RAMS and Safety Flashcards
Adventure
Activities provide compelling tasks to accomplish, which may have some fear
Misadventure
An unfortunate incident or mishap
Competence
A collection of skills and abilities that are applied against risk
State of Flow
A state of mind where people become so involved in the activity that nothing else matters
Peak experience
An individuals competence is equal to the level of risk
Percieved Competence
What an individual believes their competence to be
Percieved difficulty
what an individual believes the difficulty of the activity to be
Risk
The potential to gain or lose something of value
Arousal
Physical and mental state of excitement
The Adventure Experience Paradigm
Helps individuals realise what the real risk of an activity is, what competencies are required, and resulting behaviours
Criticism of AEP
- DO risk and competence sum up the diversity of experirences
- Peak Experience can occur in calm and challenging situations
Exploration and Experimentation
Competence outweighs risk
Task is too easy, experienced participants may get bored
Adventure
Competence only slightly outweighs risk
Placing themselves at risk as the outcome is uncertain
Peak Adventure
Competence = risk
Creates optimal arousal and maximum performance
Misadventure (AEP)
Risk slightly outweighs competence
Challenge is too difficult and minor mishaps may occur