Habit And Impulse Disorders
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Habit And Impulse Disorders
A habit (or wont, as a humorous and formal term) is a routine of behavior that is repeated regularly and tends to occur subconsciously. A 1903 paper in the ''American Journal of Psychology'' defined a "habit, from the standpoint of psychology, sa more or less fixed way of thinking, willing, or feeling acquired through previous repetition of a mental experience." Habitual behavior often goes unnoticed by persons exhibiting it, because a person does not need to engage in self-analysis when undertaking routine tasks. Habits are sometimes compulsory. A 2002 daily experience study by habit researcher Wendy Wood and her colleagues found that approximately 43% of daily behaviors are performed out of habit. New behaviours can become automatic through the process of habit formation. Old habits are hard to break and new habits are hard to form because the behavioural patterns that humans repeat become imprinted in neural pathways, but it is possible to form new habits through repetition ...
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Good Habits (Abby The Pup)
''Wall Literary Journal'' is an annually published literary magazine founded in 2001 featuring selected works from Saddleback College students. It publishes short stories, poetry, personal narratives, photography, and Illustration, artwork. A printed copy of the journal circulates on campus at the start of Saddleback's Fall Semester. Unlike many other college and university literary journals, WALL only accepts submissions from students currently enrolled at Saddleback College. Staff members consist of Saddleback College students and are responsible for reviewing and selecting student submissions, layout and design, proofing, copy editing, and publicity. Awards and acclaim 2017 American Scholastic Press Association Most Outstanding Community College Literary-Art Magazine First Place with Special Merit Magazine Award 2016 American Scholastic Press Association 1st Place with Special Merit Magazine Award Community College Humanities Association 2nd Place, Best Magazine Award, Pacif ...
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Habitica
Habitica, formerly HabitRPG, is an online task management application developed by HabitRPG, Inc. It was founded on January 30, 2013. The application uses the format of a role-playing game to organize tasks. Habitica is an open source project. It has attracted the interest of scientific research into the efficacy of habit-forming. Concept Habitica is a self-improvement web application that uses game mechanics to assist users in structuring their behavior. The game is laid out in the form of a RPG in which the player collects items, such as gold and armor, and gains levels to become more powerful. Rewards are achieved through maintaining real-life goals in the form of Habits, Dailies, and To-Dos. Gameplay In Habitica, Habits are long-term goals that are utilized to change a person's habits. These Habits can be set to either 'positive', 'negative', or both. For example: * A predefined Habit may be "1 hour of productive work". If a user records an hour of productive w ...
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Implementation Intention
An implementation intention is a self-regulatory strategy in the form of if-then-plans that can lead to better goal attainment, as well as create useful habits and modify problematic behaviors. It is subordinate to goal intentions as it specifies the ''when'', ''where'' and ''how'' portions of goal-directed behavior. In its most basic formulation, implementation intentions address everyday situations where a person could respond more effectively and more sustainably towards a goal (e.g. improving a personal relationship), and the technique acknowledges the fact that most have no troubles defining concrete and attainable goals as well as plans, but often have trouble identifying a situation where an action would be very effective for attaining the goal. Though if-then-plans create habits, the key difference is that the technique creates habits consciously. Each if-then-plan creates a new habit which, in turn, improves the user's life in one or several aspects. The concept of im ...
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Self Control
Self-control is an aspect of inhibitory control, one of the core executive functions. Executive functions are cognitive processes that are necessary for regulating one's behavior in order to achieve specific goals. Defined more independently, self-control is the ability to regulate one's emotions, thoughts, and behavior in the face of temptations and impulses. Thought to be like a muscle, acts of self-control expend a limited resource. In the short term, overuse of self-control leads to the depletion of that resource. However, in the long term, the use of self-control can strengthen and improve the ability to control oneself over time. Self-control is also a key concept in the general theory of crime, a major theory in criminology. The theory was developed by Michael Gottfredson and Travis Hirschi in their book ''A General Theory of Crime'' (1990). Gottfredson and Hirschi define self-control as the differentiating tendency of individuals to avoid criminal acts indepen ...
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Mental Disease
A mental disorder, also referred to as a mental illness, a mental health condition, or a psychiatric disability, is a behavioral or mental pattern that causes significant distress or impairment of personal functioning. A mental disorder is also characterized by a clinically significant disturbance in an individual's cognition, emotional regulation, or behavior, often in a society, social context. Such disturbances may occur as single episodes, may be persistent, or may be relapsing–remitting. There are many different types of mental disorders, with signs and symptoms that vary widely between specific disorders. A mental disorder is one aspect of mental health. The causes of mental disorders are often unclear. Theories incorporate findings from a range of fields. Disorders may be associated with particular regions or functions of the brain. Disorders are usually Medical diagnosis, diagnosed or assessed by a mental health professional, such as a Clinical psychology#Profes ...
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Behavioral Addiction
Behavioral addiction, process addiction, or non-substance-related disorder is a form of addiction that involves a compulsive behavior, compulsion to engage in a rewarding non-Chemical substance, substance-related behavior – sometimes called a natural reward – despite any negative consequences to the person's physical, mental, social or financial well-being. In the brain's reward system, a gene transcription factor known as ΔFosB has been identified as a necessary common factor involved in both behavioral and drug addictions, which are associated with the same set of neural adaptations. Addiction canonically refers to substance abuse; however, the term's connotation has been expanded to include behaviors that may lead to a reward (such as gambling, eating, or shopping) since the 1990s. Still, the framework to diagnose and categorize behavioral addiction is a controversial topic in the psychopathology field. Psychiatric and medical classifications ''Diagnostic and Statistical ...
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Consumer Behaviour
Consumer behaviour is the study of individuals, groups, or organisations and all activities associated with the Purchasing, purchase, Utility, use and disposal of goods and services. It encompasses how the consumer's emotions, Attitude (psychology), attitudes, and Preference (economics), preferences affect Buyer decision process, buying behaviour, and how external cues—such as visual prompts, auditory signals, or tactile (haptic) feedback—can shape those responses. Consumer behaviour emerged in the 1940–1950s as a distinct sub-discipline of marketing, but has become an Interdisciplinarity, interdisciplinary social science that blends elements from psychology, sociology, Social Anthropology, social anthropology, anthropology, ethnography, ethnology, marketing, and economics (especially behavioural economics). The study of consumer behaviour formally investigates individual qualities such as demographics, personality lifestyles, and behavioural variables (like usage rate ...
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Nail-biting
Nail biting, also known as onychophagy or onychophagia, is an oral compulsive habit of biting one's fingernails. It is sometimes described as a parafunctional activity, the use of the mouth for an activity other than speaking, eating, or drinking. Nail biting is very common, especially amongst children, of whom 25–35 percent bite nails. More pathological forms of nails biting are considered an impulse control disorder in the DSM-IV-R and are classified under obsessive-compulsive and related disorders in the DSM-5. The ICD-10 classifies the practice as "other specified behavioral and emotional disorders with onset usually occurring in childhood and adolescence". However, not all nail biting is pathological, and the difference between harmful obsession and normal behavior is not always clear. The earliest reference to nail biting as a symptom of anxiety was in the late sixteenth century in France. Signs and symptoms Nail biting may lead to harmful effects to the fingers, li ...
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Overspending
Overspending is spending more money than one can afford. It is a common problem when easy credit is available. The term overspending is also used for investment projects when payments exceed actual calculated cost. Causes Some overspending is a form of addictive behaviour due to psychological dependence. The sufferers spend in order to relieve other problems in their lives such anxiety or stress. Others may overspend to impress their associates, for example, by picking up the bill for a meal at a restaurant. There are some who want to impress their neighbors and bring large packets, furniture frequently. Credit Sources of credit such as credit cards enable overspending by allowing consumers to spend beyond their income. Financial counselors advise indebted consumers to avoid buying goods on credit and even to cut up their credit cards. Distribution An analysis of consumer expenditure showed that 40% of US households overspent in 1990. Other things being equal, educated people ...
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Fidgeting
Fidgeting is the act of moving about restlessly in a way that is not ( socially recognized as) essential to ongoing tasks or events. Fidgeting may involve playing with one's fingers, hair, or personal objects (e.g. glasses, pens or items of clothing). In this sense, it may be considered twiddling or fiddling. Fidgeting is commonly used as a label for unexplained or subconscious activities and postural movements that people perform while seated or standing idle. A common act of fidgeting is to bounce one's leg repeatedly. Rings are another common focus of fidgeting; variations include ring spinning, twirling or rolling along a table. Classrooms are sites of fidgeting, and traditionally teachers and students have viewed fidgeting as a sign of diminished attention. Toys have been invented to help with fidgeting. These fidget toys include fidget spinners. Causes and effects Fidgeting may be a result of nervousness, frustration, agitation, boredom, ADHD, excitement, or a combin ...
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Procrastination
Procrastination is the act of unnecessarily delaying or postponing something despite knowing that there could be negative consequences for doing so. It is a common human experience involving delays in everyday chores or even putting off tasks such as attending an appointment, submitting a job report or academic assignment, or broaching a stressful issue with a partner. It is often perceived as a negative trait due to its hindering effect on one's productivity, associated with depression, low self-esteem, guilt, and feelings of inadequacy. However, it can also be considered a wise response to certain demands that could present risky or negative outcomes or require waiting for new information to arrive. From a cultural and social perspective, students from both Western and Non-Western cultures are found to exhibit academic procrastination, but for different reasons. Students from Western cultures tend to procrastinate in order to avoid doing worse than they have done before or fail ...
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Bad Habit
A bad habit is a behaviour pattern perceived as negative. Common examples include: procrastination, overspending and nail-biting. Development Research on habit formation generally suggests an individual can acquire a new habit on average over 66 days. This process is marked by an asymptomatic increase of the behavior, with the initial acceleration slowing to a plateau after the said time period. There are several variations regarding the period of development. The time to break a bad habit or change an unhealthy behavioral pattern such as smoking may take longer. Will and intention A key factor in distinguishing a bad habit from an addiction or mental disease is the element of Self control, willpower. If a person still seems to have control over the behavior then it is just a Habit (psychology), habit. Good intentions are able to override the negative effect of bad habits but their effect seems to be independent and additive — the bad habits remain but are subdued rather ...
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