Hepler Justin, Wang Wei, Albarracin Dolores
University of Illinois at Urbana-Champaign.
Motiv Emot. 2012 Sep 1;36(3):365-370. doi: 10.1007/s11031-011-9267-0.
Although exercise is recognized as a powerful tool to combat obesity, remarkably few US adults pursue adequate amounts of exercise, with one major impediment being a lack of motivation for active behaviors. Recent empirical work has demonstrated that behavior can be guided by goals to be generally active or inactive. In the present paper, an experiment is presented in which participants played or observed a video game, were primed with action or inaction goals, and practiced a stretching exercise for as long as desired. Exposure to environmental action cues led to increased time spent exercising. This effect was moderated by past behavior, such that individuals who had just engaged in an active task (played a videogame) were insensitive to attempts to motivate general action. This suggests that the effectiveness of attempts to motivate activity ("just do it", "be active") hinges on the recent past-behavior of the targeted individuals. An implication of this work is that participation in certain leisure activities, such as playing videogames, may be causally related to a lack of motivation for exercise.
尽管运动被公认为对抗肥胖的有力工具,但美国成年人中进行适量运动的人少之又少,一个主要障碍是缺乏积极行为的动力。最近的实证研究表明,行为可以由总体上积极或不积极的目标来引导。在本文中,介绍了一项实验,参与者玩或观看电子游戏,被设定行动或不行动目标,并根据自己的意愿进行伸展运动练习。接触环境行动线索会导致锻炼时间增加。这种效应受到过去行为的调节,即刚刚从事过积极任务(玩电子游戏)的个体对激发总体行动的尝试不敏感。这表明激发活动的尝试(“只管去做”,“积极起来”)的有效性取决于目标个体最近的过往行为。这项研究的一个启示是,参与某些休闲活动,如玩电子游戏,可能与缺乏锻炼动力存在因果关系。