Примечания книги SuperBetter. Автор книги Джейн Мак-Гонигал

Онлайн книга

Книга SuperBetter
Цифровые игры не просто развлечение и тем более не бессмысленное времяпрепровождение. Любая игра — от пасьянса до футбола — содержит в себе потенциал для изменения жизни в лучшую сторону. Это инструмент, позволяющий укрепить психическую устойчивость и успешнее преодолевать сложности. Книга будет интересна всем, кто готов освоить игровой подход для решения повседневных задач.

Примечания книги

1

Слово SuperBetter автор использует в нескольких значениях — это и игра с конкретными реализациями, и метод, и подход, и в какой-то степени мировоззрение. Строго говоря, конкретной и ограниченной «игры» SuperBetter в том смысле, в котором есть обычные компьютерные и некомпьютерные игры, и нет — есть приложения, книги, инструкции, которые позволяют превратить в эту игру свою жизнь. Прим. науч. ред.

2

Рандомизированное контролируемое исследование — разновидность научного (часто медицинского) эксперимента, при котором его участники случайным образом делятся на группы, в одной из которых проводится исследуемое вмешательство, а в другой (контрольной) применяются стандартные методики или плацебо. Прим. ред.

3

Патологическое состояние после черепно-мозговой травмы, сопровождающееся головной болью, тошнотой, усталостью и т. д., сохраняющееся в течение нескольких недель или месяцев. Прим. науч. ред.

4

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5

Намного лучше (англ.).

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Я составила список из пяти самых распространенных признаков посттравматического роста после углубленного анализа научной литературы о посттравматическом росте, включая следующие важные источники: Birgit Wagner, Christine Knaevelsrud, Andreas Maercker. Post-Traumatic Growth and Optimism as Outcomes of an Internet-Based Intervention for Complicated Grief // Cognitive Behaviour Therapy. 2007. № 36 (3). P. 156–161; Lawrence G. Calhoun, Richard G. Tedeschi. Beyond Recovery from Trauma: Implications for Clinical Practice and Research // Journal of Social Issues. 1998. № 54 (2). P. 357–371; Laura Quiros. Trauma, Recovery, and Growth: Positive Psychological Perspectives on Posttraumatic Stress. 2010. P. 118–121; Stephen Joseph, P. Alex Linley. Growth Following Adversity: Theoretical Perspectives and Implications for Clinical Practice // Clinical Psychology Review. 2006. № 26 (8). P. 1041–1053; Richard G. Tedeschi, Lawrence G. Calhoun. The Posttraumatic Growth Inventory: Measuring the Positive Legacy of Trauma // Journal of Traumatic Stress. 1996. № 9 (3). P. 455–471; Matthew J. Cordova et al. Posttraumatic Growth Following Breast Cancer: A Controlled Comparison Study // Health Psychology. 2001. № 20 (3). 176 p.; Susan Cadell, Cheryl Regehr, David Hemsworth. Factors Contributing to Posttraumatic Growth: A Proposed Structural Equation Model // American Journal of Orthopsychiatry. 2003. 73 (3). P. 279–228; Mary Beth Werdel, Robert J. Wicks. Primer on Posttraumatic Growth: An Introduction and Guide. Hoboken, NJ: John Wiley and Sons. 2012; Kenneth W. Phelps et al. Enrichment, Stress, and Growth from Parenting an Individual with an Autism Spectrum Disorder // Journal of Intellectual and Developmental Disability. 2009. № 34 (2). P. 133–141; Katie A. Devine et al. Posttraumatic Growth in Young Adults Who Experienced Serious Childhood Illness: A Mixed-Methods Approach // Journal of Clinical Psychology in Medical Settings. 2010. № 17 (4). P. 340–348; Stephen Joseph. What Doesn’t Kill Us Makes Us Stronger: The New Psychology of Posttraumatic Growth. New York: Basic Books, 2011; Janelle M. Jones et al. That Which Doesn’t Kill Us Can Make Us Stronger (and More Satisfied with Life): The Contribution of Personal and Social Changes to Well-Being After Acquired Brain Injury // Psychology and Health. 2011. № 26 (3). P. 353–369.

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21

Цифра в один миллиард основана на изучении более 20 всемирных демографических и экономических отчетов по игре, включая Демографический отчет 2014 года от Entertainment Software Association и Отчет по всемирному рынку игр 2013 года от Newzoo, в котором говорится об 1,23 миллиарда активных игроков в видеоигры по всему миру. Из них 192 миллиона проживают в Северной Америке, 446 миллионов в Европе, на Среднем Востоке и в Африке, 477 миллионов в Азии и 116 миллионов в Латинской Америке.

22

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23

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27

Вы можете найти обновленную информацию о доступности виртуальной реальности для облегчения боли Snow World на www.hitl.washington.edu/projects/vrpain.

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Простой, росток, расцвет, срок, стараться, сорока, курсор, родственник, стремянка, просо, стремиться, середина, расследование, психиатр, рассказ, скрепка, средний, русский, сортировка, разъяснять.

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СЕТ (англ. Set) — карточная игра, придуманная Маршей Фалко и выпущенная компанией Set Enterprises в 1991 году. Колода для игры состоит из 81 карты, каждая из которых имеет 4 свойства.

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Практика внимательности (англ. mindfulness meditation) — традиционная для буддизма форма медитации.

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Автор ссылается на социально-когнитивную теорию научения Альберта Бандуры. Термин означает веру в эффективность собственных действий и ожидание успеха от их реализации. Близкое к самоэффективности понятие — уверенность в себе. Прим. науч. ред.

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Jeffrey J. Goldberger et al. Relationship of Heart Rate Variability to Parasympathetic Effect // Circulation. 2001. № 103 (15). P. 1977–1983; Harald M. Stauss. Heart Rate Variability // American Journal of Physiology-Regulatory, Integrative and Comparative Physiology. 2003. № 285 (5). R927–R931.

93

Matthias J. Koepp et al. Evidence for Striatal Dopamine Release During a Video Game // Nature. 1998. № 393 (6682). P. 266–268.

94

Matilda Hellman et al. Is There Such a Thing as Online Video Game Addiction? A Cross-Disciplinary Review // Addiction Research and Theory. 2013. № 21 (2). P. 102–112; Florian Rehbein et al. Prevalence and Risk Factors of Video Game Dependency in Adolescence: Results of a German Nationwide Survey // Cyberpsychology, Behavior, and Social Networking. 2010. № 13 (3). P. 269–277; Antonius J. Van Rooij et al. Online Video Game Addiction: Identification of Addicted Adolescent Gamers // Addiction. 2011. № 106 (1). P. 205–212; Douglas Gentile. Pathological Video-Game Use Among Youth Ages 8 to 18 a National Study // Psychological Science. 2009. № 20 (5). P. 594–602.

95

Irma Triasih Kurniawan, Marc Guitart-Masip, Ray J. Dolan. Dopamine and Effort-Based Decision Making // Frontiers in Neuroscience. 2011. № 5.

96

M. E. Walton et al. Weighing Up the Benefits of Work: Behavioral and Neural Analyses of Effort-Related Decision Making // Neural Networks. 2006. № 19 (8). P. 1302–1314; Michael T. Treadway et al. Worth the ‘EEfRT’? The Effort Expenditure for Rewards Task as an Objective Measure of Motivation and Anhedonia // PLOS ONE. 2009. № 4 (8). e6598.

97

Michael T. Treadway et al. Dopaminergic Mechanisms of Individual Differences in Human Effort-Based Decision-Making // Journal of Neuroscience. 2012. № 32 (18). P. 6170–6176.

98

Marie-Laure Cléry-Melin et al. Why Don’t You Try Harder? An Investigation of Effort Production in Major Depression // PLOS ONE. 2011. № 6 (8). e23178.

99

Loan T. K. Vo et al. Predicting Individuals’ Learning Success from Patterns of Pre-Learning MRI Activity // PLOS ONE. 2011. № 6 (1). e16093; Caterina Breitenstein et al. Hippocampus Activity Differentiates Good from Poor Learners of a Novel Lexicon // NeuroImage. 2005. № 25 (3). P. 958–968; Roy A. Wise. Dopamine, Learning and Motivation // Nature Reviews Neuroscience. 2004. № 5 (6). P. 483–494.

100

Джейн Макгонигал. Реальность под вопросом. Почему игры делают нас лучше и как они меняют мир. М.: Манн, Иванов и Фербер, 2018.

101

Matthew Ventura, Valerie Shute, and Weinan Zhao. The Relationship Between Video Game Use and a Performance-Based Measure of Persistence // Computers and Education. 2013. № 60 (1). P. 52–58.

102

Treadway et al. Dopaminergic Mechanisms of Individual Differences.

103

Simone Kühn et al. The Neural Basis of Video Gaming // Translational Psychiatry. 2011. № 1 (11). e53.

104

Simone Kühn et al. Playing Super Mario Induces Structural Brain Plasticity: Gray Matter Changes Resulting from Training with a Commercial Video Game // Molecular Psychiatry. 2013. № 19. P. 265–271.

105

C. Shawn Green, Daphne Bavelier. The Cognitive Neuroscience of Video Games / In P. Messaris and L. Humphreys, eds., Digital Media: Transformations in Human Communication. New York: Peter Lang, 2006. P. 211–223; Matthew W. G. Dye, C. Shawn Green, Daphne Bavelier. Increasing Speed of Processing with Action Video Games // Current Directions in Psychological Science. 2009. № 18 (6). P. 321–326; C. Shawn Green, Alexandre Pouget, Daphne Bavelier. Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games // Current Biology. 2010. № 20 (17). P. 1573–1579.

106

Daphne Bavelier et al. Removing Brakes on Adult Brain Plasticity: From Molecular to Behavioral Interventions // Journal of Neuroscience. 2010. № 30 (45). P. 14964–14971.

107

Daniela Oltea JOJA. Learning Experience and Neuroplasticity — A Shifting Paradigm // Nature Reviews Neuroscience. 2002. № 3 (1). P. 65–71.

108

Steven W. Cole, Daniel J. Yoo, Brian Knutson. Interactivity and Reward-Related Neural Activation During a Serious Videogame // PLOS ONE. 2012. № 7 (3). e33909; Jari Kätsyri et al. The Opponent Matters: Elevated fMRI Reward Responses to Winning Against a Human Versus a Computer Opponent During Interactive Video Game Playing // Cerebral Cortex. 2013. № 23 (12). P. 2829–2839; Klaus Mathiak, René Weber. Toward Brain Correlates of Natural Behavior: fMRI During Violent Video Games // Human Brain Mapping. 2006. № 27 (12). P. 948–956; Keiichi Saito, Naoki Mukawa, Masao Saito. Brain Activity Comparison of Different-Genre Video Game Players // Second International Conference on Innovative Computing, Information and Control ICICIC ’07 (IEEE, 2007); Martin Klasen et al. Neural Contributions to Flow Experience During Video Game Playing // Social Cognitive and Affective Neuroscience. 2012. № 7 (4). P. 485–495; Jari Kätsyri et al. When Just Looking Ain’t Enough: Phasic fMRI Reward Responses During Playing Versus Watching a Video Game // Frontiers in Psychology. 2013.

109

Игра, в которой случайным образом выбираются числа, а участники должны заполнять соответствующие числа на своих карточках. Первый участник, заполнивший карточку в соответствии с правилами розыгрыша, побеждает. Прим. ред.

110

Викарный (vicarious) — замещающий, имеющий отношение или выполняющий функции замещения. Этот термин используется в медицине для описания структуры или функции какого-либо органа, которые обычно этому органу не присущи и действуют как заместительные.

111

Jesse Fox, Jeremy N. Bailenson. Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behaviors // Media Psychology. 2009. № 12 (1). P. 1–25.

112

Jeremy N. Bailenson. Doppelgangers — A New Form of Self? // Psychologist. 2012. № 25 (1). P. 36–38.

113

Jesse Fox, Jeremy N. Bailenson. The Use of Doppelgängers to Promote Health Behavior Change // Cybertherapy and Rehabilitation. 2010. № 3 (2). P. 16–17.

114

Robin S. Rosenberg, Shawnee L. Baughman, Jeremy N. Bailenson. Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior // PLOS ONE. 2013. № 8 (1). e55003.

115

Leif D. Nelson, Michael I. Norton. From Student to Superhero: Situational Primes Shape Future Helping // Journal of Experimental Social Psychology. 2005. № 41 (4). P. 423–430.

116

Rune Aune Mentzoni et al. Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health // Cyberpsychology, Behavior, and Social Networking. 2011. № 14 (10). P. 591–596; Douglas A. Gentile et al. Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study // Pediatrics. 2011. № 127 (2). e319–e329; Douglas Gentile. Pathological Video Game Use Among Youth Ages 8 to 18: A National Study // Psychological Science. 2009. № 20 (5). P. 594–602.

117

Lily Shui-Lien Chen, Hill Hung-Jen Tu, Edward Shih-Tse Wang. Personality Traits and Life Satisfaction Among Online Game Players // Cyberpsychology and Behavior. 2008. № 11 (2). P. 145–149; Patricia E. Kahlbaugh et al. Effects of Playing Wii on Well-Being in the Elderly: Physical Activity, Loneliness, and Mood // Activities, Adaptation and Aging. 2011. № 35 (4). P. 331–344; Younbo Jung et al. Games for a Better Life: Effects of Playing Wii Games on the Well-Being of Seniors in a Long-Term Care Facility // Proceedings of the Sixth Australasian Conference on Interactive Entertainment. 2009. ACM; Mark Griffiths. Video Games and Health: Video Gaming Is Safe for Most Players and Can Be Useful in Health Care // BMJ: British Medical Journal. 2005. № 331 (7509). 122 p.; Jason C. Allaire et al. Successful Aging Through Digital Games: Socioemotional Differences Between Older Adult Gamers and Non-Gamers // Computers in Human Behavior. 2013. № 29 (4). P. 1302–1306.

118

Laura M. Padilla-Walker et al. More Than a Just a Game: Video Game and Internet Use During Emerging Adulthood // Journal of Youth and Adolescence. 2010. № 39 (2). P. 103–113; Vivek Anand. A Study of Time Management: The Correlation Between Video Game Usage and Academic Performance Markers // Cyberpsychology and Behavior. 2007. № 10 (4). P. 552–559.

119

Rani A. Desai et al. Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming // Pediatrics. 2010. № 126 (6). e1414–e1424; Paul J. C. Adachi, Teena Willoughby. More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades // Journal of Youth and Adolescence. 2013. № 42 (7). P. 1041–1052.

120

Rosalina Richards et al. Adolescent Screen Time and Attachment to Parents and Peers // Archives of Pediatrics and Adolescent Medicine. 2010. № 164 (3). P. 258–262; Shao-Kang Lo, Chih-Chien Wang, Wenchang Fang. Physical Interpersonal Relationships and Social Anxiety Among Online Game Players // Cyber Psychology and Behavior. 2005. № 8 (1). P. 15–20.

121

Sarah M. Coyne et al. Game on… Girls: Associations Between Co-Playing Video Games and Adolescent Behavioral and Family Outcomes // Journal of Adolescent Health. 2011. № 49 (2). P. 160–165.

122

Julia Kneer, Sabine Glock. Escaping in Digital Games: The Relationship Between Playing Motives and Addictive Tendencies in Males // Computers in Human Behavior. 2013. № 29 (4). P. 1415–1420.

123

Joseph Benjamin Hilgard, Christopher R. Engelhardt, Bruce D. Bartholow. Individual Differences in Motives, Preferences, and Pathology in Video Games // Frontiers in Psychology. 2013. № 4. 608 p.

124

Andrew K. Przybylski, C. Scott Rigby, Richard M. Ryan. A Motivational Model of Video Game Engagement // Review of General Psychology. 2010. № 14 (2). 154 p.

125

Andrew K. Przybylski et al. Having to Versus Wanting to Play: Background and Consequences of Harmonious Versus Obsessive Engagement in Video Games // Cyber Psychology and Behavior. 2009. № 12 (5). P. 485–492.

126

Frode Stenseng, Jostein Rise, Pål Kraft. Activity Engagement as Escape from Self: The Role of Self-Suppression and Self-Expansion // Leisure Sciences. 2012. № 34 (1). P. 19–38.

127

Frode Stenseng, Jostein Rise, Pål Kraft. The Dark Side of Leisure: Obsessive Passion and Its Covariates and Outcomes // Leisure Studies. 2011. № 30 (1). P. 49–62; Frode Stenseng. The Two Faces of Leisure Activity Engagement: Harmonious and Obsessive Passion in Relation to Intrapersonal Conflict and Life Domain Outcomes // Leisure Sciences. 2008. № 30 (5). P. 465–481.

128

Слово «проактивный» было впервые введено автором логотерапии Виктором Франклом для обозначения личности, принимающей ответственность за себя и свою жизнь, а не перекладывающей ее на окружающих людей и обстоятельства.

129

Isabela Granic, Adam Lobel, Rutger C. M. E. Engels. The Benefits of Playing Video Games // American Psychologist. 2014. № 69 (1). P. 66–78.

130

Matthew W. G. Dye, C. Shawn Green, Daphne Bavelier. Increasing Speed of Processing with Action Video Games // Current Directions in Psychological Science. 2009. № 18 (6). P. 321–326; C. Shawn Green, Alexandre Pouget, Daphne Bavelier. Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games // Current Biology. 2010. № 20 (17). P. 1573–1579; Bjorn Hubert Wallander, C. Shawn Green, Daphne Bavelier. Stretching the Limits of Visual Attention: The Case of Action Video Games // Wiley Interdisciplinary Reviews: Cognitive Science. 2011. № 2 (2). P. 222–230; Daphne Bavelier et al. Brain Plasticity Through the Life Span: Learning to Learn and Action Video Games // Annual Review of Neuroscience. 2012. № 35. P. 391–416; C. Shawn Green et al. The Effect of Action Video Game Experience on Task — Switching // Computers in Human Behavior. 2012. № 28 (3). P. 984–994; Jyoti Mishra et al. Neural Basis of Superior Performance of Action Videogame Players in an Attention-Demanding Task // Journal of Neuroscience. 2011. № 31 (3). P. 992–998.

131

Constance Steinkuehler, Sean Duncan. Scientific Habits of Mind in Virtual Worlds // Journal of Science Education and Technology. 2008. № 17 (6). P. 530–543; Tsung-Yen Chuang, WeiFan Chen. Effect of Computer-Based Video Games on Children: An Experimental Study // First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL’07 (IEEE, 2007); Paul J. C. Adachi, Teena Willoughby. More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades // Journal of Youth and Adolescence. 2013. № 42 (7). P. 1041–1052.

132

Linda A. Jackson, Edward A. Witt, and Ivan Alexander Games. Videogame Playing and Creativity: Findings from the Children and Technology Project // National Social Science Proceedings. 2011. Vol. 47. Seattle Summer Seminar; Linda A. Jackson. The Upside of Videogame Playing // Games for Health: Research, Development, and Clinical Applications. 2012. № 1 (6). P. 452–455.

133

A Consensus on the Brain Training Industry from the Scientific Community. Max Planck Institute for Human Development and Stanford Center on Longevity. 2014. October 20, http://longevity3.stanford.edu/blog/2014/10/15/the-consensus-on-the-brain-training-industry-from-the-scientific-community.

134

Valerie Shute, Matthew Ventura, Fengfeng Ke. The Power of Play: The Effects of Portal 2 and Lumosity on Cognitive and Noncognitive Skills // Computers and Education. 2014. № 80. P. 58–67; Laura A. Whitlock, Anne Collins Mclaughlin, Jason C. Allaire. Individual Differences in Response to Cognitive Training: Using a Multi-Modal, Attentionally Demanding Game-Based Intervention for Older Adults // Computers in Human Behavior. 2012. № 28 (4). P. 1091–1096.

135

Andrew K. Przybylski, C. Scott Rigby, Richard M. Ryan. A Motivational Model of Video Game Engagement // Review of General Psychology. 2010. № 14 (2). 154 p.; Christopher Bateman. Top Ten Emotions of Videogames — Results of the DGD2 Global Survey // Only a Game. 2008; Niklas Ravaja et al. The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events / in Authors Digital Games and Nicolas Esposito, eds., Proceedings of DIGRA 2005 Conference: Changing Views — Worlds in Play. 2005.

136

Cheryl K. Olson. Children’s Motivations for Video Game Play in the Context of Normal Development // Review of General Psychology. 2010. № 14 (2). 180 p.; Christopher J. Ferguson, Cheryl K. Olson. Friends, Fun, Frustration and Fantasy: Child Motivations for Video Game Play // Motivation and Emotion. 2013. № 37 (1). P. 154–164; Jeroen Jansz. The Emotional Appeal of Violent Video Games for Adolescent Males // Communication Theory. 2005. № 15 (3). P. 219–241.

137

Jayne Gackenbach, Beena Kuruvilla, Raelyne Dopko. Video Game Play and Dream Bizarreness // Dreaming. 2009. № 19 (4). 218 p.; Jayne Gackenbach. Electronic Media and Lucid-Control Dreams: Morning After Reports // Dreaming. 2009. № 19 (1). 1 p.; Jayne Gackenbach, Beena Kuruvilla. The Relationship Between Video Game Play and Threat Simulation Dreams // Dreaming. 2008. № 18 (4). 236 p.; Jayne Gackenbach. Video Game Play and Lucid Dreams: Implications for the Development of Consciousness // Dreaming. 2006. № 16 (2). 96 p.

138

David R. Ewoldsen et al. Effect of Playing Violent Video Games Cooperatively or Competitively on Subsequent Cooperative Behavior // Cyberpsychology, Behavior, and Social Networking. 2012. № 15 (5). P. 277–280; John A. Velez et al. Ingroup Versus Outgroup Conflict in the Context of Violent Video Game Play: The Effect of Cooperation on Increased Helping and Decreased Aggression // Communication Research. 2012; Tobias Greitemeyer, Christopher Cox. There’s No ‘I’ in Team: Effects of Cooperative Video Games on Cooperative Behavior // European Journal of Social Psychology. 2013. № 43 (3). P. 224–228; Tobias Greitemeyer. Playing Video Games Cooperatively Increases Empathic Concern // Social Psychology. 2013. № 44 (6). 408 p.; Jessica M. Jerabeck, Christopher J. Ferguson. The Influence of Solitary and Cooperative Violent Video Game Play on Aggressive and Prosocial Behavior // Computers in Human Behavior. 2013. № 29 (6). P. 2573–2578.

139

Christopher J. Ferguson, Adolfo Garza. Call of (Civic) Duty: Action Games and Civic Behavior in a Large Sample of Youth // Computers in Human Behavior. 2011. № 27 (2). P. 770–775; Nicolas Ducheneaut, Robert J. Moore. More Than Just ‘XP’: Learning Social Skills in Massively Multiplayer Online Games // Interactive Technology and Smart Education. 2005. № 2 (2). P. 89–100; Timothy C. Lisk, Ugur T. Kaplancali, Ronald E. Riggio. Leadership in Multiplayer Online Gaming Environments // Simulation and Gaming. 2012. № 43 (1). P. 133–149.

140

Criminal Case — уголовное дело (англ.).

141

Steven C. Hayes et al. Measuring Experiential Avoidance: A Preliminary Test of a Working Model // Psychological Record. 2004. № 54 (4); Todd B. Kashdan et al. Experiential Avoidance as a Generalized Psychological Vulnerability: Comparisons with Coping and Emotion Regulation Strategies // Behaviour Research and Therapy. 2006. № 44 (9). P. 1301–1320; Jonathan W. Kanter, David E. Baruch, Scott T. Gaynor. Acceptance and Commitment Therapy and Behavioral Activation for the Treatment of Depression: Description and Comparison // Behavior Analyst. 2006. № 29 (2). 161 p.

142

Недавно вышедшая статья Andrew K. Przybylski. Electronic Gaming and Psychosocial Adjustment // Pediatrics. 2014. August 4, doi: 10.1542/peds.2013–4021.

143

Zaheer Hussain, Mark D. Griffiths. Excessive Use of Massively Multi-Player Online RolePlaying Games: A Pilot Study // International Journal of Mental Health and Addiction. 2009. № 7 (4). P. 563–571.

144

Daniel King, Paul Delfabbro. Motivational Differences in Problem Video Game Play // Journal of Cybertherapy and Rehabilitation (JCR). 2009. № 2 (2).

145

TED (Technology. Entertainment. Design) — частный некоммерческий фонд в США, миссия интеллектуальных конференций которого состоит в распространении уникальных идей. Избранные лекции доступны на сайте конференции.

146

Соответствует оценке «три» по пятибалльной системе.

147

Amelia McDonell-Parry. Seven Incredibly Deep Life Lessons from Candy Crush Saga. 2013. July 8.

148

Ann Marie Roepke et al. Randomized Controlled Trial of SuperBetter, a Smartphone-Based/ Internet-Based Self-Help Tool to Reduce Depressive Symptoms // Games for Health (in progress); Ann Marie Roepke. Results of a Randomized Controlled Trial: The Effects of SuperBetter on Depression. University of Pennsylvania. 2013. July 15.

149

Clinical Trial of a Rehabiliation Game — SuperBetter. NIH-funded trial in collaboration with Ohio State University Medical Research Center, http://clinicaltrials.gov/show/NCT01398566.

150

Некоторые игроки были рады указать свои полные имена и привести подробные истории. В этих случаях приводятся их полные имена. Другие же игроки попросили указать лишь их имена либо изменили подробности личной жизни. Прим. автора.

151

Хотя игроки порой сообщают о чувствах разочарования, гнева и печали во время игры, они также говорят, что «выдуманный» контекст игры создает безопасную среду для контроля или борьбы с негативными эмоциями. Хорошее описание этого феномена см. здесь: Isabela Granic, Adam Lobel, Rutger C. M. E. Engels. The Benefits of Playing Video Games // American Psychologist. 2014. № 69 (1). P. 66–78.

152

Robert J. Harmison. Peak Performance in Sport: Identifying Ideal Performance States and Developing Athletes’ Psychological Skills // Professional Psychology: Research and Practice. 2011. № 37 (3). P. 233–243.

153

Успех в игре SuperBetter определяется как достижение хотя бы одной эпической победы. Это особый тип цели, который мы подробнее рассмотрим в главе 11. Прим. автора.

154

Alison Wood Brooks. Get Excited: Reappraising Pre-Performance Anxiety as Excitement // Journal of Experimental Psychology: General. 2014. № 143 (3). P. 1144–1158.

155

Оригинальная работа на тему мышления угрозы и мышления вызова: Susan Folkman et al. Dynamics of a Stressful Encounter: Cognitive Appraisal, Coping, and Encounter Outcomes // Journal of Personality and Social Psychology. 1986. № 50 (5). 992 p.

156

Richard M. Ryan, C. Scott Rigby, Andrew Przybylski. The Motivational Pull of Video Games: A Self-Determination Theory Approach // Motivation and Emotion. 2006. № 30 (4). P. 344–360; Jesper Juul. Fear of Failing?: The Many Meanings of Difficulty in Video Games / in Mark J. P. Wolf and Bernard Perron, eds., Video Game Theory Reader 2. New York: Routledge, 2009. P. 237–252.

157

Это стало особенно важным открытием в исследовании цифровых игр за последние 30 лет, в которое входили исследования: Robert F. McClure, F. Gary Mears. Video Game Players: Personality Characteristics and Demographic Variables // Psychological Reports. 1984. № 55 (1). P. 271–276; John L. Sherry et al. Video Game Uses and Gratifications as Predictors of Use and Game Preference / in Peter Vorderer and Jennings Bryant, eds., Playing Video Games: Motives, Responses, and Consequences. n. p. Lawrence Erlbaum Associates, 2006. P. 213–224; Kristen Lucas, John L. Sherry. Sex Differences in Video Game Play: A Communication-Based Explanation // Communication Research. 2004. № 31 (5). P. 499–523; Cheryl K. Olson. Children’s Motivations for Video Game Play in the Context of Normal Development // Review of General Psychology. 2010. № 14 (2).

158

Отличный обзор этого исследования см. здесь: Anat Drach-Zahavy, Miriam Erez. Challenge Versus Threat Effects on the Goal-Performance Relationship // Organizational Behavior and Human Decision Processes. 2002. № 88 (2). P. 667–682.

159

Allison S. Troy et al. Seeing the Silver Lining: Cognitive Reappraisal Ability Moderates the Relationship Between Stress and Depressive Symptoms // Emotion. 2010. № 10 (6). 783 p.

160

Jim Blascovich et al. Predicting Athletic Performance from Cardiovascular Indexes of Challenge and Threat // Journal of Experimental Social Psychology. 2004. № 40 (5). P. 683–688.

161

Drach-Zahavy, Erez. Challenge Versus Threat Effects on the Goal-Performance Relationship.

162

Kenneth I. Pakenham, Machelle Rinaldis. The Role of Illness, Resources, Appraisal, and Coping Strategies in Adjustment to HIV/AIDS: The Direct and Buffering Effects // Journal of Behavioral Medicine. 2001. № 24 (3). P. 259–279; Heather M. Franks, Scott C. Roesch. Appraisals and Coping in People Living with Cancer: A Meta-Analysis // Psycho Oncology. 2006. № 15 (12). P. 1027–1037.

163

Annette L. Stanton et al. Cognitive Appraisal and Adjustment to Infertility // Women and Health. 1991. № 17 (3). P. 1–15.

164

Michele M. Tugade, Barbara L. Fredrickson. Resilient Individuals Use Positive Emotions to Bounce Back from Negative Emotional Experiences // Journal of Personality and Social Psychology. 2004. № 86 (2). 320 p.

165

Ulrike Sirsch. The Impending Transition from Primary to Secondary School: Challenge or Threat? // International Journal of Behavioral Development. 2003. № 27 (5). P. 385–395.

166

Kathleen A. Gass, Audrey S. Chang. Appraisals of Bereavement, Coping, Resources, and Psychosocial Health Dysfunction in Widows and Widowers // Nursing Research. 1989. № 38 (1). P. 31–36.

167

John M. Schaubroeck et al. Resilience to Traumatic Exposure among Soldiers Deployed in Combat // Journal of Occupational Health Psychology. 2011. № 16 (1). 18 p.; Alan Fontana, Robert Rosenheck. Psychological Benefits and Liabilities of Traumatic Exposure in the War Zone // Journal of Traumatic Stress. 1998. № 11 (3). P. 485–503.

168

В это сложно поверить, но это настоящий вызов одного из игроков SuperBetter. Я познакомилась с членом городского совета на деловом завтраке. Он рассказал мне, что играл, чтобы справиться со стрессом во время выборов. Прим. автора.

169

Bernard Suits. The Grasshopper: Games, Life and Utopia. Peterborough, ON: Broadview Press, 2014.

170

Воспаление сухожилия. Прим. науч. ред.

171

Gerard H. Seijts, Gary P. Latham. Learning Versus Performance Goals: When Should Each Be Used? // Academy of Management Executive. 2005. № 19 (1). P. 124–131; Kieran M. Kingston, Lew Hardy. Effects of Different Types of Goals on Processes That Support Performance // Sport Psychologist. 1997. № 11. P. 277–293.

172

Drach-Zahavy, Erez. Challenge Versus Threat Effects on the Goal-Performance Relationship.

173

Кьяроскуро — контрастное сопоставление (например, света и тьмы, радости и печали, похвалы и порицания и т. п.). Прим. ред.

174

Аэробная нагрузка — любой вид физической нагрузки относительно низкой интенсивности, где кислород используется как основной источник энергии для поддержания мышечной деятельности.

175

Duncan A. Groves, Verity J. Brown. Vagal Nerve Stimulation: A Review of Its Applications and Potential Mechanisms That Mediate Its Clinical Effects // Neuroscience and Biobehavioral Reviews. 2005. № 29 (3). P. 493–500.

176

Stephen W. Porges. Vagal Tone: A Physiologic Marker of Stress Vulnerability // Pediatrics. 1992. № 90 (3). P. 498–504; Luca Carnevali, Andrea Sgoifo. Vagal Modulation of Resting Heart Rate in Rats: The Role of Stress, Psychosocial Factors, and Physical Exercise // Frontiers in Physiology. 2014. № 5. 118 p.

177

Базовый обзор исследования респираторной синусовой аритмии см. здeсь: Paul Grossman, Edwin W. Taylor. Toward Understanding Respiratory Sinus Arrhythmia: Relations to Cardiac Vagal Tone, Evolution and Biobehavioral Functions // Biological Psychology. 2007. № 74 (2). P. 263–285.

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Клинические исследования показали, что рост уровня витамина D ускоряет восстановление мозга. Активированный витамин D представляет собой нейростероид. Он может стимулировать рост новых нейронов и защитить существующие нейроны. Прим. автора.

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John F. Cryan, Timothy G. Dinan. Mind-Altering Microorganisms: The Impact of the Gut Microbiota on Brain and Behaviour // Nature Reviews Neuroscience. 2012. № 13 (10). P. 701–712.

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Цифровой детокс — период времени, когда человек сознательно отказывается от смартфонов, компьютеров, планшетов и других цифровых устройств с целью снятия стресса и погружения в реальное общение.

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Xbox — игровая приставка, разработанная и производившаяся компанией Microsoft.

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Научные консультанты SuperBetter: Джеймс Доти из Стэнфордской медицинской школы, Дачер Келтнер из Научного центра всеобщего блага Калифорнийского университета в Беркли, Келли Макгонигал из Центра исследования и обучения состраданию и альтруизму Стэнфордского университета, Энн Ропке, аспирант по направлению клинической психологии из Пенсильванского университета, Лиза Чаудхари, научный сотрудник Медицинской школы Университета штата Огайо. Также свой вклад внес научный популяризатор Без Максвелл.

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Alexander L. Chapman, Matthew W. Specht, Tony Cellucci. Borderline Personality Disorder and Deliberate Self-Harm: Does Experiential Avoidance Play a Role? // Suicide and Life-Threatening Behavior. 2005. № 35 (4). P. 388–399; Orcutt, Pickett, Pope. Experiential Avoidance and Forgiveness as Mediators in the Relation Between Traumatic Interpersonal Events and Post-traumatic Stress Disorder Symptoms; Neharika Chawla, Brian Ostafin. Experiential Avoidance as a Functional Dimensional Approach to Psychopathology: An Empirical Review // Journal of Clinical Psychology. 2007. № 63 (9). P. 871–890; Todd B. Kashdan, Nexhmedin Morina, Stefan Priebe. Post-Traumatic Stress Disorder, Social Anxiety Disorder, and Depression in Survivors of the Kosovo War: Experiential Avoidance as a Contributor to Distress and Quality of Life // Journal of Anxiety Disorders. 2009. № 23 (2). P. 185–196; Laura E. Boeschen et al. Experiential Avoidance and Post-Traumatic Stress Disorder: A Cognitive Mediational Model of Rape Recovery // Journal of Aggression, Maltreatment and Trauma. 2001. № 4 (2). P. 211–245; Matthew T. Tull, Kim L. Gratz. Further Examination of the Relationship Between Anxiety Sensitivity and Depression: The Mediating Role of Experiential Avoidance and Difficulties Engaging in Goal-Directed Behavior When Distressed // Journal of Anxiety Disorders. 2008. № 22 (2). P. 199–210.

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Brian L. Thompson, Jennifer Waltz. Mindfulness and Experiential Avoidance as Predictors of Post-traumatic Stress Disorder Avoidance Symptom Severity // Journal of Anxiety Disorders. 2010. № 24 (4). P. 409–415.

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Measuring Experiential Avoidance. Steven C. Hayes, Richard T. Bissett, Jacqueline Pistorello, Dosheen T. Cook, University of Nevada, Reno; Kirk Strosahl, Mountainview Consulting Group; Kelly G. Wilson, University of Mississippi; Melissa A. Polusny, Minneapolis VA Medical Center; Thane A. Dykstra, Trinity Services; Sonja V. Batten, Yale University School of Medicine; Sherry H. Stewart, Dalhousie University; Michael J. Zvolensky, University of Vermont; George H. Eifert, Chapman University; Frank W. Bond, Goldsmiths College, University of London; John P. Forsyth, Maria Karekla, State University of New York at Albany; Susan M. McCurry, University of Washington. См. также: Steven C. Hayes et al. Measuring Experiential Avoidance: A Preliminary Test of a Working Model // Psychological Record. 2004. № 54. P. 553–578.

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На английском языке.

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Центр изучения осознанности в Чикаго Integrative Health Partners использует несколько показателей психологической гибкости. Вы можете пройти опрос по ссылке http://integrativehealthpartners.org/downloads/ACTmeasures.pdf.

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Eddie Weitzberg, Jon O. N. Lundberg. Humming Greatly Increases Nasal Nitric Oxide // American Journal of Respiratory and Critical Care Medicine. 2002. № 166 (2). P. 144–145; M. Maniscalco et al. Assessment of Nasal and Sinus Nitric Oxide Output Using Single-Breath Humming Exhalations // European Respiratory Journal. 2003. № 22 (2). P. 323–329.

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Термин, обозначающий верования, такие как вера в Бога или вера в научные теории, которые являются не просто равными среди других, но контролируют многие другие верования. Они влияют на выбор теорий, на вопросы, на поведение человека. Прим. ред.

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Идею действий на основе ценностей или «целенаправленных» действий впервые описали Стивен Хайес, Кирк Строзал и Келли Уилсон. Steven C. Hayes, Kirk D. Strosahl, Kelly G. Wilson. Acceptance and Commitment Therapy: An Experiential Approach to Behavior Change. New York: Guilford, 1999. Обзор исследований эффективности см. здесь: Francisco J. Ruiz. A Review of Acceptance and Commitment Therapy (ACT) Empirical Evidence: Correlational, Experimental Psychopathology, Component and Outcome Studies // International Journal of Psychology and Psychological Therapy. 2010. № 10 (1). P. 125–162.

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Russ Harris. ACT Made Simple: An Easy-to-Read Primer on Acceptance and Commitment Therapy. Oakland, CA: New Harbinger Publications, 2009. Если вам хочется пройти больше заданий для проверки своих ценностей, вы также можете посетить сайт доктора Хэрриса: www.thehappinesstrap.com.

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То, что вам кажется простым и очевидным, может быть слишком сложным для других, и наоборот. Возможно, больше смысла для вас будет иметь задание «Пройти один километр как можно быстрее» или «Пройти один квартал как можно быстрее». Главное в хорошем задании — убедиться, что вы настроены оптимистично и способны выполнить его независимо от силы, навыков и ресурсов. Задания должны настроить вас на успех. Прим. автора.

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Фрейминг (от англ. frame — рамка) — хорошо известное психологическое явление. Эффект фрейминга — контекст, который используется для объяснения задачи, идеи, вопроса. Обрамление сильно влияет на интерпретацию и выводы.

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www.thehappinesstrap.com. См. также: Russ Harris. The Happiness Trap: Stop Struggling, Start Living. Auckland, NZ: Exisle Publishing, 2007.

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Частный католический университет в Чикаго.

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Хотя глобальная статистика по общему свободному времени отсутствует (при том что есть глобальная статистика по видеоиграм — см. предыдущую сноску), мы можем предположить, что нецифровые игры отнимают не меньшее количество часов. Можно воспользоваться национальными исследованиями проведения времени, которые отслеживают время, потраченное на карточные, настольные и спортивные игры, например «Исследование использования времени в США — 2014», проведенное Бюро трудовой статистики. Другие национальные исследования использования времени собраны здесь: http://unstats.un.org/unsd/demographic/sconcerns/tuse.

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Это два самых распространенных элемента научных показателей социальной поддержки, таких как «Многомерная шкала для оценки воспринимаемой социальной поддержки» (MSPSS), «Опрос по сети социальной поддержки» (SSNI), «Краткая оценка социальной поддержки» (BMSS) и «Опрос по социальной поддержке» (SSQ). См. Gregory D. Zimet et al. The Multidimensional Scale of Perceived Social Support // Journal of Personality Assessment. 1998. № 52 (1). P. 30–41; Joseph A. Flaherty, F. Moises Gaviria, Dev S. Pathak. The Measurement of Social Support: The Social Support Network Inventory // Comprehensive Psychiatry. 1983. № 24 (6). P. 521–529; Irwin G. Sarason et al. A Brief Measure of Social Support: Practical and Theoretical Implications // Journal of Social and Personal Relationships. 1987. № 4 (4). P. 497–510; Irwin G. Sarason et al. Assessing Social Support: The Social Support Questionnaire // Journal of Personality and Social Psychology. 1983. № 44 (1). 127 p.

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Нарратив — изложение взаимосвязанных событий, представленных читателю или слушателю в виде последовательности слов или образов. Прим. ред.

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Я рекомендую следующие онлайн-генераторы имен www.seventhsanctum.com/index-name.php, а также полезную статью «Полезные советы по созданию имен супергероев и суперзлодеев» по ссылке www.springhole.net/writing/naming-superheroes-and-supervillains.htm.

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Список из 340 способов использования определяющих качеств личности см. по ссылке http://tayyabrashid.com/pdf/via_strengths.pdf.

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Возможно, вы больше знакомы с цитатой «Победа — это еще не все, это единственное, что имеет значение», которую также приписывают Винсу Ломбарди. Однако в последние годы жизни Ломбарди утверждал, что его неправильно поняли. Он настаивал на том, что его настоящие слова: «Главное — стремиться к победе». Любопытно, что записи интервью показывают, что он говорил обе версии цитаты в разные периоды своей жизни. Но спустя годы он все чаще утверждал, что самое главное — «желание победить», «воля к победе» или «стремление к победе». См. Steven J. Overman, “‘Winning Isn’t Everything. It’s the Only Thing’: The Origin, Attributions and Influence of a Famous Football Quote,” Football Studies 2, no. 2 (1999): 77–99.

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Нетворкинг — мероприятия для создания и укрепления деловых связей.

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Насколько мне известно, мировой рекорд самой высокой производительности — 23 разных бонуса за час. Попробуйте побить этот рекорд, если осмелитесь. Думаю, вам понадобится тщательно все спланировать и обратиться за помощью к одному-двум союзникам! Прим. автора.

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Джетлаг — расстройство суточных биоритмов, вызванное сменой часовых поясов.

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Я и доктор Келли Макгоникал создали трехэтапное «спасибо» совместно с Oprah Winfrey Network («Игра в “спасибо” с Опрой»).

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Я узнала об этой практике напрямую от доктора Бисваса-Динера на его cеминаре по вмешательству сильных сторон в работу и отношения на Втором мировом конгрессе по позитивной психологии, прошедшем в Филадельфии в июне 2011 года. Другой ресурс с техниками по обнаружению сильных сторон — его учебник по коучингу в психологии: Robert Biswas-Diener. Practicing Positive Psychology Coaching: Assessment, Activities and Strategies for Success. Hoboken, NJ: John Wiley and Sons, 2010. См. также: Ryan M. Niemiec. VIA Character Strengths: Research and Practice (The First 10 Years) / in Hans Henrik Knoop and Antonella Delle Fave, eds., Well-Being and Cultures. Springer Netherlands, 2013; Sandy Gordon and Daniel F. Gucciardi. A Strengths-Based Approach to Coaching Mental Toughness // Journal of Sport Psychology in Action. 2011. № 2 (3). P. 143–155; Carmel Proctor et al. Strengths Gym: The Impact of a Character Strengths-Based Intervention on the Life Satisfaction and Well-Being of Adolescents // Journal of Positive Psychology. 2011. № 6 (5). P. 377–388.

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Ниже даны несколько способов избавления от одиноких мыслей. 1. «Это неправда. У нас должно быть что-то общее, пусть даже это лишь дружба с [X], или интерес к [Y], или факт, что мы живем в одном районе». Или: «Что ж, зато я познакомился с парнем, который хорошо разбирается в [Z], и мне хочется узнать об этом больше». Или: «Возможно, это делает меня более интересным человеком, раз я настолько уникален в этой группе». 2. «Я не могу знать это наверняка. Никто не ушел, пока я говорила, так что я уверена, что всем было интересно!» Или: «Может быть, я не выглядела заинтересованной. В следующий раз мне стоит задать больше вопросов». Или: «Возможно, они не проявили интереса к моим словам, потому что сами хотели выговориться. Я оказалась хорошим слушателем, а это уже что-то». 3. «Наверное, мне так показалось, но я не единственный, у кого плохой день. Я не заметил, кто еще чувствовал себя некомфортно». Или: «Что ж, честно говоря, хотя вечер был так себе, мне понравилось, что…»

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305

Ниндзя-трансформация тела относится к искусству использования скрытных и нетрадиционных фитнес-стратегий и стратегий похудения, так же как в историях и легендах японские ниндзя использовали хитроумные и нетрадиционные стратегии ведения боя. Ваше приключение не связано с метательным оружием, пиротехникой, схватками на мечах, невидимым плаванием или другими реальными техниками борьбы ниндзя. (Тем не менее вы узнаете о методах укрепления силы воли и техниках физических тренировок, основанных на культуре ниндзя.) Прим. автора.

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312

Power Move — это набор движений, обычно выполняющихся на большой скорости, а также различные акробатические элементы.

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Европейский аналог — экотерапия, помогает при дистрессах, депрессивных состояниях, улучшает внимание, память, снижает уровень тревожности и улучшает общее физическое состояние. Прим. науч. ред.

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Социальный джетлаг, или десинхроноз, не связан с перемещениями на большое расстояние. Это рассогласование внутренних часов организма с окружающим ритмом жизни. Причиной сбоя могут быть работа, взятая на дом, сезонный перевод стрелок часов, длительный отдых с изменением режима дня, работа по сменам и т. д. При этом нарушается ритм «сон — бодрствование». Его симптомы — длительное, более получаса, засыпание; кошмары; хрупкий, легко прерываемый сон; подавленное состояние утром. Прим. ред.

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Russell G. Foster et al. Sleep and Circadian Rhythm Disruption in Social Jetlag and Mental Illness // Progress in Molecular Biology and Translational Science. 2012. № 119. P. 325–346; Rosa Levandovski et al. Depression Scores Associate with Chronotype and Social Jetlag in a Rural Population // Chronobiology International. 2011. № 28 (9). P. 771–778.

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Stefan Klein. The Secret Pulse of Time: Making Sense of Life’s Scarcest Commodity. Cambridge, MA: Da Capo Press, 2008.

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Jennifer L. Aaker, Melanie Rudd, Cassie Mogilner. If Money Does Not Make You Happy, Consider Time // Journal of Consumer Psychology. 2011. № 21 (2). P. 126–130.

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Seth Lajeunesse, Daniel A. Rodríguez. Mindfulness, Time Affluence, and Journey-Based Affect: Exploring Relationships // Transportation Research Part F: Traffic Psychology and Behaviour. 2012. № 15 (2). P. 196–205.

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Bodhipaksa. 10 Tips for Mindful Driving. http://www.wildmind.org/applied/daily-life/mindful-driving. Дополнительные советы см. здесь: Michele McDonald. Awake at the Wheel: Mindful Driving (аудиокнига; More Than Sound Productions, 2011).

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Mihaly Csikszentmihalyi, Jeremy Hunter. Happiness in Everyday Life: The Uses of Experience Sampling // Journal of Happiness Studies. 2003. № 4 (2). P. 185–199.

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Автор книги - Джейн Мак-Гонигал

Джейн Мак-Гонигал

Джейн Макгонигал — известный разработчик игр, сумевшая восстановиться после сложного сотрясения мозга с помощью игрового процесса и разработавшая игру SuperBetter, помогающую людям справляться с болезнями и депрессией.
Ее работу о будущем игр Harvard Business Review признал одной из прорывных идей года. О ней писали The Economist, Wired и The New York Times.

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