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Hedonic treadmill

Hedonic treadmill
The Hedonic (or Happiness) Set Point has gained interest throughout the field of positive psychology where it has been developed and revised further.[3] Given that hedonic adaptation generally demonstrates that a person's long term happiness is not significantly affected by otherwise impactful events, positive psychology has concerned itself with the discovery of things that can lead to lasting changes in happiness levels. Overview[edit] Happiness seems to be more like a thermostat, since our temperaments tend to bring us back towards a certain happiness level (a tendency influenced by carefully chosen activities and habits). Hedonic adaptation is a process or mechanism that reduces the affective impact of emotional events. Hedonic adaptation can occur in a variety of ways. Major theoretical approaches[edit] Behavioral/psychological approach[edit] Major empirical findings[edit] Wildeman, Turney, Schnittker (2014) studied the effects of imprisonment on one’s baseline level of well-being.

Warmer klimaat, koudere winters Zowel Europa als het oostelijke deel van de Verenigde Staten hebben er enkele strenge winters opzitten. En volgens experts wordt het ook deze winter bibberen. Boosdoener is vreemd genoeg de opwarming van de aarde. De afgelopen drie winters werden Noord-Amerika en grote delen van Europa geteisterd door hevige sneeuwstormen. In januari 2011 viel het openbare leven in New York en Philadelphia zo goed als stil door ongezien winterweer. Een jaar later bleef de wintertemperatuur in Alaska tien graden onder het gemiddelde. België en Nederland kregen het minder hard te verduren, maar ook onze drie voorbije winters waren eerder koud ten opzichte van de voorbije decennia. Volgens de Amerikaanse klimatoloog Charles Greene van Cornell University staan ons de komende jaren meer koude en extreme winters te wachten: ‘Dat klinkt nogal vreemd in het warmste decennium sinds de metingen 160 jaar geleden begonnen’, schrijft hij in het Amerikaanse blad Scientific American.

Planet OpenBadges Forest gardening History[edit] Forest gardens are probably the world's oldest form of land use and most resilient agroecosystem.[2][3] They originated in prehistoric times along jungle-clad river banks and in the wet foothills of monsoon regions. In the gradual process of families improving their immediate environment, useful tree and vine species were identified, protected and improved whilst undesirable species were eliminated. Forest gardens are still common in the tropics and known by various names such as: home gardens in Kerala in South India, Nepal, Zambia, Zimbabwe and Tanzania; Kandyan forest gardens in Sri Lanka;[5] huertos familiares, the "family orchards" of Mexico; and pekarangan, the gardens of "complete design", in Java.[6] These are also called agroforests and, where the wood components are short-statured, the term shrub garden is employed. In tropical climates[edit] Americas[edit] Africa[edit] Nepal[edit] In temperate climates[edit] Robert Hart, forest gardening pioneer Permaculture[edit]

Theory About the Theory Overview Meta-Theory: The Organismic Viewpoint Formal Theory: SDT’s 5 Mini-Theories Other Topics of Interest Applications References Overview People are centrally concerned with motivation -- how to move themselves or others to act. Self-Determination Theory (SDT) represents a broad framework for the study of human motivation and personality. The dynamics of psychological need support and need thwarting have been studied within families, classrooms, teams, organizations, clinics, and cultures using specific propositions detailed within SDT. Meta-Theory: The Organismic Viewpoint SDT is an organismic dialectical approach. Within SDT, the nutriments for healthy development and functioning are specified using the concept of basic psychological needs for autonomy, competence, and relatedness. Formal Theory: SDT’s Five Mini-Theories Cognitive Evaluation Theory (CET) concerns intrinsic motivation, motivation that is based on the satisfactions of behaving “for its own sake.”

Diaspora (social network) The social network is not owned by any one person or entity, keeping it from being subject to corporate take-overs or advertising. In September 2011 the developers stated, "...our distributed design means no big corporation will ever control Diaspora. Diaspora* will never sell your social life to advertisers, and you won’t have to conform to someone’s arbitrary rules or look over your shoulder before you speak."[2] Diaspora software development is managed by the Diaspora Foundation, which is part of the Free Software Support Network (FSSN). The Diaspora social network is constructed of a network of nodes, or pods, hosted by many different individuals and institutions. Friendica instances are also a part of the Diaspora social network through the Friendica Diaspora connector.[7] Diaspora users retain ownership of their data and do not assign ownership rights. The Diaspora software allows user posts to be designated as either "public" or "limited".

:: Authentic Happiness :: Using the new Positive Psychology 1.800 jobs weg en 150 kantoren dicht bij BNP Paribas Fortis Dit jaar worden bij BNP Paribas Fortis vijftig kantoren gesloten, en in de twee jaren die volgen nog eens een honderdtal. Het personeelsbestand van BNP Paribas Fortis, de grootste bank van het land, zal de komende drie jaar dalen met 1.800 voltijdsequivalenten. BNP Paribas Fortis zet ook het mes in zijn netwerk. Geen ontslagen Er vallen geen ontslagen. Ook het net voor ondernemingen wordt afgebouwd. Gedrag van de klant wijzigt BNP Paribas Fortis stelt dat de ingrijpen nodig zijn omdat het gedrag van de klant wijzigt. Social Engagement: who’s playing? how do they like to engage? | Amy Jo Kim Many people are familiar with Bartle's Player Types: Achiever, Explorer, Socializer, and Killer. These canonical descriptions evolved out of social patterns that Bartle observed in early MUDS (multi-user dungeons AKA text precursors of MMOs like World of Warcraft). Many game designers (myself included) use this model to plan, design and tweak multiplayer games like MMOs. A key value of Bartle's system is to raise awareness that different people enjoy different types of fun. In practice, I've found that Bartle's Four doesn't generally work well for casual, social and serious games and gaming systems. Compete (similar to Bartle's Achiever) competition drives social gameplay AND self-improvement (competing with yourself to improve your own metrics). Collaborate (similar to Bartle's Socializer) collaboration and collective action are a purposeful, non-zero-sum way of socializing. I've tested and evolved this model with dozens of clients and students.

Kibbutz A kibbutz (Hebrew: קִבּוּץ / קיבוץ, lit. "gathering, clustering"; plural kibbutzim) is a collective community in Israel that was traditionally based on agriculture. The first kibbutz, established in 1909, was Degania.[1] Today, farming has been partly supplanted by other economic branches, including industrial plants and high-tech enterprises.[2] Kibbutzim began as utopian communities, a combination of socialism and Zionism. In recent decades, some kibbutzim have been privatized and changes have been made in the communal lifestyle. A member of a kibbutz is called a kibbutznik (Hebrew: קִבּוּצְנִיק). In 2010, there were 270 kibbutzim in Israel. History[edit] The first kibbutzim[edit] Second Aliyah workers eating lunch in the fields of Migdal. The kibbutzim were founded by members of the Bilu movement who emigrated to Palestine. "We were happy enough working on the land, but we knew more and more certainly that the ways of the old settlements were not for us. During the British Mandate[edit]

HabitRPG – bo życie jest jak jeden wielki erpeg Odnoszę wrażenie, że wirtualna scena gier RPG trochę podupadła. Nowe gry tego typu nie wywołują już takich emocji jak kiedyś i nie przykuwają do monitorów na długie godziny. Chyba ostatnimi silnymi markami na scenie są The Elder Scrolls i Fallout. Może zatem nadszedł czas, by przesiąść się na bardziej realnego RPG-a, w którym to my jesteśmy bohaterem, a za dobre uczynki wynagradza się nas doświadczeniem? Serwis, który chcę dziś zaprezentować wpisuje się bardzo mocno w nurt grywalizacji. HabitRPG jest bardzo młodą usługą, co widać po oprawie graficznej i liczbie dostępnych funkcji. Już teraz idea, jaką propaguje HabitRPG brzmi bardzo ambitnie. HabitRPG ma aspiracje do bycia czymś więcej niż tylko kolejną aplikacją „to do z bajerami”. Co jednak z modelem biznesowym i zarabianiem serwisu na siebie? HabitRPG póki co najbardziej kuleje od strony wizualnej. Kuleje też póki co sam model wyznaczania zadań, który nie jest szczególnie zaawansowany i intuicyjny.

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