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They used a modified version of Alkov, Borowsky, and Gaynor's questionnaire to collect data on pilots' perceptions of the relationship between stress and performance. Being a subjective measure, this study's data was based on pilots' perceptions, and thus rely on how accurately they recall past experiences their relationships to stress.
Schematic of diathesis–stress model. The diathesis-stress model, also known as the vulnerability–stress model, is a psychological theory that attempts to explain a disorder, or its trajectory, as the result of an interaction between a predispositional vulnerability, the diathesis, and stress caused by life experiences.
Post-traumatic stress disorder (PTSD) [b] is a mental and behavioral disorder [8] that develops from experiencing a traumatic event, such as sexual assault, domestic violence, child abuse, warfare and its associated traumas, natural disaster, traffic collision, or other threats on a person's life or well-being.
In psychology, stress is a feeling of emotional strain and pressure. [1] Stress is a form of psychological and mental discomfort. Small amounts of stress may be beneficial, as it can improve athletic performance, motivation and reaction to the environment.
A stressor is a chemical or biological agent, environmental condition, external stimulus or an event seen as causing stress to an organism. [1] Psychologically speaking, a stressor can be events or environments that individuals might consider demanding, challenging, and/or threatening individual safety.
Life simulation games form a subgenre of simulation video games in which the player lives or controls one or more virtual characters (human or otherwise). Such a game can revolve around "individuals and relationships, or it could be a simulation of an ecosystem". [1] Other terms include artificial life game [1] and simulated life game (SLG).
Stress (biology), an organism's response to a stressor such as an environmental condition Stress (mechanics), the internal forces that neighboring particles of a continuous material exert on each other
Fantasy (Game as make-believe): Imaginary world. Narrative (Game as drama): A story that drives the player to keep coming back; Challenge (Game as obstacle course): Urge to master something. Boosts a game's replayability. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for ...