for these three chimpanzees to improve their social competence and increase their well-being over time.

Author(s):  
Matthew Sharritt ◽  
R. Kelly Aune ◽  
Daniel D. Suthers

A qualitative case study of student game play is presented, describing how game player communication becomes increasingly complex, efficient, and impenetrable by those who have not actively played the game. Transcripts of gathered video tape reveal how student ‘gamer talk’ became increasingly implicit, using terminology provided by the game and their shared context of playing the game. Over time, communication among game player group members generally became more efficient and less penetrable by members outside the group (such as new players), as players engaged in culture-building activities around their shared context. However, players occasionally became more explicit in their communication when grounding was required to reach shared meaning, such as in instances where players disagreed on the purpose of a particular game feature or strategy. Finally, implications are offered to suggest ways in which gamer cultures can be made more accessible to game designers and those guiding classroom interactions.


2018 ◽  
Vol 23 (1) ◽  
pp. 106-118 ◽  
Author(s):  
Heleen van Mierlo ◽  
Arnold B. Bakker

Purpose The purpose of this paper is to extend the current knowledge on psychological contagion and crossover by investigating the crossover of task-specific engagement (a positive, fulfilling state of mind) among group members. The paper also examines whether this crossover process is reinforced by strong group cohesion or by higher a priori levels of task engagement of the most engaged group member. Design/methodology/approach The authors operationalized crossover as within-group convergence on individual engagement over time. The authors studied this process in 43 newly formed groups performing a dynamic, interactive building task under controlled laboratory conditions, allowing the authors to observe the crossover process from a “zero” point, before any mutual influences had occurred. Findings Group member engagement scores indeed converged over time, supporting the proposed crossover effect of engagement, especially when the most engaged group member was highly engaged at the beginning of the group task. Unexpectedly, the explanatory role of group cohesion was not convincingly supported; the crossover of engagement was no stronger in groups with high cohesion. Practical implications These findings show that task-specific engagement is indeed transferred among group members, particularly when the most engaged group member is highly engaged. Originality/value Previous studies on psychological contagion and crossover were mainly focused on dyadic relationships and specific emotions or impaired well-being. The findings add to this literature by addressing the crossover of engagement – a more complex, beneficial psychological state – among group members and provide new input for developing and sustaining engagement in and of groups.


2020 ◽  
Vol 1 (2) ◽  
pp. 58
Author(s):  
Abu Yazid Abu Bakar ◽  
Nurul Anis Azizi ◽  
Siti Khadijah Hashim

The aim of the study conducted in order to help and to give exposure for the group members on          how to build self-confidence in facing society. Three objectives of the study are 1) to build self-        confidence among group members on how to face society, 2) to encourage and to give support in        self-motivation towards well-being among group members and 3) to give awareness for the group            members that this life needs courage and positive thoughts which are more meaningful. The      method of this study was conducted a group counselling session involving six mental health   patients who are recovered and still under doctor observation at the Hospital Canselor Tuanku Mukhriz (HCTM), which is under the Day Care Community Psychiatry, Medical Centre and     Faculty of Medicine, Universiti Kebangsaan Malaysia (UKM). The findings show that the responsiveness of respondents’ self-management is still lacking as they are still in the process of recovering and monitoring from Psychiatrists and Counsellor Officers at HCTM for time to time.


Author(s):  
R. Kelly Aune ◽  
Matthew Sharritt ◽  
Daniel D. Suthers

A qualitative case study of student game play is presented that describes how game player communication becomes increasingly complex, efficient, and impenetrable by those who have not actively played the game. Transcripts of gathered video tape reveal how student ‘gamer talk' became increasingly implicit, using terminology provided by the game and their shared context of playing the game. Over time, communication among game player group members generally became more efficient and less penetrable by members outside the group (such as new players), as players engaged in culture-building activities around their shared context. However, players occasionally became more explicit in their communication when grounding was required to reach shared meaning, such as in instances where players disagreed on the purpose of a particular game feature or strategy. Finally, implications are offered to suggest ways in which gamer cultures can be made more accessible to game designers and those guiding classroom interactions.


Author(s):  
Antonella Demma ◽  
Caterina Suitner ◽  
Emilia Ferruzza ◽  
Chiara Nicolini ◽  
Massimo Donini

Psoriasis is a chronic skin disease involving not only epidermic damages but also psychological distress for patients and their family caregivers. Little is known about the effects of a psychological support for psoriatic patients on their caregivers’ well-being. The goal of the present study was to investigate the indirect effects of the participation in a dynamic focus group reserved for psoriatic patients on their caregivers in terms of quality of life. The study involved 52 psoriatic patients and 41 family caregivers. Patients’ wellbeing was assessed using the dermatology quality of life index, hospital anxiety and depression scale. The impact of the disease on caregivers was assessed using the family dermatology life quality index (FDLQI). Data were analyzed with linear mixed models. The caregivers of psoriatic patients involved in the psychodynamic focus group reported levels of FDLQI that decreased over time, therefore showing an improvement in their quality of life in relation to the pathology of their relatives; the caregivers of patients who did not participate in the psychodynamic focus group, instead, had levels of FDLQI that were stable over time. The results provide preliminary evidence that the group setting of the Psychodynamic Focus Group may alleviate the negative impact of psychosomatic disease on the caregivers.


Gamification ◽  
2015 ◽  
pp. 1523-1544
Author(s):  
R. Kelly Aune ◽  
Matthew Sharritt ◽  
Daniel D. Suthers

A qualitative case study of student game play is presented that describes how game player communication becomes increasingly complex, efficient, and impenetrable by those who have not actively played the game. Transcripts of gathered video tape reveal how student ‘gamer talk' became increasingly implicit, using terminology provided by the game and their shared context of playing the game. Over time, communication among game player group members generally became more efficient and less penetrable by members outside the group (such as new players), as players engaged in culture-building activities around their shared context. However, players occasionally became more explicit in their communication when grounding was required to reach shared meaning, such as in instances where players disagreed on the purpose of a particular game feature or strategy. Finally, implications are offered to suggest ways in which gamer cultures can be made more accessible to game designers and those guiding classroom interactions.


Author(s):  
Mercedes Gómez-López ◽  
Carmen Viejo ◽  
Eva M. Romera ◽  
Rosario Ortega-Ruiz

AbstractDespite previous research on adolescence points to an association between social competence and well-being, limited knowledge is available. Most studies have documented a one-way pattern of influence, although reciprocity has also been suggested. However, they mainly use a cross-sectional design, do not focus on psychological well-being, and do not use integrative and multidimensional constructs. From a eudaimonic approach to well-being and situation-specific to social competence, this study aimed to: (1) explore the factorial structure of the dimensions assessed; (2) analyse the longitudinal relationship between psychological well being and social competence during adolescence; and (3) examine psychological well-being and social competence levels and their stability over time. The sample consisted of 662 adolescents aged between 14 and 16 years old (Time 1 Mage = 14.63; SD = 0.64; 51% girls). Structural equation analysis confirmed the existence of second-order factors, showing evidence of a positive and bidirectional relationship between psychological well-being and social competence. Results also revealed medium–high levels in both constructs, which remained stable over time. These findings highlight the importance of promoting both psychological well-being and social competence to achieve successful, healthy development.


2020 ◽  
Vol 19 (6) ◽  
pp. 938-963
Author(s):  
Sandra Simonsen

Abstract The present paper focuses on the symbolic meanings of metaphors and their potential social effects. Specifically, it examines the case of the Jewish Ultra-Orthodox “Ḥardakim” poster campaign distributed throughout Ultra-Orthodox communities in Israel in 2013. Following social group theory, the paper interprets the symbolic meanings of the main metaphors in the campaign in order to reconstruct the lifeworld of this religious group. On that basis, it offers a discussion of how metaphors were strategically utilized in order to draw social boundaries, uphold social norms and sanction group members who deviate from those. The paper’s empirical contribution is a case study of how symbolic meanings of metaphors as a part of propagandistic discourse targets and exploits social identities in order to mobilize collective emotions thereby provoking certain actions. It contributes theoretically by arguing that deeming norm-deviant group members internal threats is an efficient propaganda tool for maintaining intragroup behavioral codes.


Pharmacy ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. 110
Author(s):  
Karen Whitfield ◽  
Vibhuti Arya ◽  
Zubin Austin ◽  
Dalia Bajis ◽  
Catriona Bradley ◽  
...  

Workforce resilience in pharmacy is required to ensure the practice, education, and administrative systems remain viable and sustainable over time and when facing challenges. Whether it is addressing burnout of pharmacists or students, or the structure and policies/procedures of employment and professional organizations, working to increase resilience across all individuals and sectors is essential to relieve pressure and promote better well-being, especially during the recent pandemic. The purpose of this article is to describe the development of a community of practice global group focused on development of resilience within the pharmacy workforce that is inclusive of students, pharmacy interns/preregistration and registered pharmacists. The steering group meets monthly and has representation of 24 members across eight countries. Members meet to discuss pertinent issues they are facing in practice, as well as to share and progress ideas on education, research, and practice initiatives. To date, members have collectively implemented resilience training in pharmacy education, researched burnout and resilience in both students and pharmacists, and facilitated international collaborations both within and outside core group members. Future activities will focus on strengthening the community of practice in order to harness the power of the collective.


Crisis ◽  
2011 ◽  
Vol 32 (2) ◽  
pp. 99-105 ◽  
Author(s):  
Friedrich Martin Wurst ◽  
Isabella Kunz ◽  
Gregory Skipper ◽  
Manfred Wolfersdorf ◽  
Karl H. Beine ◽  
...  

Background: A substantial proportion of therapists experience the loss of a patient to suicide at some point during their professional life. Aims: To assess (1) the impact of a patient’s suicide on therapists distress and well-being over time, (2) which factors contribute to the reaction, and (3) which subgroup might need special interventions in the aftermath of suicide. Methods: A 63-item questionnaire was sent to all 185 Psychiatric Clinics at General Hospitals in Germany. The emotional reaction of therapists to patient’s suicide was measured immediately, after 2 weeks, and after 6 months. Results: Three out of ten therapists suffer from severe distress after a patients’ suicide. The item “overall distress” immediately after the suicide predicts emotional reactions and changes in behavior. The emotional responses immediately after the suicide explained 43.5% of the variance of total distress in a regression analysis. Limitations: The retrospective nature of the study is its primary limitation. Conclusions: Our data suggest that identifying the severely distressed subgroup could be done using a visual analog scale for overall distress. As a consequence, more specific and intensified help could be provided to these professionals.


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