66 research outputs found
Wie helfen nach extremen Einsätzen? Strategien für den Rettungsdienst und externe Betroffene: ein praxiserprobtes Moell aus dem Kanton Bern
Mentales Training zur Vorbereitung auf Extremsituationen
An der Universität Bern wurden Befunde zum Mentalen Training systematisch ausgewertet. Basierend auf diesen Ergebnissen wurde zusammen mit dem Lehrverband Genie/Rettung ein spezifisches vorstellungsbezogenes Trainingsprogramm entwickelt. Die damit gemachten Erfahrungen sind durchwegs positiv
Flow As An Experience Beyond Boredom
The holistic experience of flow was first proposed by Csikszentmihalyi in 1975. Flow can be described as a mental state of operation in which a person is fully immersed in what he or she is doing. Flow is a highly gratifying mental state which is characterized by the merging of action and awareness, clear goals, unambiguous feedback, concentration on the task, sense of control, the loss of self-consciousness, time transformation, and autotelic experience. In addition, and most importantly, flow is experienced when there is a balance between a particular challenge and the skills required to accomplish it. However, if this balance is not met and the situation is not challenging enough, the individual is likely to experience boredom. Thus, flow is somehow the opposite of boredom. In the words of Csikszentmihalyi, flow is “beyond boredom.” In this context, the question arises as to what point the state of boredom changes to the state of flow and how an initially satisfying activity can be perceived as boring. In addition to providing an overview of flow theory, we will discuss these issues in this chapter. We will also look at the consequences of boredom and flow and examine strategies for avoiding boredom and facilitating flow
When Media Environments Become Real WMEBR. Book of Abstracts
This book contains the abstracts selected for presentation at the conference “When Media Environments Become Real” which was held in the Division of Media Psychology at the University of Bern, Switzerland, February 4 to 6. The purpose of this conference was to explore the phenomenon of being immersed into media environments. Which processes are going on when media users are shifted into a secondary reality and which influence does this shift have on the reality? To analyse these topics, several concepts such as Presence, Transportation, Flow or Media Entertainment have been proposed in recent years. Though these constructs are all reflecting the question to what extent media reality can become “real” for media users, they mostly describe and explain immersive experiences independently from each other. Collaborations between the different approaches bear great potential which has not been realised so far. In the course of this international conference we therefore aimed at comprehensively analysing and debating the issue of immersion, confronting the different concepts and try to advance an integrative and interdisciplinary perception
Attitude, Flow and Performance in an Universitary E-learning Environment
Engeser et al. (2005) have previously described that flow acts as a mediator variable between the attitude to a course in statistics and the performance in the final exam. Here we replicate this finding for an undergraduate course in perception. A total of 73 students from two cohorts completed an online training on perception. The first cohort received online exercises only on the first half, the second cohort only on the second half of the material. Attitude towards perception and computers and flow during the online exercises were measured by a questionnaire. Performance was measured in the final exam, whereas we differentiated between performance on trained and untrained items. A path analysis revealed that flow mediates between attitude towards perception and the performance on the trained items only. Thus, flow producing e-learning environments enhance performance on the trained material if students have a positive attitude towards the topic
Friendship acceptance on Facebook: Men prefer cold calls from attractive women while women favor unattractive friends
«Nerds» mit Sexappeal und die Marktforschung von morgen
Der moderne Mensch hat das Smartphone immer im Blickfeld und zieht dabei eine durchgehende Datenspur. Auch deshalb wurde der Beruf Data Scientist zum «sexiest job of the 21st century» gewählt. Was bedeuten der digitale Wandel und der wachsende Datenhunger der Unternehmensführungen für die Welt der Marktforschung
Ermittlung der Kosten für Forschung und Lehre am UniversitätsSpital Zürich
Zur Ermittlung der Kosten für Forschung und Lehre hat das UniversitätsSpital Zürich eine breit abgestützte Tätigkeitsanalyse durchgeführt. Die Daten zeigen einen Anteil von 8,6% an den Gesamtkosten. Dieser ist bedeutend tiefer als der von der Preisüberwachung geforderte, empirisch nicht hergeleitete Normabzug von 23%
Immersion in Computer Games: The Role of Spatial Presence and Flow
A main reason to play computer games is the pleasure of being immersed in a mediated world. Spatial presence and flow are considered key concepts to explain such immersive experiences. However, little attention has been paid to the connection between the two concepts. Thus, we empirically examined the relationship between presence and flow in the context of a computer role-playing game (=70), a racing game (=120), and a jump and run game (=72). In all three studies, factor analysis revealed that presence and flow are distinct constructs, which do hardly share common variance. We conclude that presence refers to the sensation of being there in the mediated world, whereas flow rather refers to the sensation of being involved in the gaming action. Further analyses showed that flow and presence depend on motivation and immersive tendency. In addition, flow and presence enhanced performance as well as enjoyment
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