Chapter 7- leisure and Technology Flashcards

1
Q

______(lower/higher) stress for “constant checkers” especially when for
nonworkdays

A

higher

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2
Q

in one experiment, students who watched lectures while sending text messages did roughly 19% _____(worse/better) on a test than nontexting students

A

worse

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3
Q

____% of 65+ yrs. “often watch a number of episodes of a

show back-to-back”

A

43%

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4
Q

the average human attention span in 2000 is _____ seconds

A

12

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5
Q

the average human attention span in 2013 is ____ seconds

A

8

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6
Q

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.

A

37%

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7
Q

according to Microsoft reports found ___% of heavy multi-screeners

A

51%

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8
Q

according to Microsoft reports found ___% of heavy social media users

A

62%

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9
Q

according to Microsoft reports found ___% of 18-24 year olds

A

71%

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10
Q

4 relationships to technology

A
  1. Developed for scientific and military purposes
    becomes popular leisure expressions.
  2. Developed specifically for leisure has greatly increased.
  3. Expands and widens the range of leisure.
  4. In leisure creates unique identities for people.
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11
Q

special note

A
  • 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.
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12
Q

4 positive influences of technology on leisure

A
  1. Access to information about leisure options
  2. New opportunities for people w/disabilities
  3. Tourism as a global focus
  4. Creation of new leisure pursuits
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13
Q

____(high/medium/low) frequency users’ experiences were primarily characterized by belonging and positive feelings

A

low

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14
Q

____(high/medium/low) frequency users’ experiences were typically negative (e.g., anxiety, obligation, boredom)

A

high

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15
Q

5 negative influences on technology on leisure

A
  1. Environmental damage
  2. Passivity
  3. Violence
  4. Consumerism
  5. Social isolation
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16
Q

_____ ______ (i.e., feelings of sympathy for others’ misfortunes) substantially declined (- ___%)

A

Empathetic Concern, - 48%

17
Q

______ ______ (i.e., tendency to take other people’s point of view) moderately declined (- ___%)

A

Perspective taking, - 34%

18
Q

The goldilocks effect

A

“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

19
Q

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.

A

decreases

20
Q

according to Facebook reports ____% of respondents reported feeling positive after their last usage (primarily fun / joyful).

A

44%

21
Q

according to facebook reports __% of respondents reported feeling negative (primarily bored).

A

37%

22
Q

respondents were asked why other users felt frustrated and exhausted after using Facebook, 30% reported that it was because of _____(5)

A

a. Envy
b. Lack of comments, likes, feedback
c. Sad news
d. Losing time
e. No face-to-face contact

23
Q

respondents also reported that the last time they envied someone on Facebook it was because of the other person’s ______?(5)

A

a. Travel and leisure
b. Social interaction
c. Success (money, studies, job)
d. Love, family, and relationship
e. Happiness

24
Q

Malicious Envy

A

associated with resentment

25
Q

Benign Envy

A

associated with admiration

26
Q

(Video/Computer Games - Pro)

Cognitive

A

improved spatial skills; more effective filtering of irrelevant information

27
Q

(Video/Computer Games - Pro)

Motivational

A

persistence rewarded; incremental effort vs. entity intelligence

28
Q

(Video/Computer Games - Pro)

Emotional

A

generates positive affects; flow state experiences

29
Q

(Video/Computer Games - Pro)

Social

A

some games reward cooperation, support, and helping behaviours; increases civic engagement

30
Q

Esports

A

multi-player video game tournaments.

31
Q

(technology in the wilderness)

___% self identified risk takers

A

40%

32
Q

(technology in the wilderness)

___% of these risk takers admitted to doing something in wilderness that was unsafe

A

80%