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Saturday, September 15, 2018

Memory

From Wikipedia, the free encyclopedia

Overview of the forms and functions of memory.

Memory is the faculty of the mind by which information is encoded, stored, and retrieved when needed.

Memory is vital to experiences and related to limbic systems, it is the retention of information over time for the purpose of influencing future action. If we could not remember past events, we could not learn or develop language, relationships, or personal identity (Eysenck, 2012).

Often memory is understood as an informational processing system with explicit and implicit functioning that is made up of a sensory processor, short-term (or working) memory, and long-term memory (Baddely, 2007). This can be related to the neuron. The sensory processor allows information from the outside world to be sensed in the form of chemical and physical stimuli and attended to with various levels of focus and intent. Working memory serves as an encoding and retrieval processor. Information in the form of stimuli is encoded in accordance with explicit or implicit functions by the working memory processor. The working memory also retrieves information from previously stored material. Finally, the function of long-term memory is to store data through various categorical models or systems (Baddely, 2007).

Explicit and implicit functions of memory are also known as declarative and non-declarative systems (Squire, 2009). These systems involve the purposeful intention of memory retrieval and storage, or lack thereof. Declarative, or explicit, memory is the conscious storage and recollection of data (Graf & Schacter, 1985). Under declarative memory resides semantic and episodic memory. Semantic memory refers to memory that is encoded with specific meaning (Eysenck, 2012), while episodic memory refers to information that is encoded along a spatial and temporal plane (Schacter & Addis, 2007; Szpunar, 2010). Declarative memory is usually the primary process thought of when referencing memory (Eysenck, 2012).

Non-declarative, or implicit, memory is the unconscious storage and recollection of information (Foerde & Poldrack, 2009). An example of a non-declarative process would be the unconscious learning or retrieval of information by way of procedural memory, or a priming phenomenon (Eysenck, 2012; Foerde & Poldrack, 2009; Tulving & Schacter, 1990). Priming is the process of subliminally arousing specific responses from memory and shows that not all memory is consciously activated (Tulving & Schacter, 1990), whereas procedural memory is the slow and gradual learning of skills that often occurs without conscious attention to learning (Eysenck, 2012; Foerde & Poldrack, 2009).

Memory is not a perfect processor, and is affected by many factors. The manner information is encoded, stored, and retrieved can all be corrupted. The amount of attention given new stimuli can diminish the amount of information that becomes encoded for storage (Eysenck, 2012). Also, the storage process can become corrupted by physical damage to areas of the brain that are associated with memory storage, such as the hippocampus (Squire, 2009). Finally, the retrieval of information from long-term memory can be disrupted because of decay within long-term memory (Eysenck, 2012). Normal functioning, decay over time, and brain damage all affect the accuracy and capacity of memory.

Memory loss is usually described as forgetfulness or amnesia.

Sensory memory

Sensory memory holds sensory information less than one second after an item is perceived. The ability to look at an item and remember what it looked like with just a split second of observation, or memorization, is the example of sensory memory. It is out of cognitive control and is an automatic response. With very short presentations, participants often report that they seem to "see" more than they can actually report. The first experiments exploring this form of sensory memory were precisely conducted by George Sperling (1963) using the "partial report paradigm". Subjects were presented with a grid of 12 letters, arranged into three rows of four. After a brief presentation, subjects were then played either a high, medium or low tone, cuing them which of the rows to report. Based on these partial report experiments, Sperling was able to show that the capacity of sensory memory was approximately 12 items, but that it degraded very quickly (within a few hundred milliseconds). Because this form of memory degrades so quickly, participants would see the display but be unable to report all of the items (12 in the "whole report" procedure) before they decayed. This type of memory cannot be prolonged via rehearsal.

Three types of sensory memories exist. Iconic memory is a fast decaying store of visual information; a type of sensory memory that briefly stores an image which has been perceived for a small duration. Echoic memory is a fast decaying store of auditory information, another type of sensory memory that briefly stores sounds that have been perceived for short durations. Haptic memory is a type of sensory memory that represents a database for touch stimuli.

Short-term memory

Short-term memory is also known as working memory. Short-term memory allows recall for a period of several seconds to a minute without rehearsal. Its capacity is also very limited: George A. Miller (1956), when working at Bell Laboratories, conducted experiments showing that the store of short-term memory was 7±2 items (the title of his famous paper, "The magical number 7±2"). Modern estimates of the capacity of short-term memory are lower, typically of the order of 4–5 items; however, memory capacity can be increased through a process called chunking. For example, in recalling a ten-digit telephone number, a person could chunk the digits into three groups: first, the area code (such as 123), then a three-digit chunk (456) and lastly a four-digit chunk (7890). This method of remembering telephone numbers is far more effective than attempting to remember a string of 10 digits; this is because we are able to chunk the information into meaningful groups of numbers. This may be reflected in some countries in the tendency to display telephone numbers as several chunks of two to four numbers.

Short-term memory is believed to rely mostly on an acoustic code for storing information, and to a lesser extent a visual code. Conrad (1964) found that test subjects had more difficulty recalling collections of letters that were acoustically similar (e.g. E, P, D). Confusion with recalling acoustically similar letters rather than visually similar letters implies that the letters were encoded acoustically. Conrad's (1964) study, however, deals with the encoding of written text; thus, while memory of written language may rely on acoustic components, generalisations to all forms of memory cannot be made.

Long-term memory

Olin Levi Warner, Memory (1896). Library of Congress Thomas Jefferson Building, Washington, D.C.

The storage in sensory memory and short-term memory generally has a strictly limited capacity and duration, which means that information is not retained indefinitely. By contrast, long-term memory can store much larger quantities of information for potentially unlimited duration (sometimes a whole life span). Its capacity is immeasurable. For example, given a random seven-digit number we may remember it for only a few seconds before forgetting, suggesting it was stored in our short-term memory. On the other hand, we can remember telephone numbers for many years through repetition; this information is said to be stored in long-term memory.

While short-term memory encodes information acoustically, long-term memory encodes it semantically: Baddeley (1966) discovered that, after 20 minutes, test subjects had the most difficulty recalling a collection of words that had similar meanings (e.g. big, large, great, huge) long-term. Another part of long-term memory is episodic memory, "which attempts to capture information such as 'what', 'when' and 'where'". With episodic memory, individuals are able to recall specific events such as birthday parties and weddings.

Short-term memory is supported by transient patterns of neuronal communication, dependent on regions of the frontal lobe (especially dorsolateral prefrontal cortex) and the parietal lobe. Long-term memory, on the other hand, is maintained by more stable and permanent changes in neural connections widely spread throughout the brain. The hippocampus is essential (for learning new information) to the consolidation of information from short-term to long-term memory, although it does not seem to store information itself. It was thought that without the hippocampus new memories were unable to be stored into long-term memory and that there would be a very short attention span, as first gleaned from patient Henry Molaison after what was thought to be the full removal of both his hippocampi. More recent examination of his brain, post-mortem, shows that the hippocampus was more intact than first thought, throwing theories drawn from the initial data into question. The hippocampus may be involved in changing neural connections for a period of three months or more after the initial learning.

Research has suggested that long-term memory storage in humans may be maintained by DNA methylation, and the 'prion' gene.

Multi-store model

Multistore model.png
The multi-store model (also known as Atkinson–Shiffrin memory model) was first described in 1968 by Atkinson and Shiffrin.

The multi-store model has been criticised for being too simplistic. For instance, long-term memory is believed to be actually made up of multiple subcomponents, such as episodic and procedural memory. It also proposes that rehearsal is the only mechanism by which information eventually reaches long-term storage, but evidence shows us capable of remembering things without rehearsal.
The model also shows all the memory stores as being a single unit whereas research into this shows differently. For example, short-term memory can be broken up into different units such as visual information and acoustic information. In a study by Zlonoga and Gerber (1986), patient 'KF' demonstrated certain deviations from the Atkinson–Shiffrin model. Patient KF was brain damaged, displaying difficulties regarding short-term memory. Recognition of sounds such as spoken numbers, letters, words and easily identifiable noises (such as doorbells and cats meowing) were all impacted. Visual short-term memory was unaffected, suggesting a dichotomy between visual and audial memory.

Working memory

The working memory model

In 1974 Baddeley and Hitch proposed a "working memory model" that replaced the general concept of short-term memory with an active maintenance of information in the short-term storage. In this model, working memory consists of three basic stores: the central executive, the phonological loop and the visuo-spatial sketchpad. In 2000 this model was expanded with the multimodal episodic buffer (Baddeley's model of working memory).

The central executive essentially acts as an attention sensory store. It channels information to the three component processes: the phonological loop, the visuo-spatial sketchpad, and the episodic buffer.

The phonological loop stores auditory information by silently rehearsing sounds or words in a continuous loop: the articulatory process (for example the repetition of a telephone number over and over again). A short list of data is easier to remember.

The visuospatial sketchpad stores visual and spatial information. It is engaged when performing spatial tasks (such as judging distances) or visual ones (such as counting the windows on a house or imagining images).

The episodic buffer is dedicated to linking information across domains to form integrated units of visual, spatial, and verbal information and chronological ordering (e.g., the memory of a story or a movie scene). The episodic buffer is also assumed to have links to long-term memory and semantical meaning.

The working memory model explains many practical observations, such as why it is easier to do two different tasks (one verbal and one visual) than two similar tasks (e.g., two visual), and the aforementioned word-length effect. However, the concept of a central executive as noted here has been criticised as inadequate and vague. Working memory is also the premise for what allows us to do everyday activities involving thought. It is the section of memory where we carry out thought processes and use them to learn and reason about topics.

Types

Researchers distinguish between recognition and recall memory. Recognition memory tasks require individuals to indicate whether they have encountered a stimulus (such as a picture or a word) before. Recall memory tasks require participants to retrieve previously learned information. For example, individuals might be asked to produce a series of actions they have seen before or to say a list of words they have heard before.

By information type

Topographic memory involves the ability to orient oneself in space, to recognize and follow an itinerary, or to recognize familiar places. Getting lost when traveling alone is an example of the failure of topographic memory.

Flashbulb memories are clear episodic memories of unique and highly emotional events. People remembering where they were or what they were doing when they first heard the news of President Kennedy's assassination, the Sydney Siege or of 9/11 are examples of flashbulb memories.

Anderson (1976) divides long-term memory into declarative (explicit) and procedural (implicit) memories.

Declarative

Declarative memory requires conscious recall, in that some conscious process must call back the information. It is sometimes called explicit memory, since it consists of information that is explicitly stored and retrieved.

Declarative memory can be further sub-divided into semantic memory, concerning principles and facts taken independent of context; and episodic memory, concerning information specific to a particular context, such as a time and place. Semantic memory allows the encoding of abstract knowledge about the world, such as "Paris is the capital of France". Episodic memory, on the other hand, is used for more personal memories, such as the sensations, emotions, and personal associations of a particular place or time. Episodic memories often reflect the "firsts" in life such as a first kiss, first day of school or first time winning a championship. These are key events in one's life that can be remembered clearly. Autobiographical memory – memory for particular events within one's own life – is generally viewed as either equivalent to, or a subset of, episodic memory. Visual memory is part of memory preserving some characteristics of our senses pertaining to visual experience. One is able to place in memory information that resembles objects, places, animals or people in sort of a mental image. Visual memory can result in priming and it is assumed some kind of perceptual representational system underlies this phenomenon.

Procedural

In contrast, procedural memory (or implicit memory) is not based on the conscious recall of information, but on implicit learning. It can best be summarized as remembering how to do something. Procedural memory is primarily employed in learning motor skills and should be considered a subset of implicit memory. It is revealed when one does better in a given task due only to repetition – no new explicit memories have been formed, but one is unconsciously accessing aspects of those previous experiences. Procedural memory involved in motor learning depends on the cerebellum and basal ganglia.

A characteristic of procedural memory is that the things remembered are automatically translated into actions, and thus sometimes difficult to describe. Some examples of procedural memory include the ability to ride a bike or tie shoelaces.

By temporal direction

Another major way to distinguish different memory functions is whether the content to be remembered is in the past, retrospective memory, or in the future, prospective memory. Thus, retrospective memory as a category includes semantic, episodic and autobiographical memory. In contrast, prospective memory is memory for future intentions, or remembering to remember (Winograd, 1988). Prospective memory can be further broken down into event- and time-based prospective remembering. Time-based prospective memories are triggered by a time-cue, such as going to the doctor (action) at 4pm (cue). Event-based prospective memories are intentions triggered by cues, such as remembering to post a letter (action) after seeing a mailbox (cue). Cues do not need to be related to the action (as the mailbox/letter example), and lists, sticky-notes, knotted handkerchiefs, or string around the finger all exemplify cues that people use as strategies to enhance prospective memory.

Study techniques

To assess infants

Infants do not have the language ability to report on their memories and so verbal reports cannot be used to assess very young children's memory. Throughout the years, however, researchers have adapted and developed a number of measures for assessing both infants' recognition memory and their recall memory. Habituation and operant conditioning techniques have been used to assess infants' recognition memory and the deferred and elicited imitation techniques have been used to assess infants' recall memory.

Techniques used to assess infants' recognition memory include the following:
  • Visual paired comparison procedure (relies on habituation): infants are first presented with pairs of visual stimuli, such as two black-and-white photos of human faces, for a fixed amount of time; then, after being familiarized with the two photos, they are presented with the "familiar" photo and a new photo. The time spent looking at each photo is recorded. Looking longer at the new photo indicates that they remember the "familiar" one. Studies using this procedure have found that 5- to 6-month-olds can retain information for as long as fourteen days.
  • Operant conditioning technique: infants are placed in a crib and a ribbon that is connected to a mobile overhead is tied to one of their feet. Infants notice that when they kick their foot the mobile moves – the rate of kicking increases dramatically within minutes. Studies using this technique have revealed that infants' memory substantially improves over the first 18-months. Whereas 2- to 3-month-olds can retain an operant response (such as activating the mobile by kicking their foot) for a week, 6-month-olds can retain it for two weeks, and 18-month-olds can retain a similar operant response for as long as 13 weeks.
Techniques used to assess infants' recall memory include the following:
  • Deferred imitation technique: an experimenter shows infants a unique sequence of actions (such as using a stick to push a button on a box) and then, after a delay, asks the infants to imitate the actions. Studies using deferred imitation have shown that 14-month-olds' memories for the sequence of actions can last for as long as four months.
  • Elicited imitation technique: is very similar to the deferred imitation technique; the difference is that infants are allowed to imitate the actions before the delay. Studies using the elicited imitation technique have shown that 20-month-olds can recall the action sequences twelve months later.

To assess older children and adults

Researchers use a variety of tasks to assess older children and adults' memory. Some examples are:
  • Paired associate learning – when one learns to associate one specific word with another. For example, when given a word such as "safe" one must learn to say another specific word, such as "green". This is stimulus and response.
  • Free recall – during this task a subject would be asked to study a list of words and then later they will be asked to recall or write down as many words that they can remember, similar to free response questions. Earlier items are affected by retroactive interference (RI), which means the longer the list, the greater the interference, and the less likelihood that they are recalled. On the other hand, items that have been presented lastly suffer little RI, but suffer a great deal from proactive interference (PI), which means the longer the delay in recall, the more likely that the items will be lost.
  • Cued recall – one is given significant hints about the information. This is similar to fill in the blank assessments used in classrooms.
  • Recognition – subjects are asked to remember a list of words or pictures, after which point they are asked to identify the previously presented words or pictures from among a list of alternatives that were not presented in the original list. This is similar to multiple choice assessments.
  • Detection paradigm – individuals are shown a number of objects and color samples during a certain period of time. They are then tested on their visual ability to remember as much as they can by looking at testers and pointing out whether the testers are similar to the sample, or if any change is present.
  • Savings method – compares the speed of originally learning to the speed of relearning it. The amount of time saved measures memory.

Failures

The garden of oblivion, illustration by Ephraim Moses Lilien.
  • Transience – memories degrade with the passing of time. This occurs in the storage stage of memory, after the information has been stored and before it is retrieved. This can happen in sensory, short-term, and long-term storage. It follows a general pattern where the information is rapidly forgotten during the first couple of days or years, followed by small losses in later days or years.
  • Absentmindedness – Memory failure due to the lack of attention. Attention plays a key role in storing information into long-term memory; without proper attention, the information might not be stored, making it impossible to be retrieved later.

Physiology

Brain areas involved in the neuroanatomy of memory such as the hippocampus, the amygdala, the striatum, or the mammillary bodies are thought to be involved in specific types of memory. For example, the hippocampus is believed to be involved in spatial learning and declarative learning, while the amygdala is thought to be involved in emotional memory.

Damage to certain areas in patients and animal models and subsequent memory deficits is a primary source of information. However, rather than implicating a specific area, it could be that damage to adjacent areas, or to a pathway traveling through the area is actually responsible for the observed deficit. Further, it is not sufficient to describe memory, and its counterpart, learning, as solely dependent on specific brain regions. Learning and memory are usually attributed to changes in neuronal synapses, thought to be mediated by long-term potentiation and long-term depression. However, this has been questioned on computational as well as neurophysiological grounds by the cognitive scientist Charles R. Gallistel and others.

In general, the more emotionally charged an event or experience is, the better it is remembered; this phenomenon is known as the memory enhancement effect. Patients with amygdala damage, however, do not show a memory enhancement effect.

Hebb distinguished between short-term and long-term memory. He postulated that any memory that stayed in short-term storage for a long enough time would be consolidated into a long-term memory. Later research showed this to be false. Research has shown that direct injections of cortisol or epinephrine help the storage of recent experiences. This is also true for stimulation of the amygdala. This proves that excitement enhances memory by the stimulation of hormones that affect the amygdala. Excessive or prolonged stress (with prolonged cortisol) may hurt memory storage. Patients with amygdalar damage are no more likely to remember emotionally charged words than nonemotionally charged ones. The hippocampus is important for explicit memory. The hippocampus is also important for memory consolidation. The hippocampus receives input from different parts of the cortex and sends its output out to different parts of the brain also. The input comes from secondary and tertiary sensory areas that have processed the information a lot already. Hippocampal damage may also cause memory loss and problems with memory storage. This memory loss includes retrograde amnesia which is the loss of memory for events that occurred shortly before the time of brain damage.

Cognitive neuroscience

Cognitive neuroscientists consider memory as the retention, reactivation, and reconstruction of the experience-independent internal representation. The term of internal representation implies that such definition of memory contains two components: the expression of memory at the behavioral or conscious level, and the underpinning physical neural changes (Dudai 2007). The latter component is also called engram or memory traces (Semon 1904). Some neuroscientists and psychologists mistakenly equate the concept of engram and memory, broadly conceiving all persisting after-effects of experiences as memory; others argue against this notion that memory does not exist until it is revealed in behavior or thought (Moscovitch 2007).

One question that is crucial in cognitive neuroscience is how information and mental experiences are coded and represented in the brain. Scientists have gained much knowledge about the neuronal codes from the studies of plasticity, but most of such research has been focused on simple learning in simple neuronal circuits; it is considerably less clear about the neuronal changes involved in more complex examples of memory, particularly declarative memory that requires the storage of facts and events (Byrne 2007). Convergence-divergence zones might be the neural networks where memories are stored and retrieved. Considering that there are several kinds of memory, depending on types of represented knowledge, underlying mechanisms, processes functions and modes of acquisition, it is likely that different brain areas support different memory systems and that they are in mutual relationships in neuronal networks: "components of memory representation are distributed widely across different parts of the brain as mediated by multiple neocortical circuits".
  • Encoding. Encoding of working memory involves the spiking of individual neurons induced by sensory input, which persists even after the sensory input disappears (Jensen and Lisman 2005; Fransen et al. 2002). Encoding of episodic memory involves persistent changes in molecular structures that alter synaptic transmission between neurons. Examples of such structural changes include long-term potentiation (LTP) or spike-timing-dependent plasticity (STDP). The persistent spiking in working memory can enhance the synaptic and cellular changes in the encoding of episodic memory (Jensen and Lisman 2005).
  • Working memory. Recent functional imaging studies detected working memory signals in both medial temporal lobe (MTL), a brain area strongly associated with long-term memory, and prefrontal cortex (Ranganath et al. 2005), suggesting a strong relationship between working memory and long-term memory. However, the substantially more working memory signals seen in the prefrontal lobe suggest that this area play a more important role in working memory than MTL (Suzuki 2007).
  • Consolidation and reconsolidation. Short-term memory (STM) is temporary and subject to disruption, while long-term memory (LTM), once consolidated, is persistent and stable. Consolidation of STM into LTM at the molecular level presumably involves two processes: synaptic consolidation and system consolidation. The former involves a protein synthesis process in the medial temporal lobe (MTL), whereas the latter transforms the MTL-dependent memory into an MTL-independent memory over months to years (Ledoux 2007). In recent years, such traditional consolidation dogma has been re-evaluated as a result of the studies on reconsolidation. These studies showed that prevention after retrieval affects subsequent retrieval of the memory (Sara 2000). New studies have shown that post-retrieval treatment with protein synthesis inhibitors and many other compounds can lead to an amnestic state (Nadel et al. 2000b; Alberini 2005; Dudai 2006). These findings on reconsolidation fit with the behavioral evidence that retrieved memory is not a carbon copy of the initial experiences, and memories are updated during retrieval.

Genetics

Study of the genetics of human memory is in its infancy. A notable initial success was the association of APOE with memory dysfunction in Alzheimer's Disease. The search for genes associated with normally varying memory continues. One of the first candidates for normal variation in memory is the protein KIBRA, which appears to be associated with the rate at which material is forgotten over a delay period. There has been some evidence that memories are stored in the nucleus of neurons.

In infancy

Up until the mid-1980s it was assumed that infants could not encode, retain, and retrieve information. A growing body of research now indicates that infants as young as 6-months can recall information after a 24-hour delay. Furthermore, research has revealed that as infants grow older they can store information for longer periods of time; 6-month-olds can recall information after a 24-hour period, 9-month-olds after up to five weeks, and 20-month-olds after as long as twelve months. In addition, studies have shown that with age, infants can store information faster. Whereas 14-month-olds can recall a three-step sequence after being exposed to it once, 6-month-olds need approximately six exposures in order to be able to remember it.

Although 6-month-olds can recall information over the short-term, they have difficulty recalling the temporal order of information. It is only by 9 months of age that infants can recall the actions of a two-step sequence in the correct temporal order – that is, recalling step 1 and then step 2. In other words, when asked to imitate a two-step action sequence (such as putting a toy car in the base and pushing in the plunger to make the toy roll to the other end), 9-month-olds tend to imitate the actions of the sequence in the correct order (step 1 and then step 2). Younger infants (6-month-olds) can only recall one step of a two-step sequence. Researchers have suggested that these age differences are probably due to the fact that the dentate gyrus of the hippocampus and the frontal components of the neural network are not fully developed at the age of 6-months.

In fact, the term 'infantile amnesia' refers to the phenomenon of accelerated forgetting during infancy. Importantly, infantile amnesia is not unique to humans, and preclinical research (using rodent models) provides insight into the precise neurobiology of this phenomenon. A review of the literature from behavioral neuroscientist Dr Jee Hyun Kim suggests that accelerated forgetting during early life is at least partly due to rapid growth of the brain during this period.

Aging

One of the key concerns of older adults is the experience of memory loss, especially as it is one of the hallmark symptoms of Alzheimer's disease. However, memory loss is qualitatively different in normal aging from the kind of memory loss associated with a diagnosis of Alzheimer's (Budson & Price, 2005). Research has revealed that individuals' performance on memory tasks that rely on frontal regions declines with age. Older adults tend to exhibit deficits on tasks that involve knowing the temporal order in which they learned information; source memory tasks that require them to remember the specific circumstances or context in which they learned information; and prospective memory tasks that involve remembering to perform an act at a future time. Older adults can manage their problems with prospective memory by using appointment books, for example.

Disorders

Much of the current knowledge of memory has come from studying memory disorders, particularly amnesia. Loss of memory is known as amnesia. Amnesia can result from extensive damage to: (a) the regions of the medial temporal lobe, such as the hippocampus, dentate gyrus, subiculum, amygdala, the parahippocampal, entorhinal, and perirhinal cortices or the (b) midline diencephalic region, specifically the dorsomedial nucleus of the thalamus and the mammillary bodies of the hypothalamus. There are many sorts of amnesia, and by studying their different forms, it has become possible to observe apparent defects in individual sub-systems of the brain's memory systems, and thus hypothesize their function in the normally working brain. Other neurological disorders such as Alzheimer's disease and Parkinson's disease can also affect memory and cognition. Hyperthymesia, or hyperthymesic syndrome, is a disorder that affects an individual's autobiographical memory, essentially meaning that they cannot forget small details that otherwise would not be stored. Korsakoff's syndrome, also known as Korsakoff's psychosis, amnesic-confabulatory syndrome, is an organic brain disease that adversely affects memory by widespread loss or shrinkage of neurons within the prefrontal cortex.

While not a disorder, a common temporary failure of word retrieval from memory is the tip-of-the-tongue phenomenon. Sufferers of Anomic aphasia (also called Nominal aphasia or Anomia), however, do experience the tip-of-the-tongue phenomenon on an ongoing basis due to damage to the frontal and parietal lobes of the brain.

Influencing factors

Interference can hamper memorization and retrieval. There is retroactive interference, when learning new information makes it harder to recall old information and proactive interference, where prior learning disrupts recall of new information. Although interference can lead to forgetting, it is important to keep in mind that there are situations when old information can facilitate learning of new information. Knowing Latin, for instance, can help an individual learn a related language such as French – this phenomenon is known as positive transfer.

Stress

Stress has a significant effect on memory formation and learning. In response to stressful situations, the brain releases hormones and neurotransmitters (ex. glucocorticoids and catecholamines) which affect memory encoding processes in the hippocampus. Behavioural research on animals shows that chronic stress produces adrenal hormones which impact the hippocampal structure in the brains of rats. An experimental study by German cognitive psychologists L. Schwabe and O. Wolf demonstrates how learning under stress also decreases memory recall in humans. In this study, 48 healthy female and male university students participated in either a stress test or a control group. Those randomly assigned to the stress test group had a hand immersed in ice cold water (the reputable SECPT or 'Socially Evaluated Cold Pressor Test') for up to three minutes, while being monitored and videotaped. Both the stress and control groups were then presented with 32 words to memorize. Twenty-four hours later, both groups were tested to see how many words they could remember (free recall) as well as how many they could recognize from a larger list of words (recognition performance). The results showed a clear impairment of memory performance in the stress test group, who recalled 30% fewer words than the control group. The researchers suggest that stress experienced during learning distracts people by diverting their attention during the memory encoding process.

However, memory performance can be enhanced when material is linked to the learning context, even when learning occurs under stress. A separate study by cognitive psychologists Schwabe and Wolf shows that when retention testing is done in a context similar to or congruent with the original learning task (i.e., in the same room), memory impairment and the detrimental effects of stress on learning can be attenuated. Seventy-two healthy female and male university students, randomly assigned to the SECPT stress test or to a control group, were asked to remember the locations of 15 pairs of picture cards – a computerized version of the card game "Concentration" or "Memory". The room in which the experiment took place was infused with the scent of vanilla, as odour is a strong cue for memory. Retention testing took place the following day, either in the same room with the vanilla scent again present, or in a different room without the fragrance. The memory performance of subjects who experienced stress during the object-location task decreased significantly when they were tested in an unfamiliar room without the vanilla scent (an incongruent context); however, the memory performance of stressed subjects showed no impairment when they were tested in the original room with the vanilla scent (a congruent context). All participants in the experiment, both stressed and unstressed, performed faster when the learning and retrieval contexts were similar.

This research on the effects of stress on memory may have practical implications for education, for eyewitness testimony and for psychotherapy: students may perform better when tested in their regular classroom rather than an exam room, eyewitnesses may recall details better at the scene of an event than in a courtroom, and persons suffering from post-traumatic stress may improve when helped to situate their memories of a traumatic event in an appropriate context.

Stressful life experiences may be a cause of memory loss as a person ages. Glucocorticoids that are released during stress, damage neurons that are located in the hippocampal region of the brain. Therefore, the more stressful situations that someone encounters, the more susceptible they are to memory loss later on. The CA1 neurons found in the hippocampus are destroyed due to glucocorticoids decreasing the release of glucose and the reuptake of glutamate. This high level of extracellular glutamate allows calcium to enter NMDA receptors which in return kills neurons. Stressful life experiences can also cause repression of memories where a person moves an unbearable memory to the unconscious mind. This directly relates to traumatic events in one's past such as kidnappings, being prisoners of war or sexual abuse as a child.

The more long term the exposure to stress is, the more impact it may have. However, short term exposure to stress also causes impairment in memory by interfering with the function of the hippocampus. Research shows that subjects placed in a stressful situation for a short amount of time still have blood glucocorticoid levels that have increased drastically when measured after the exposure is completed. When subjects are asked to complete a learning task after short term exposure they often have difficulties. Prenatal stress also hinders the ability to learn and memorize by disrupting the development of the hippocampus and can lead to unestablished long term potentiation in the offspring of severely stressed parents. Although the stress is applied prenatally, the offspring show increased levels of glucocorticoids when they are subjected to stress later on in life.

Sleep

Making memories occurs through a three-step process, which can be enhanced by sleep. The three steps are as follows:
  1. Acquisition which is the process of storage and retrieval of new information in memory
  2. Consolidation
  3. Recall
Sleep affects memory consolidation. During sleep, the neural connections in the brain are strengthened. This enhances the brain's abilities to stabilize and retain memories. There have been several studies which show that sleep improves the retention of memory, as memories are enhanced through active consolidation. System consolidation takes place during slow-wave sleep (SWS). This process implicates that memories are reactivated during sleep, but that the process doesn't enhance every memory. It also implicates that qualitative changes are made to the memories when they are transferred to long-term store during sleep. During sleep, the hippocampus replays the events of the day for the neocortex. The neocortex then reviews and processes memories, which moves them into long-term memory. When one does not get enough sleep it makes it more difficult to learn as these neural connections are not as strong, resulting in a lower retention rate of memories. Sleep deprivation makes it harder to focus, resulting in inefficient learning. Furthermore, some studies have shown that sleep deprivation can lead to false memories as the memories are not properly transferred to long-term memory. One of the primary functions of sleep is thought to be the improvement of the consolidation of information, as several studies have demonstrated that memory depends on getting sufficient sleep between training and test. Additionally, data obtained from neuroimaging studies have shown activation patterns in the sleeping brain that mirror those recorded during the learning of tasks from the previous day, suggesting that new memories may be solidified through such rehearsal.

Construction for general manipulation

Although people often think that memory operates like recording equipment, it is not the case. The molecular mechanisms underlying the induction and maintenance of memory are very dynamic and comprise distinct phases covering a time window from seconds to even a lifetime. In fact, research has revealed that our memories are constructed: "current hypotheses suggest that constructive processes allow individuals to simulate and imagine future episodes, happenings, and scenarios. Since the future is not an exact repetition of the past, simulation of future episodes requires a complex system that can draw on the past in a manner that flexibly extracts and recombines elements of previous experiences – a constructive rather than a reproductive system." People can construct their memories when they encode them and/or when they recall them. To illustrate, consider a classic study conducted by Elizabeth Loftus and John Palmer (1974) in which people were instructed to watch a film of a traffic accident and then asked about what they saw. The researchers found that the people who were asked, "How fast were the cars going when they smashed into each other?" gave higher estimates than those who were asked, "How fast were the cars going when they hit each other?" Furthermore, when asked a week later whether they had seen broken glass in the film, those who had been asked the question with smashed were twice more likely to report that they had seen broken glass than those who had been asked the question with hit. There was no broken glass depicted in the film. Thus, the wording of the questions distorted viewers' memories of the event. Importantly, the wording of the question led people to construct different memories of the event – those who were asked the question with smashed recalled a more serious car accident than they had actually seen. The findings of this experiment were replicated around the world, and researchers consistently demonstrated that when people were provided with misleading information they tended to misremember, a phenomenon known as the misinformation effect.

Research has revealed that asking individuals to repeatedly imagine actions that they have never performed or events that they have never experienced could result in false memories. For instance, Goff and Roediger (1998) asked participants to imagine that they performed an act (e.g., break a toothpick) and then later asked them whether they had done such a thing. Findings revealed that those participants who repeatedly imagined performing such an act were more likely to think that they had actually performed that act during the first session of the experiment. Similarly, Garry and her colleagues (1996) asked college students to report how certain they were that they experienced a number of events as children (e.g., broke a window with their hand) and then two weeks later asked them to imagine four of those events. The researchers found that one-fourth of the students asked to imagine the four events reported that they had actually experienced such events as children. That is, when asked to imagine the events they were more confident that they experienced the events.
Research reported in 2013 revealed that it is possible to artificially stimulate prior memories and artificially implant false memories in mice. Using optogenetics, a team of RIKEN-MIT scientists caused the mice to incorrectly associate a benign environment with a prior unpleasant experience from different surroundings. Some scientists believe that the study may have implications in studying false memory formation in humans, and in treating PTSD and schizophrenia.

Improving

A UCLA research study published in the June 2008 issue of the American Journal of Geriatric Psychiatry found that people can improve cognitive function and brain efficiency through simple lifestyle changes such as incorporating memory exercises, healthy eating, physical fitness and stress reduction into their daily lives. This study examined 17 subjects, (average age 53) with normal memory performance. Eight subjects were asked to follow a "brain healthy" diet, relaxation, physical, and mental exercise (brain teasers and verbal memory training techniques). After 14 days, they showed greater word fluency (not memory) compared to their baseline performance. No long-term follow-up was conducted; it is therefore unclear if this intervention has lasting effects on memory.

There are a loosely associated group of mnemonic principles and techniques that can be used to vastly improve memory known as the art of memory.

The International Longevity Center released in 2001 a report which includes in pages 14–16 recommendations for keeping the mind in good functionality until advanced age. Some of the recommendations are to stay intellectually active through learning, training or reading, to keep physically active so to promote blood circulation to the brain, to socialize, to reduce stress, to keep sleep time regular, to avoid depression or emotional instability and to observe good nutrition.

Memorization is a method of learning that allows an individual to recall information verbatim. Rote learning is the method most often used. Methods of memorizing things have been the subject of much discussion over the years with some writers, such as Cosmos Rossellius using visual alphabets. The spacing effect shows that an individual is more likely to remember a list of items when rehearsal is spaced over an extended period of time. In contrast to this is cramming: an intensive memorization in a short period of time. Also relevant is the Zeigarnik effect which states that people remember uncompleted or interrupted tasks better than completed ones. The so-called Method of loci uses spatial memory to memorize non-spatial information.

In plants

Plants lack a specialized organ devoted to memory retention, and so plant memory has been a controversial topic in recent years. New advances in the field have identified the presence of neurotransmitters in plants, adding to the hypothesis that plants are capable of remembering. Action potentials, a physiological response characteristic of neurons, have been shown to have an influence on plants as well, including in wound responses and photosynthesis. In addition to these homologous features of memory systems in both plants and animals, plants have also been observed to encode, store and retrieve basic short-term memories.

One of the most well-studied plants to show rudimentary memory is the Venus flytrap. Native to the subtropical wetlands of the eastern United States, Venus Fly Traps have evolved the ability to obtain meat for sustenance, likely due to the lack of nitrogen in the soil. This is done by two trap-forming leaf tips that snap shut once triggered by a potential prey. On each lobe, three triggers hairs await stimulation. In order to maximize the benefit to cost ratio, the plant enables a rudimentary form of memory in which two trigger hairs must be stimulated within 30 seconds in order to result in trap closure. This system ensures that the trap only closes when potential prey is within grasp.

The time lapse between trigger hair stimulations suggests that the plant can remember an initial stimulus long enough for a second stimulus to initiate trap closure. This memory isn't encoded in a brain, as plants lack this specialized organ. Rather, information is stored in the form of cytoplasmic calcium levels. The first trigger causes a subthreshold cytoplasmic calcium influx. This initial trigger isn't enough to activate trap closure, and so a subsequent stimulus allows for a secondary influx of calcium. The latter calcium rise superimposes on the initial one, creating an action potential that passes threshold, resulting in trap closure. Researchers, to prove that an electrical threshold must be met to stimulate trap closure, excited a single trigger hair with a constant mechanical stimulus using Ag/AgCl electrodes. The trap closed after only a few seconds. This experiment gave evidence to demonstrate that the electrical threshold, not necessarily the number of trigger hair stimulations, was the contributing factor in Venus Fly Trap memory. It has been shown that trap closure can be blocked using uncouplers and inhibitors of voltage-gated channels. After trap closure, these electrical signals stimulate glandular production of jasmonic acid and hydrolases, allowing for digestion of the prey.

The field of plant neurobiology has gained a large amount of interest over the past decade, leading to an influx of research regarding plant memory. Although the Venus flytrap is one of the more highly studied, many other plants exhibit the capacity to remember, including the Mimosa pudica through an experiment conducted by Monica Gagliano and colleagues in 2013. As the field expands, it is likely that we will learn more about the capacity of a plant to remember.

Play (activity)

From Wikipedia, the free encyclopedia
In psychology and ethology, play is a range of voluntary, intrinsically motivated activities normally associated with recreational pleasure and enjoyment. Play is commonly associated with children and juvenile-level activities, but play occurs at any life stage, and among other higher-functioning animals as well, most notably mammals.

Many prominent researchers in the field of psychology, including Melanie Klein, Jean Piaget, William James, Sigmund Freud, Carl Jung and Lev Vygotsky have viewed play as confined to the human species, believing play was important for human development and using different research methods to prove their theories.

Play is often interpreted as frivolous; yet the player can be intently focused on their objective, particularly when play is structured and goal-oriented, as in a game. Accordingly, play can range from relaxed, free-spirited and spontaneous through frivolous to planned or even compulsive. Play is not just a pastime activity; it has the potential to serve as an important tool in numerous aspects of daily life for adolescents, adults, and cognitively advanced non-human species (such as primates). Not only does play promote and aid in physical development (such as hand-eye coordination), but it also aids in cognitive development and social skills, and can even act as a stepping stone into the world of integration, which can be a very stressful process. Play is something that most children partake in, but the way play is executed is different between cultures and the way that children engage with play varies universally.

Definitions

The seminal text in the field of play studies is the book Homo Ludens first published in 1944 with several subsequent editions, in which Johan Huizinga defines play as follows:
"Summing up the formal characteristic of play, we might call it a free activity standing quite consciously outside 'ordinary' life as being 'not serious' but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of social groupings that tend to surround themselves with secrecy and to stress the difference from the common world by disguise or other means."
This definition of play as constituting a separate and independent sphere of human activity is sometimes referred to as the "magic circle" notion of play, a phrase also attributed to Huizinga. Many other definitions exist. Jean Piaget stated, "the many theories of play expounded in the past are clear proof that the phenomenon is difficult to understand."

Forms

People having fun

Play can take the form of improvisation or pretence, interactive, performance, mimicry, games, sports, and thrill-seeking, such as extreme or dangerous sports (sky-diving, high-speed racing, etc.). Philosopher Roger Caillois wrote about play in his 1961 book Man, Play and Games and Stephen Nachmanovitch expanded on these concepts in his 1990 book Free Play: Improvisation in Life and Art. Nachmanovitch writes that:
Improvisation, composition, writing, painting, theater, invention, all creative acts are forms of play, the starting place of creativity in the human growth cycle, and one of the great primal life functions. Without play, learning and evolution are impossible. Play is the taproot from which original art springs; it is the raw stuff that the artist channels and organizes with all his learning and technique. (Free Play, p. 42)
Structured play has clearly defined goals and rules and such play is called a "game". Other play is unstructured or open-ended. Both types of play promote adaptive behaviors and mental states of happiness.

Sports with defined rules will take place within designated play spaces, such as sports fields where, in Soccer for example, players kick a ball in a certain direction and push opponents out of their way as they do so. While appropriate within the sport's play space, these same behaviors might be inappropriate or even illegal outside the playing field.

Other designed play spaces can be playgrounds with dedicated equipment and structures to promote active and social play. Some play spaces go even farther in specialization to bring the play indoors and will often charge admission as seen at Children's Museums, Science Centers, or Family Entertainment Centers. Family Entertainment Centers (or Play Zones) are typically For-Profit businesses purely for play and entertainment, while Children's Museums and Science Centers are typically Non-Profit organizations for educational entertainment.

The California-based National Institute for Play describes seven play patterns:
  1. Attunement play, which establishes a connection, such as between newborn and mother.
  2. Body play, in which an infant explores the ways in which his or her body works and interacts with the world, such as making funny sounds or discovering what happens in a fall.
  3. Object play, such as playing with toys, banging pots and pans, handling physical things in ways that use curiosity.
  4. Social play, play which involves others in activities such as tumbling, making faces, and building connections with another child or group of children.
  5. Imaginative or pretend play, in which a child invents scenarios from his or her imagination and acts within them as a form of play, such as princess or pirate play.
  6. Storytelling play, the play of learning and language that develops intellect, such as a parent reading aloud to a child, or a child retelling the story in his or her own words.
  7. Creative play, by which one plays with imagination to transcend what is known in the current state, to create a higher state. For example, a person might experiment to find a new way to use a musical instrument, thereby taking that form of music to a higher plane; or, as Einstein was known to do, a person might wonder about things which are not yet known and play with unproven ideas as a bridge to the discovery of new knowledge.
Separate from self-initiated play, play therapy is used as a clinical application of play aimed at treating children who suffer from trauma, emotional issues and other problems.

Children

Humans and non-human animals playing in water
Playing in the surf is among the favorite activities of children at the beach
Dolphins playing in the surf












In young children, play is frequently associated with cognitive development and socialization. Play that promotes learning and recreation often incorporates toys, props, tools or other playmates. Play can consist of an amusing, pretend or imaginary activity alone or with another. Some forms of play are rehearsals or trials for later life events, such as "play fighting", pretend social encounters (such as parties with dolls), or flirting. Modern findings in neuroscience suggest that play promotes flexibility of mind, including adaptive practices such as discovering multiple ways to achieve a desired result, or creative ways to improve or reorganize a given situation (Millar, 1967; Shonkoff & Phillips, 2000).

As children get older, they engage in board games, video games and computer play, and in this context the word gameplay is used to describe the concept and theory of play and its relationship to rules and game design. In their book, Rules of Play, researchers Katie Salen and Eric Zimmerman outline 18 schemas for games, using them to define "play", "interaction" and "design" formally for behaviorists. Similarly, in his book Half-Real: Video Games between Real Rules and Fictional Worlds, game researcher and theorist Jesper Juul explores the relationship between real rules and unreal scenarios in play, such as winning or losing a game in the real world when played together with real-world friends, but doing so by slaying a dragon in the fantasy world presented in the shared video game.

Children playing in a sandbox

Learning through play has been long recognized as a critical aspect of childhood and child development. Some of the earliest studies of play started in the 1890s with G. Stanley Hall, the father of the child study movement that sparked an interest in the developmental, mental and behavioral world of babies and children. Play also promotes healthy development of parent-child bonds, establishing social, emotional and cognitive developmental milestones that help them relate to others, manage stress, and learn resiliency.

Modern research in the field of affective neuroscience (the neural mechanisms of emotion) has uncovered important links between role play and neurogenesis in the brain. For example, researcher Roger Caillois used the word ilinx to describe the momentary disruption of perception that comes from forms of physical play that disorient the senses, especially balance.

Studies have found that play and coping to daily stressors to be positively correlated in children. By playing, children regulate their emotions and this is important for adaptive functioning because without regulation, emotions could be overwhelming and stressful.

Evolutionary psychologists have begun to explore the phylogenetic relationship between higher intelligence in humans and its relationship to play, i.e., the relationship of play to the progress of whole evolutionary groups as opposed to the psychological implications of play to a specific individual.

Play is explicitly recognized in Article 31 of the Convention on the Rights of the Child (adopted by the General Assembly of the United Nations, November 29, 1989), which declares:
  • Parties recognize the right of the child to rest and leisure, to engage in play and recreational activities appropriate to the age of the child and to participate freely in cultural life and the arts.
  • Parties shall respect and promote the right of the child to participate fully in cultural and artistic life and shall encourage the provision of appropriate and equal opportunities for cultural, artistic, recreational and leisure activities.

History of childhood playtime

Children's Games, 1560, Pieter Bruegel the Elder

American historian Howard Chudacoff has studied the interplay between parental control of toys and games and children's drive for freedom to play. In the colonial era, toys were makeshift and children taught each other very simple games with little adult supervision. The market economy of the 19th century enabled the modern concept of childhood as a distinct, happy life stage. Factory-made dolls and doll houses delighted young girls. Organized sports filtered down from adults and colleges, and boys learned to play with a bat, a ball and an impromptu playing field. In the 20th century, teenagers were increasingly organized into club sports supervised and coached by adults, with swimming taught at summer camps and through supervised playgrounds. Under the New Deal's Works Progress Administration, thousands of local playgrounds and ball fields opened, promoting softball especially as a sport for all ages and both sexes. By the 21st century, Chudacoff notes, the old tension between parental controls and a child’s individual freedom was being played out in cyberspace.

Cultural differences of play

The act of play time is a cross-cultural phenomenon that is universally accepted and encouraged by most communities however it can differ in the ways that is performed.

Some cultures, such as Euro-American cultural heritages, encourage play time in order to stress cognitive benefits and the importance of learning how to care for one’s self. Other cultures, such as people of African American or Asian American heritages, stress more group oriented learning and play where kids can learn what they can do with and for others.

Parent interactions when it comes to playtime also differs drastically within communities. Parents in the Mayan culture do interact with their children in a playful mindset while parents in the United States tend to set aside time to play and teach their children through games and activities. In the Mayan community, children are supported in their playing but also encouraged to play while watching their parents do household work in order to become familiar with how to follow in their footsteps.

In addition, cultural communities also partake in similar games just with slight differences. Children in contemporary industrialized social cultural contexts will spend much of their free play time viewing television or other electronic activity such as video games. People from the Brazilian community use the tools and materials around them to create a form of play. For instance they use mud balls or cashews to play marbles, a game many communities play with small marbles. Communities in the Sahara will use clay figures as their forms of playful toys. Children from Australia and Nepal will engage in mud play.

Play time can also be used as a way for children to learn the mature ways of their culture. Many communities use play as a way children can emulate work. For instance, children can be seen comforting their toy dolls or animals something that they have modeled from adults in their communities. Children from San Pedro and Efe can be seen making ‘food’ from dirt or pretending to shoot bows and arrows much like their elders. The way in which children mimic work through their play can differ with what opportunities they have access to but is something that tends to be promoted by adults.

Sports

Sportive activities are one of the most universal forms of play. Different continents have their own popular/dominant sports. For example, European, South American, and African countries enjoy soccer (also known as ‘football’ in Europe), while North American countries prefer basketball, ice hockey, baseball, or American football. In Asia, sports such as table tennis and badminton are played professionally; however soccer and basketball are played amongst common folks. Events such as The Olympic Games and FIFA World Cup showcase countries competing with each other and are broadcast all over the world. Sports can be played as a leisure activity or within a competition. According to sociologist Norbert Elias; it is an important part of "civilization process". Victory and defeat in sports can also influence one’s emotions to a point where everything else seems so irrelevant. Sport fans can also imagine what it feels like to play for their preferred team. The feelings people experience can be so surreal that it affects their emotions and behaviour.

Benefits in youth

Youth sport can provide a positive outcome for youth development. Research shows adolescents are more motivated and engaged in sports than any other activity, and these conditions predict a richer personal and interpersonal development. Anxiety, depression and obesity can stem from lack of activity and social interaction. There is a high correlation between the amount of time that youth spend playing sports and the effects of physical (e.g., better general health), psychological (e.g., subjective well being), academic (e.g., school grades), and social benefits (e.g., making friends). Electronics over the past 10 years have been looked as a form of playtime but researchers have found that most electronic play leads to lack of motivation, no social interaction and can lead to obesity. Play is originally based on the idea of children using their creativity while developing their imagination, dexterity, physical, cognitive and emotional strength. Dramatic play is common in younger children. For the youth community to benefit from playtime, the following are recommended:
  • Give children ample, unscheduled time to be creative to reflect and decompress
  • Give children “true” toys, such as blocks or dolls for creativity
  • Youth should have a group of supportive people around them (teammates, coaches, and parents) with positive relationships 
  • Youth should possess skill development; such as physical, interpersonal, and knowledge about the sport 
  • Youth should be able to make their own decisions about their sport participation 
  • Youth should have experiences that are on par with their certain needs and developmental level 

Research findings on benefits in youth

With regular participation in a variety of sports, children can develop and become more proficient at various sports skills (including, but not limited to, jumping, kicking, running, throwing, etc.) if the focus is on skill mastery and development. Young people participating in sports also develop agility, coordination, endurance, flexibility, speed, and strength. More specifically, young athletes could develop the following: 
Moreover, research shows that regular participation in sport and physical activity is highly associated with lowering the risk of diabetes, heart disease, obesity, and other related diseases. Young people also tend to be more nutrition-conscious in their food choices when participating in sport. Girls involved in sport tend associate with lower chance of teenage pregnancy, begin smoking, and/or developing breast cancer. Young athletes have shown lower levels of total cholesterol and other favorable profiles in serum lipid parameters associated with cardiovascular disease. Sport provides an arena for young people to be physically active and in result reduce the time spent in sedentary pursuits, such as watching TV and playing video games.

Adults

Playing weiqi in Shanghai

Although adults who engage in excessive amounts of play may find themselves described as "childish" or "young at heart" by less playful adults, play is actually an important activity, regardless of age. Creativity and happiness can result from adult play, where the objective can be more than fun alone, as in adult expression of the arts, or curiosity-driven science. Some adult "hobbies" are examples of such creative play. In creative professions, such as design, playfulness can remove more serious attitudes (such as shame or embarrassment) that impede brainstorming or artistic experimentation in design.

Imaginative play and role play may allow adult individuals to practice useful habits such as learned optimism, which is helpful in managing fear or terrors. Play also offers adults the opportunity to practice concepts that may not have been explicitly or formally taught (e.g. how to manage misinformation or deceit). Thus, even though play is just one of many tools used by effective adults, it remains a necessary one.

Workplace

There has been extensive research when it comes to the benefits of play amongst children, youth, and adolescence. Most commonly overlooked are the benefits of play for adults, more specifically, adults who spend a lot of time in the workplace. Many adults in North America are in the workforce and spend half of their waking hours in a workplace environment with little to no time for play. Play in this context refers to leisure-type activities with colleagues during lunch breaks or short breaks throughout the working day. Leisure activities could include, but are not limited to, different forms of physical sport activities, card games, board games, video games and interaction-based type video games, foosball, ping-pong, yoga, and boot-camp sessions.

Research shows that playing games may promote a persistent and optimistic motivational style and positive affect. Positive affect enhances people’s experiences, enjoyment, and sense of satisfaction derived from the activity, during their engagement with a certain task. While people are engaged in their work, positive affect increases the satisfaction they feel from the work, and this has also been shown to increase their creativity and improve their performance on problem-solving tasks as well as other tasks. The development of a persistent motivational style charged with positive affect may lead to lasting work success.

Studies show that work and play are mutually supportive. Employees need to experience the sense of newness, flow, discovery and liveliness that play provides. By doing this, it will provide the employee with the sense that they are integrated within the organization, and therefore they will feel and perform better. By incorporating play at work, it will also result in more productivity, creativity and innovation, higher job satisfaction, greater workplace morale, stronger or new social bonds, improved job performance, a decrease in staff turnover, absenteeism  and stress. Decreased stress leads to less illness, which results in lower health care costs. Play at work may help employees function and cope when under stress, refresh body and mind, encourage teamwork, trigger creativity, and increase energy while preventing burnout.

Studies show that companies that encourage play at work, whether short breaks throughout the day or during lunch breaks experience more success because it leads to positive emotion amongst employees. Risk taking, confidence in presenting novel ideas, and embracing unusual and fresh perspectives are common characteristics associated with play at work. Play can increase self-reported job satisfaction and well-being. Employees experiencing positive emotions are more cooperative, more social, and perform better when faced with complex tasks.

Contests, team-building exercises, fitness programs, mental health breaks and other social activities, will make the work environment fun, interactive, and rewarding. Also playfighting, i. e. playful fights or fictive disputes, may contribute to organizations and institutions, as in youth care settings. Staff tries to down-key playfight invitations to “treatment” or “learning,” but playfighting also offers youth and staff identificatory respite from the institutional regime. Wästerfors (2016) has found that playfighting is a recurrent pattern in the social life of a youth care institution and sits at the core of what inmates and staff have to deal with. 

Seniors

Older adults represent one of the fastest growing populations around the world. In fact, the United Nations predicted an increase of those aged 60 and above from 629 million in 2002 to approximately two billion in 2050 but increased life expectancy does not necessarily translate to a better quality of life. For this reason, research has begun to investigate methods to maintain and/or improve quality of life among older adults.

Similar to the data surrounding children and adults, play and activity are associated with improved health and quality of life among seniors. Additionally, play and activity tend to affect successful aging as well as boost well-being throughout the lifespan. Although children, adults, and seniors all tend to benefit from play, older adults often perform it in unique ways to account for possible issues, such as health restrictions, limited accessibility, and revised priorities. For this reason, elderly people may partake in physical exercise groups, interactive video games, and social forums specifically geared towards their needs and interests. One qualitative research study found older adults often chose to engage in specific games such as dominoes, checkers, and bingo for entertainment. Another study indicated a common pattern within game preferences among older adults; seniors often favor activities that encourage mental and physical fitness, incorporate past interests, have some level of competition, and foster a sense of belonging. Researchers investigating play in older adults are also interested in the benefits of technology and video games as therapeutic tools. Studies show these outlets can lower the risk of developing particular diseases, reduce feelings of social isolation and stress, as well as promote creativity and the maintenance of cognitive skills. As a result, play as been integrated into physiotherapy and occupational therapy interventions for seniors.

The ability to incorporate play into one's routine is important because these activities allow participants to express creativity, improve verbal and non-verbal intelligence as well as enhance balance. These benefits may be especially crucial to seniors because evidence shows cognitive and physical functioning declines with age. However, other research argues it might not be aging that is associated with the decline in cognitive and physical capabilities. More specifically, some studies indicate it could be the higher levels of inactivity within older adults that may have significant ramifications on their health and well-being.

With attention to these hypotheses, research shows play and activity tend to decline with age which may result in negative outcomes such as social isolation, depression, and mobility issues. American studies found that only 24% of seniors took part in regular physical activity and only 42% use the internet for entertainment purposes. In comparison to other age groups, the elderly are more likely to experience a variety of barriers, such as difficulty with environmental hazards and accessibility related issues, that may hinder their abilities to execute healthy play behaviours. Similarly, although playing may benefit seniors, it also has the potential to negatively impact their health. For example, those who play may be more susceptible to injury. Investigating these barriers may assist in the creation of useful interventions and/or the development of preventative measures, such as establishing safer recreational areas, that promote the maintenance of play behaviours throughout elderly life.

A significant amount of literature suggests a moderate level of play has numerous positive outcomes in the lives of senior citizens. In order to support and promote play within the older population, studies suggest institutions should set up more diverse equipment, improve conditions within recreational areas, and create more video games or online forums that appeal to the needs of seniors.

Animals

Cocker spaniel playing with a monkey doll
 
A dog plays with a ball.

Evolutionary psychologists believe that there must be an important benefit of play, as there are so many reasons to avoid it. Animals are often injured during play, become distracted from predators, and expend valuable energy. In rare cases, play has even been observed between different species that are natural enemies such as a polar bear and a dog. Yet play seems to be a normal activity with animals who occupy the higher strata of their own hierarchy of needs. Animals on the lower strata, e.g. stressed and starving animals, generally do not play. However, in wild Assamese macaques physically active play is performed also during periods of low food availability and even if it is at the expense of growth, which strongly highlights the developmental and evolutionary importance of play.

The social cognitive complexity of numerous species, including dogs, have recently been explored in experimental studies. In one such study, conducted by Alexandra Horowitz of the University of California, the communication and attention-getting skills of dogs were investigated. In a natural setting, dyadic play behavior was observed; head-direction and posture was specifically noted. When one of the two dogs was facing away or otherwise preoccupied, attention-getting behaviors and signals (nudging, barking, growling, pawing, jumping, etc.) were used by the other dog to communicate the intent and/or desire to continue on with the dyadic play. Stronger or more frequent signaling was used if the attention of the other dog was not captured. These observations tell us that these dogs know how play behavior and signaling can be used to capture attention, communicate intent and desire, and manipulate one another. This characteristic and skill, called the "attention-getting skill" has generally only been seen in humans, but is now being researched and seen in many different species.

Observing play behavior in various species can tell us a lot about the player's environment (including the welfare of the animal), personal needs, social rank (if any), immediate relationships, and eligibility for mating. Play activity, often observed through action and signals, often serves as a tool for communication and expression. Through mimicry, chasing, biting, and touching, animals will often act out in ways so as to send messages to one another; whether it's an alert, initiation of play, or expressing intent. When play behavior was observed for a study in Tonkean macaques, it was discovered that play signals weren't always used to initiate play; rather, these signals were viewed primarily as methods of communication (sharing information and attention-getting).

One theory – "play as preparation" – was inspired by the observation that play often mimics adult themes of survival. Predators such as lions and bears play by chasing, pouncing, pawing, wrestling, and biting, as they learn to stalk and kill prey. Prey animals such as deer and zebras play by running and leaping as they acquire speed and agility. Hoofed mammals also practice kicking their hind legs to learn to ward off attacks. Indeed, time spent in physical play accelerates motor skill acquisition in wild Assamese macaques. While mimicking adult behavior, attacking actions such as kicking and biting are not completely fulfilled, so playmates do not generally injure each other. In social animals, playing might also help to establish dominance rankings among the young to avoid conflicts as adults.

John Byers, a zoologist at the University of Idaho, discovered that the amount of time spent at play for many mammals (e.g. rats and cats) peaks around puberty, and then drops off. This corresponds to the development of the cerebellum, suggesting that play is not so much about practicing exact behaviors, as much as building general connections in the brain. Sergio Pellis and colleagues at the University of Lethbridge in Alberta, Canada, discovered that play may shape the brain in other ways, too. Young mammals have an overabundance of brain cells in their cerebrum (the outer areas of the brain – part of what distinguishes mammals). There is evidence that play helps the brain clean up this excess of cells, resulting in a more efficient cerebrum at maturity.

Marc Bekoff (a University of Colorado evolutionary biologist) proposes a "flexibility" hypothesis that attempts to incorporate these newer neurological findings. It argues that play helps animals learn to switch and improvise all behaviors more effectively, to be prepared for the unexpected. There may, however, be other ways to acquire even these benefits of play: the concept of equifinality. The idea is that the social benefits of play for many animals, for example, could instead be garnered by grooming. Patrick Bateson maintains that equifinality is exactly what play teaches. In accordance with the flexibility hypothesis, play may teach animals to avoid "false endpoints". In other words, they will harness the childlike tendency to keep playing with something that works "well enough", eventually allowing them to come up with something that might work better, if only in some situations. This also allows mammals to build up various skills that could come in handy in entirely novel situations. A study on two species of monkeys Presbytis entellus and Macaca mulatta that came into association with each other during food provisioning by pilgrims at the Ambagarh Forest Reserve, near Jaipur, India, shows the interspecific interaction that developed between the juveniles of the two species when opportunity presented itself.

Benefits

Play has varying effects and benefits to human development. There has been an abundance of research on the effects of different forms of play and how they influence various areas of a person’s life whether it is a child or an adult. These benefits of play can have cognitive, social and emotional or motivational effects on a person’s life or development.

Cognitive development

Physical play
 
Various forms of play, whether it is physical or mental, have influenced cognitive abilities in individuals. As little as ten minutes of exercise (including physical play), can improve cognitive abilities. These researchers did a study and have developed an "exergame" which is a game that incorporates some physical movement but is by no means formal exercise. These games increase one’s heart rate to the level of aerobics exercise and have proven to result in recognizable improvements in mental faculties  In this study they use play in a way that incorporates physical activity that creates physical excursions. The results of the study had statistical significance. There were improvements in math by 3.4% and general improvements in recall memory by 4% among the participants of the study.

Mental play

On the other hand, other research has focused on the cognitive effects of mentally stimulating play. Playing video games is one of the most common mediums of play for children and adults today. There has been mixed reviews on the effects of video games. Despite this, according to a research conducted by Hollis (2014), "[playing video games] was positively associated with skills strongly related to academic success, such as time management, attention, executive control, memory, and spatial abilities – when playing video game occurs in moderation.".

Social development and play

Play can also influence one’s social development and social interactions. Much of the research focuses on the influence play has on child social development. There are different forms of play that have been noted to influence child social development. One study conducted by (Sullivan, 2003) explores the influence of playing styles with mothers versus playing styles with fathers and how it influences child social development. This article explains that "integral to positive development is the child’s social competence or, more precisely, the ability to regulate their own emotions and behaviors in the social contexts of early childhood to support the effective accomplishment of relevant developmental tasks.

Social benefits of play have been measured using basic interpersonal values such as getting along with peers. One of the social benefits that this researcher has uncovered is that play with parents has proven to reduce anxiety in children. Having play time with parents that involves socially acceptable behaviour makes it easier for children to relate to be more socially adjusted to peers at school or at play Social development involving child interaction with peers is thus an area of influence for playful interactions with parents and peers.

Curiosity

From Wikipedia, the free encyclopedia

Curious children gather around photographer Toni Frissell, looking at her camera

Curiosity (from Latin cūriōsitās, from cūriōsus "careful, diligent, curious", akin to cura "care") is a quality related to inquisitive thinking such as exploration, investigation, and learning, evident by observation in humans and other animals. Curiosity is heavily associated with all aspects of human development, in which derives the process of learning and desire to acquire knowledge and skill.

The term curiosity can also be used to denote the behavior or emotion of being curious, in regard to the desire to gain knowledge or information. Curiosity as a behavior and emotion is attributed over millennia as the driving force behind not only human development, but developments in science, language, and industry.

Causes

Children peer over shoulders to see what their friends are reading.

Curiosity can be seen as an innate quality of many different species. It is common to human beings at all ages from infancy through adulthood, and is easy to observe in many other animal species; these include apes, cats, and rodents. Early definitions cite curiosity as a motivated desire for information. This motivational desire has been said to stem from a passion or an appetite for knowledge, information, and understanding.

These traditional ideas of curiosity have recently expanded to look at the difference between curiosity as the innate exploratory behavior that is present in all animals and curiosity as the desire for knowledge that is specifically attributed to humans.

Theories

Like other desires and need states that take on an appetitive quality (e.g. food), curiosity is linked with exploratory behavior and experiences of reward. Curiosity can be described as positive emotions and acquiring knowledge; when one’s curiosity has been aroused it is considered inherently rewarding and pleasurable. Discovering new information may also be rewarding because it can help reduce undesirable states of uncertainty rather than stimulating interest. Theories have arisen in attempts to further understand this need to rectify states of uncertainty and the desire to participate in pleasurable experiences of exploratory behaviors.

Curiosity-drive theory

Curiosity-drive theory relates to the undesirable experiences of "uncertainty". The reduction of these unpleasant feelings, in turn, is rewarding. This theory suggests that people desire coherence and understanding in their thought processes. When this coherence is disrupted by something that is unfamiliar, uncertain, or ambiguous, it is curiosity-drive that attempts to gather information and knowledge of the unfamiliar to restore coherent thought processes. Through this theory, the general concept dictates that curiosity is developed strictly out of the desire to make sense of unfamiliar aspects of one’s environment through interaction of exploratory behaviors. Once understanding of the unfamiliar has been achieved and coherence has been restored, these behaviors and desires will subside.

Subsets of curiosity-drive theory differ on whether curiosity is a primary or secondary drive and if this curiosity-drive is originated due to one's need to make sense of and regulate their environment or if it is caused by an external stimulus. Causes can range from basic needs that need to be satisfied (e.g. hunger, thirst) to needs in fear induced situations. Each of these subset theories state that whether the need is primary or secondary curiosity is developed from experiences that create a sensation of uncertainty or perceived unpleasantness. Curiosity then acts as a means in which to dispel this uncertainty. By exhibiting curious and exploratory behavior, one is able to gain knowledge of the unfamiliar and thus reduce the state of uncertainty or unpleasantness. This theory, however, does not address the idea that curiosity can often be displayed even in the absence of new or unfamiliar situations. This type of exploratory behavior is common in many species. Take the example of a human toddler who, if bored in his current situation devoid of arousing stimuli, will walk about until something interesting is found. The observation of curiosity even in the absence of novel stimuli pinpoints one of the major shortcomings in the curiosity-drive model.

Optimal-arousal theory

Optimal-arousal theory developed out of the need to explain the desire for some to seek out opportunities to engage in exploratory behaviors without the presence of uncertain or ambiguous situations. Optimal-arousal theory attempts to explain this aspect of curiosity by suggesting that one can be motivated to maintain a pleasurable sense of arousal through these exploratory behaviors.
The concept of optimal-arousal of curiosity suggests that the desire is to maintain an optimal level of arousal. If the stimulus is too intensely arousing, a "back-away" type behavior is engaged. In contrast, if the environment is boring and lacks excitement, exploratory behavior will be engaged until something optimally arousing is encountered. In essence, there is an intrinsic motivation to search for a perfect balance of arousal states. This idea attempts to address the observed behaviors of curiosity even in the absence of uncertain or unfamiliar situations. While optimal-arousal theory addresses some discrepancies within curiosity-drive theory, there seems to be a distinctive counter-intuitiveness about their designs. For example, if there is an ideal state of curiosity that should be maintained, then gaining new knowledge to eliminate that state of curiosity would be counter-productive.

Integration of the reward pathway into theory

Taking into account the shortcomings of both curiosity-drive and optimal-arousal theories, attempts have been made to integrate neurobiological aspects of reward, wanting, and pleasure into a more comprehensive theory for curiosity. Research suggests that the act of wanting and desiring new information directly involves mesolimbic pathways of the brain that directly account for dopamine activation. The use of these pathways and dopamine activation may account for the assigning of value to new information and then interpreting as reward. This aspect of neurobiology can accompany curiosity-drive theory in motivating exploratory behavior.

Role of neurological aspects and structures

Although the phenomenon of curiosity is widely regarded, its root causes are relatively unknown beyond theory. However, recent studies have provided some insight into the neurological mechanisms that make up what is known as the reward pathway which may impact characteristics associated with curiosity, such as learning, memory, and motivation. Due to the complex nature of curiosity, research that focuses on specific neural processes with these characteristics can help create a better understanding the phenomenon of curiosity as a whole. The following are characteristics of curiosity and their links to neural aspects that can be thought of as essential in creating exploratory behaviors:

Motivation and reward

Dopamine Pathway in the Brain

The drive to learn new information or perform some action is often initiated by the anticipation of reward. In this way, the concepts of motivation and reward are naturally tied to the notion of curiosity.

This idea of reward is defined as the positive reinforcement of an action that encourages a particular behavior by using the emotional sensations of relief, pleasure, and satisfaction that correlate with happiness. Many areas in the brain are used to process reward and come together to form what is called the reward pathway. In this pathway many neurotransmitters play a role in the activation of the reward sensation- including dopamine, serotonin and opioid chemicals.

Dopamine is linked to the process of curiosity, as it is responsible for assigning and retaining reward values of information gained. Research suggests higher amounts of dopamine is released when the reward is unknown and the stimulus is unfamiliar, compared to activation of dopamine when stimulus is familiar.

Nucleus accumbens

The nucleus accumbens is a formation of neurons and is important in reward pathway activation. As previously mentioned, the reward pathway is an integral part in the induction of curiosity. The release of dopamine in investigating response to novel or exciting stimuli. The fast dopamine release observed during childhood and adolescence is important in development, as curiosity and exploratory behavior are the largest facilitators of learning during early years.

In addition, the sensation pleasure of "liking" can occur when opioids are released by nucleus accumbens. This helps someone evaluate the unfamiliar situation or environment and attach value to the novel object. These processes of both wanting and liking play a role in activating the reward system of the brain, and perhaps in the stimulation of curious or information-seeking tendencies as well.

Caudate nucleus

The caudate nucleus, is a region of the brain that is highly responsive to dopamine. The caudate nucleus is another component of the reward pathway. Research has suggested the role of the caudate nucleus anticipates the possibility of and is in anticipation of reward of exploratory behavior and gathered information, thus contributing to factors of curiosity.

Anterior cortices

Regions of the anterior cortices correspond to both conflict and arousal and, as such, seem to reinforce certain exploratory models of curiosity.

Cortisol

Cortisol is a chemical known for its role in stress regulation. However, cortisol may also be associated with curious or exploratory behavior. Findings in recent studies suggesting the role of cortisol with curiosity support the idea of optimal arousal theory. It is suggested the release of a small amount cortisol causing stress encourages curious behavior, while too much stress can initiate a "back away" response.

Attention

Attention is important to the understanding of curiosity because it directly correlates with one's abilities to selectively focus and concentrate on particular stimuli in the surrounding environment. As there are limited cognitive and sensory resources to understand and evaluate various stimuli, attention allows the brain to better focus on what it perceives to be the most important or relevant of these stimuli. Individuals tend to focus their energies on stimuli that are particularly stimulating or engaging. Indicating that the more attention a stimulus garners, the more frequent one's energy and focus will be directed towards that stimulus. This idea suggests an individual will focus their attention on new or unfamiliar stimuli in an effort to better understand or make sense of the unknown over the more familiar or repetitive stimuli. Creating the idea that curiosity demands attention.

Striatum

The striatum, is a part of the brain which coordinates motivation with body movement. It would seem natural that the striatum plays a role in attention and reward anticipation, both of which are important in the provocation of curiosity.

Precuneus

The precuneus is a region of the brain that is involved in attention, episodic memory, and visuospatial processing. There has been a correlation found between the amount of grey matter in the precuneus and levels of curious and exploratory behaviors; suggesting that the precuneus density has an influence on levels of curiosity.

Memory and learning

Memory plays an important role in the understanding of curiosity. If curiosity is the desire to seek out and understand unfamiliar or novel stimuli, one's memory is important in determining if the stimuli is indeed unfamiliar.

Memory is the process by which the brain can store and access information. In order to determine if the stimulus is novel, an individual must remember if the stimulus has been encountered before. Thus, memory plays an integral role in dictating the level of novelty or unfamiliarity, and the level of need for curiosity.

It can also be suggested that curiosity can affect memory. As previously mentioned, stimuli that are novel tend to capture more of our attention. Additionally, novel stimuli usually have a reward value associated with them, the anticipated reward of what learning that new information may bring. With stronger associations and more attention devoted to a stimulus, it is probable that the memory formed from that stimulus will be longer lasting and easier to recall, both of which facilitate better learning.

Hippocampus and the parahippocampal gyrus

The hippocampus is important in memory formation and recall and therefore instrumental in determining the novelty of various stimuli. Research suggests the hippocampus is involved in generating the underlying motivation to explore for the purpose of learning.

The parahippocampal gyrus (PHG), the area of grey matter surrounding the hippocampus, has recently been implicated in the process of curiosity. This finding suggests that the PHG may be involved in the amplification of curiosity more so than the primary induction of curiosity.

Amygdala

The amygdala, often is associated with emotional processing, particularly for the emotion of fear, as well as memory. It is suggested the amygdala is important in processing emotional reactions towards novel or unexpected stimuli and the induction of exploratory behavior. This implies a potential connection between curiosity levels and the amygdala. However, more research is needed on direct correlation.

Early development

Piaget is considered to be the most influential child researcher. He argued that babies and children are constantly trying to make sense of their reality and that it contributed to their intellectual development. According to Piaget, children develop hypotheses, conduct experiments and then reassess their hypotheses depending on what they observe. Piaget was the first to closely document children’s actions and interpret them as consistent, calculated effort to test and learn about their environment.

There is no universally accepted definition for curiosity in children. Most research on curiosity has been focused on adults and typically used self-report measures are inappropriate and inapplicable for studying children. Curiosity is mostly thought of as attributable to a mature person and is characterized in young children as a fledgling feature of their outlook on the world.

Exploratory behaviour is commonly observed in children and is associated with their curiosity development. Several studies look at children’s curiosity by simply observing their interaction with novel and familiar toys.

There has been evidence found of a relationship between the anxiety children might feel and their curiosity. One study found that object curiosity in 11-year-olds was negatively related to psychological maladjusted so children who exhibit more anxiety in classroom settings engaged in less curious behaviour. It has also been suggested that certain aspects of classroom learning is dependent on curiosity which can be affected by students’ anxiety .

Other measures of childhood curiosity have used exploratory behaviour as a basis but differing on how which parts of this behaviour is best to focus on. Some studies have examined children’s preference for complexity/the unknown as a basis for their curiosity measure; others have relied on novelty preference as their basis.

Researchers have also looked at the relationship between a child’s reaction to surprise and curiosity. It has been suggested that children are further motivated to learn when dealing with uncertainty. It is argued that their reactions to not having their expectations met would fuel their curiosity more than the introduction of a novel or complex object would.

Ethicality

There is a widely held belief that children’s curiosity becomes discouraged throughout the process of formal education: "Children are born scientists. From the first ball they send flying to the ant they watch carry a crumb, children use science's tools—enthusiasm, hypotheses, tests, conclusions—to uncover the world's mysteries. But somehow students seem to lose what once came naturally."

Sir Ken Robinson discusses a similar phenomenon in his TED Talk titled "Do schools kill creativity?" When curiosity in young people leads to knowledge-gathering it is widely seen as a positive.  However curiosity according to some researchers is also at times seen as dangerous, for instance when concerns arise around opposite-sex siblings sharing a room, etc.

Impact from disease

Left: normal brain. Right: AD afflicted brain. Severe degeneration of areas implicated in curiosity

Different neurodegenerative diseases or other psychological disorders can affect various characteristics of curiosity, for instance Alzheimer's disease's effects on memory or depression on motivation and reward. Alzheimer's disease (AD) is a neurodegenerative disease that directly affects the capability and capacity for memory. Depression is a mood disorder that is characterized by a lack of interest in one's environment and feelings of sadness or hopelessness. A lack of curiosity for novel stimuli might also be used as a potential predictor for these and other illnesses.

Morbid curiosity

A crowd mills around the site of a car accident in Czechoslovakia in 1980.

A morbid curiosity exemplifies an aspect of curiosity that can be seen as focused on objects of death, violence, or any other event that may cause harm physically or emotionally.

The idea of morbid curiosity typically is described as having an addictive quality. This addictive aspect of the need to understand or make sense of topics that surround harm, violence or death can be attributed to the idea of one's need to relate unusual and often difficult circumstances to a primary emotion or experience of their own, described as meta-emotions.

Understanding these difficult circumstances dates back to Aristotle in his Poetics, stating "enjoy contemplating the most precise images of things whose sight is painful to us".

State and trait curiosity

There are two distinct classifications of types of curiosity: state and trait curiosity. Both of these types determine whether curiosity comes from within or outside of a person. State curiosity is external such as wondering why things happen for the sake of just curiousness, for example, wondering why most stores open at 8 a.m. This type of curiosity tends to be the most relatable for people on a day-to-day basis since state curiosity relates to high levels of reward. On the other hand, trait curiosity relates to people who are interested in learning. Generally, it could be trying out a new sport or food, or traveling to a new unknown place. One can look at curiosity as the urge that draws people out of their comfort zones and fears as the agent that keeps them within those zones.

Fearmongering

From Wikipedia, the free encyclopedia https://en.wikipedia.org/wiki/Fearmongering Fearmongering ,...