arousal Flashcards

(31 cards)

1
Q

arousal

A

a general physiological and psychological activation of the person that varies on a continuum from deep sleep to extreme excitement

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2
Q

ways arousal affects performance

A

. info processing
. speed of reactions
. quality of decisions
. can lead o exceptionally good or poor performances

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3
Q

how does arousal affect concentration

A

at high arousal levels we’re unable to detect many cues from the environment and so may not have enough cues to make an effective decision, those we do take in are often irrelevant

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4
Q

attentional narrowing

A

focusing and paying attention to less cues - could be correct or incorrect

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5
Q

cue utilisation

A

an ability to detect cues to know which is irrelevant and relevant

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6
Q

sporting example that requires high level of arousal and why?

A

rugby because you need to most amount of power and technique won’t affect the skill as much

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7
Q

sporting example that requires low level of arousal and why?

A

golf putt because it’s a fine skill and it needs to be accurate

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8
Q

drive theory

A

. linear relationship P = f (h x d)
. the greater the arousal the greater the probability that the performers learned behaviour will appear (dominant response)
. it either causes performance to increase or decrease depending on the stage of learning
. the more aroused we are, the more motivated we are

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9
Q

inverted U theory

A

. as arousal increases so does performance up to a point
. low arousal = low performance
. gradually improving performance as arousal increases up to a optimal point of arousal levels

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10
Q

what does optimum arousal depend on in the inverted U theory?

A

. personality of performer
. nature/complexity of the skill
. level of performer

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11
Q

reticular activation system

A

a natural level of activation in our body to be able to do everyday tasks

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12
Q

catastrophe theory

A

. as arousal increases so does performance and reaches a maximal point which will vary between people due to personality and experiences of play
. if the performer becomes more aroused their performance will deteriorate rapidly due to presence of high levels of somatic and cognitive anxiety
. the player can regain a lower level of play through the use of SMT if the cause was mild

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13
Q

factors affecting arousal levels

A

. confidence levels
. experience
. type of task
. personality
. anxiety/fatigue
. temperature
. injury/fitness level

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14
Q

ZOOF theory

A

ZOOF = zone of optimal functioning
. not just one point of arousal where exceptional performance happens but is just a general range
. some players find this at low, medium or high
. SMT are used to help performers reach ZOOF

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15
Q

peak flow

A

an extension of feeling and performance levels experienced in the zone - total focus without any effort, ultimate intrinsic experience

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16
Q

factors affecting peak flow

A

. poor mental prep and the failure to reach optimal levels
. environmental influences such as pressure from the crowd
. the effect of injury or fatigue during the game

17
Q

social facilitation

A

beneficial effect of the crowd

18
Q

social inhibition

A

negative effect of the crowd

19
Q

zajonic’s theory of social facilitation

A

presence of others -> increase in arousal leading to dominant response
-> DR is corrected when task is well learnt or is incorrect during initial learning -> audience either impairs learning or facilitates

20
Q

audience in zajonic’s theory

A

those who are watching, either as spectators or on a TV, their very presence causes pressure

21
Q

co-actors in zajonic’s theory

A

those who are doing the same task but aren’t involved in direct competition

22
Q

competitors in zajonic’s theory

A

this who are in direct competition with you

23
Q

social encouragers in zajonic’s theory

A

those who have a direct influence on the event

23
Q

performance and the dominant response with elite athletes

A

. presence of others causes an increase in arousal
. this causes a dominant response which is made simple as it doesn’t require much thought or effort
. BUT the response will be correct as the athlete will have learnt to deal with it

24
performance and the dominant response with novices
. presence of others causes an increase in arousal . this causes a dominant response which is made simple as it doesn't require much thought or effort . BUT they're unlikely to have learned responses that are done automatically and may not be able to identify the correct response and may produce an incorrect action
25
evaluation apprehension
. when feeling judged their arousal increases which can lead to increased motivation and excitement . OR can impair performance - affect info processing . negative influence of an audience as they perceive they're being judged
26
cognitive learners coping with audience
. learn all new skills in isolation or small groups . over learn basic skills . evaluative audiences could be gradually introduced . always be positive when making judgements on performers
26
autonomous learners coping with an audience
. overlearning a skill . crowd noise can be gradually introduced to desensitise the performer . goal setting and attributing positively post game will aid the ability to cope with arousal levels . SMT can be taught
27
advantages of playing on your home field
. audience support increases players confidence and motivation individually and collectively . home teams have been found to play more assertively - due to an increase in arousal . increases in arousal in elite performers leads to improved performances
27
disadvantages of playing on your home field
. the team may choke due to the level of expectation in important games . stadiums are now large and can be difficult to fill regularly so the crowd may appear small . distance of supporters from the pitch affects the advantage of the home team
28
strategies to eliminate social inhibition
. mental rehearsal/image/visualisation . train in front of others and gradually increase numbers . reduce importance of event . encourage teammates to be supportive . use stress management