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These factors are later used to form the SSS Form IV. The SSS-IV scale has 72 items that are unevenly distributed among the four factors, thrill and adventure seeking, experience seeking, disinhibition, and boredom susceptibility. It also includes the SSS-II General Scale. Research on drinking, extreme sports and drugs were done using these ...
The high-thrill sports involve intense speed and excitement as well as a perception of risk. Individuals with a moderate level of sensation seeking tend to participate in common sports that are unpredictable but also minimally risky. Some examples are basketball, baseball, volleyball, and golf. Low sensation seekers participate in sports that ...
It is a multifaceted behavioral construct that includes thrill seeking, novelty preference, risk taking, harm avoidance, and reward dependence. The novelty-seeking trait is considered a heritable tendency of individuals to take risks for the purpose of achieving stimulation and seeking new environments and situations that make their experiences ...
Sensation seeking is a personality trait defined by the search for experiences and feelings, that are "varied, novel, rich and intense", and by the readiness to "take physical, social, legal, and financial risks for the sake of such experiences."
Sports with defined rules take place within designated play spaces, such as sports fields—in association football 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 ...
MLB has given players on several teams access to new baseball prototypes, seeking input on balls built to solve concerns about grip and consistency.
Third-base coaches for the Rangers, Diamondbacks, Phillies and Astros reflect on the crucial, often game-deciding decisions they make every day — and why they love their job.
The reward system (the mesocorticolimbic circuit) is a group of neural structures responsible for incentive salience (i.e., "wanting"; desire or craving for a reward and motivation), associative learning (primarily positive reinforcement and classical conditioning), and positively-valenced emotions, particularly ones involving pleasure as a core component (e.g., joy, euphoria and ecstasy).