Chapter 7- leisure and Technology Flashcards
______(lower/higher) stress for “constant checkers” especially when for
nonworkdays
higher
in one experiment, students who watched lectures while sending text messages did roughly 19% _____(worse/better) on a test than nontexting students
worse
____% of 65+ yrs. “often watch a number of episodes of a
show back-to-back”
43%
the average human attention span in 2000 is _____ seconds
12
the average human attention span in 2013 is ____ seconds
8
according to Microsoft reports found ___% of Canadians can’t maintain prolonged focus during a repetitive activity, and so have to work/study late and/or on weekends.
37%
according to Microsoft reports found ___% of heavy multi-screeners
51%
according to Microsoft reports found ___% of heavy social media users
62%
according to Microsoft reports found ___% of 18-24 year olds
71%
4 relationships to technology
- Developed for scientific and military purposes
becomes popular leisure expressions. - Developed specifically for leisure has greatly increased.
- Expands and widens the range of leisure.
- In leisure creates unique identities for people.
special note
- Technology now advances so quickly, we’re not always sure about what the positives and negatives really are.
- Concerns about, and ignorance of the potential of technology, are long-standing.
4 positive influences of technology on leisure
- Access to information about leisure options
- New opportunities for people w/disabilities
- Tourism as a global focus
- Creation of new leisure pursuits
____(high/medium/low) frequency users’ experiences were primarily characterized by belonging and positive feelings
low
____(high/medium/low) frequency users’ experiences were typically negative (e.g., anxiety, obligation, boredom)
high
5 negative influences on technology on leisure
- Environmental damage
- Passivity
- Violence
- Consumerism
- Social isolation
_____ ______ (i.e., feelings of sympathy for others’ misfortunes) substantially declined (- ___%)
Empathetic Concern, - 48%
______ ______ (i.e., tendency to take other people’s point of view) moderately declined (- ___%)
Perspective taking, - 34%
The goldilocks effect
“Not too close. Not too far. Just right”
an infant’s preference to attend to events which are neither too simple nor too complex according to their current representation of the world
Based on a study of face-to-face interaction, simply having a mobile device on the table ______( increases/decreases ) feelings of connectedness and empathetic concern.
decreases
according to Facebook reports ____% of respondents reported feeling positive after their last usage (primarily fun / joyful).
44%
according to facebook reports __% of respondents reported feeling negative (primarily bored).
37%
respondents were asked why other users felt frustrated and exhausted after using Facebook, 30% reported that it was because of _____(5)
a. Envy
b. Lack of comments, likes, feedback
c. Sad news
d. Losing time
e. No face-to-face contact
respondents also reported that the last time they envied someone on Facebook it was because of the other person’s ______?(5)
a. Travel and leisure
b. Social interaction
c. Success (money, studies, job)
d. Love, family, and relationship
e. Happiness
Malicious Envy
associated with resentment
Benign Envy
associated with admiration
(Video/Computer Games - Pro)
Cognitive
improved spatial skills; more effective filtering of irrelevant information
(Video/Computer Games - Pro)
Motivational
persistence rewarded; incremental effort vs. entity intelligence
(Video/Computer Games - Pro)
Emotional
generates positive affects; flow state experiences
(Video/Computer Games - Pro)
Social
some games reward cooperation, support, and helping behaviours; increases civic engagement
Esports
multi-player video game tournaments.
(technology in the wilderness)
___% self identified risk takers
40%
(technology in the wilderness)
___% of these risk takers admitted to doing something in wilderness that was unsafe
80%