TR 1070: Leisure, Play, and the Human Experience - Midterm Study Guide

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Comprehensive vocabulary flashcards covering the core concepts, theories, historical eras, social psychology models, and environmental principles from TR 1070.

Last updated 2:36 AM on 10/13/26
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38 Terms

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Leisure

Free, unobligated time and a state of being that represents the opposite of work and encompasses many ways to use time.

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Play

A spontaneous, voluntary behavior that is intrinsically rewarding, consumed for its own sake, and often involves creativity or imagination.

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Recreation

A play-like activity that may have more structure, rules, or objectives, can be motivated intrinsically or extrinsically, and is focused on an outcome.

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Intrinsic Motivation

Engaging in an activity for the sake of the activity itself, driven by internal rewards such as enjoyment, satisfaction, mastery, or personal fulfillment.

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Extrinsic Motivation

Engaging in an activity to obtain external rewards or observable validation, such as money, prizes, grades, or trophies.

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Surplus Energy Theory

A play theory formulated by H. Spencer stating that play serves the primary physical benefit of burning off extra energy.

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Instinct-Practice Theory

A play theory by K. Groos, based on Darwin, stating that play allows individuals to practice survival and adult skills such as fighting, love, imitative, and social play.

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Catharsis Theory (Psychoanalytic)

A play theory proposed by S. Freud, A. Freud, and Erikson stating that play provides an emotional and social benefit as a safe way to release strong emotions.

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Re-creation / Relaxation Theory

A play theory proposed by G.T.W. Patrick stating that play provides a physical benefit by recharging an individual for work because a change of activity restores energy.

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Recapitulation Theory

A play theory proposed by G.S. Hall asserting that children physically replay human evolutionary stages, including animal, savage, nomad, and tribal stages.

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Cognitive-Developmental Theory

A play theory associated with Bruner, Piaget, and Sutton-Smith stating that play is a relaxed way to learn problem-solving across sensorimotor, symbolic, construction, and rule-based stages.

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Task Generalization (Spillover)

The tendency for individuals to enjoy and engage in leisure activities that are similar to the nature of their work.

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Task Compensation

The tendency to engage in play and leisure activities to fulfill psychological or physical needs that work does not satisfy.

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Stimulus-Arousal Theory

A play theory associated with Berlyne, Fein, and Ellis stating that individuals seek thrills and stimulation because fun has arousal potential.

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Competence-Effectance Theory

A theory proposing that individuals play to test their environment, gain mastery, and experience intellectual and emotional benefits.

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Purple (Taboo) Leisure

Activities evaluated by assessing three harm criteria: whether the activity harms the person, harms others (including animals), or hurts society.

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Hedonism

The behavioral pursuit of pleasure.

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Huizinga's Definition of Play

A voluntary activity occurring within fixed limits of time and place, governed by freely accepted yet binding rules, having an intrinsic aim, and accompanied by feelings of tension and joy.

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Iso-Ahola's Pyramid

A hierarchical model of leisure causality comprising biological dispositions and early socialization at the base, optimal arousal/incongruity, perceived freedom and competence, and stated leisure needs at the top.

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Neophilia

The psychological tendency to love, seek, and be attracted to new stimuli.

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Neophobia

The psychological tendency to avoid or fear new stimuli.

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Reticular Activating System (RAS)

The part of the brainstem that regulates and controls arousal levels.

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Inverted U Theory

A psychological model positing that performance and enjoyment peak at a moderate level of arousal, whereas too little arousal causes boredom and too much causes anxiety.

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Theory of Loose Parts

Simon Nicholson's 19711971 theory positing that items that can be moved, redesigned, and manipulated encourage greater imagination and optimal arousal.

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Effectance Motivation

Robert White's (19591959) concept that humans have an innate need to feel effective, where the sense of competence acts as a master reinforcer.

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Flow

Csikszentmihalyi's state of complete immersion and peak experience that occurs when personal skill is perfectly matched to the situational challenge.

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Leisure Socialization

The lifelong process by which leisure knowledge, attitudes, values, skills, and motives are learned and internalized, producing socially relevant and rewarding leisure behavior.

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Dialectical View of Leisure

The perspective that humans simultaneously require both stability (security) and change (variety) in their leisure repertoires.

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Between-Change

A form of leisure change in which a person switches completely to a different activity.

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Within-Change

A form of leisure change in which an individual alters partners, courts, or environments while remaining engaged in the same overall activity.

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Substitutability

The concept that activities within a similar behavioral cluster (such as bicycling, basketball, and swimming) can replace one another.

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Normative Need

Mercer's classification for leisure needs derived from external standards or rules established by outside authorities, such as a doctor prescribing exercise.

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Comparative Need

Mercer's classification for leisure needs that arise when individuals evaluate and compare their own abilities, status, or activities against similar peers.

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Learned Helplessness

A psychological state of feeling powerless after experiencing trauma or repeated failure, which Iso-Ahola links to antisocial outcomes like vandalism and drug abuse.

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Biophilia

The evolutionary hypothesis stating that humans possess an innate biological tendency to seek connections with nature and other living systems.

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Attention Restoration Theory

A theory positing that exposure to natural environments restores voluntary cognitive focus and mental resources by engaging involuntary attention.

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National Preserve

A National Park System designation that possesses characteristics similar to a national park but permits consumptive activities such as hunting.

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Sustainability

Meeting present needs without compromising the ability of future generations to meet their own, balancing socio-cultural, economic, and environmental systems.