| Literature DB >> 36232083 |
Abstract
A new model provides insight into the 'how' and 'why' of wellbeing to better understand the 'what'. Informed by evolutionary psychology and neuroscience, it proposes that systems for adaptive motivation underpin experiential and reflective wellbeing. The model proposes that the brain learns to predict situations, and errors arise between the predictions and experience. These prediction errors drive emotional experience, learning, motivation, decision-making, and the formation of wellbeing-relevant memories. The model differentiates four layers of wellbeing: objective, experiential, reflective, and narrative, which relate to the model in different ways. Constituents of wellbeing, human motives, and specific emotions integrate into the model. A simple computational implementation of the model reproduced several established wellbeing phenomena, including: the greater frequency of pleasant to unpleasant emotions, the stronger emotional salience of unpleasant emotions, hedonic adaptation to changes in circumstances, heritable influences on wellbeing, and affective forecasting errors. It highlights the importance of individual differences, and implies that high wellbeing will correlate with the experience of infrequent, routine, and predictable avoidance cues and frequent, varied, and novel approach cues. The model suggests that wellbeing arises directly from a system for adaptive motivation. This system functions like a mental dashboard that calls attention to situational changes and motivates the kinds of behaviours that gave humans a relative advantage in their ancestral environment. The model offers a set of fundamental principles and processes that may underlie diverse conceptualisations of wellbeing.Entities:
Keywords: adaptation; computational neuroscience; emotion; evolutionary psychology; happiness; motives; negativity bias; theory; variety
Mesh:
Year: 2022 PMID: 36232083 PMCID: PMC9566260 DOI: 10.3390/ijerph191912784
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 4.614
Figure 1The Adaptive Motivation Model. Arrows represent influence.
Four levels of wellbeing against various wellbeing aspects. Each aspect applies to each level in different ways.
Proposed associations between wellbeing constituents and fitness by wellbeing aspect.
| Wellbeing Aspect | Proposed Association with Fitness | Wellbeing Terms |
|---|---|---|
| Vitality | Physically capable of agency to increase fitness | Vitality [ |
| Energy [ | ||
| Engagement | Behaviour is likely to be increasing fitness (through learning, skill development, use of skills, etc.) | Interest [ |
| Engagement [ | ||
| Involvement [ | ||
| Effort in pursuing excellence [ | ||
| Enjoyment [ | ||
| Positive | Increase in fitness due to social factors | Positive relationships [ |
| Relatedness [ | ||
| Connection [ | ||
| Social belonging/trust [ | ||
| Supportive relationships [ | ||
| Autonomy | Fitness is less limited by dominance of others | Autonomy [ |
| Self-congruence [ | ||
| Competence | A particular type of agency will be more effective in increasing fitness | Competence [ |
| Accomplishment [ | ||
| Environmental mastery [ | ||
| Self-esteem [ | ||
| Manageability [ | ||
| Comprehensibility [ | ||
| Clear thinking [ | ||
| Positive | Fitness is more likely to increase in the future, or not decrease | Optimism [ |
| Meaning | Planned behaviour is/was worthwhile to increase fitness, (particularly through social support) | Purpose [ |
| Meaning [ | ||
| Meaningfulness [ | ||
| Significance [ | ||
| Contribution [ | ||
| General increase in fitness, or absence of decrease | Positive emotion/feelings [ | |
| Happiness [ | ||
| Emotional stability [ | ||
| Calmness [ | ||
| Absence of negative feelings [ | ||
| Indirect | Self-acceptance [ | |
| Self-worth [ | ||
| (Personal) Growth [ | ||
| (Personal) Development [ | ||
| Self-discovery [ | ||
| Satisfying life [ | ||
| Resilience [ |
Proposed links between wellbeing aspects and motives.
| Aspect | Motives |
|---|---|
| Vitality | Health and fitness, physical strength and endurance [ |
| Engagement | Curiosity and exploration (1), mental knowledge and skills (1) [ |
| Positive relationships | Affection/commitment, altruism, social exchange, curiosity and exploration (2) [ |
| Autonomy | Dominance and aggression (giving or receiving) [ |
| Competence | Mental knowledge & skills (2) [ |
| Positive | Safety [ |
| Meaning | Legacy, meaning [ |
|
| Sex, appearance [ |
|
| Wealth [ |
|
| Happiness, avoiding stress and anxiety [ |
|
| Enjoying life, religion and spirituality, being better than others, personal morals [ |
Examples of possible cues and emotions for wellbeing aspects.
| Aspect | Examples of Possible Approach | Examples of Possible Avoidance |
|---|---|---|
| Vitality | Vigour, strength, speed | Tiredness, physical difficulty, |
| Engagement | Interest, curiosity, flow, novelty | Boredom, frustration, overwhelm |
| Positive relationships | Love, playfulness, touch, gratitude, | Loneliness, grief, deceit, anger, |
| Autonomy | Respect, freedom, independence | Coercion, dominance, aggression, obligation |
| Competence | Goal completion, problem solving, | Goal failure, confusion, uncertainty, |
| Positive expectancy | Hopefulness, excitement | Anxiety, fear |
| Meaning | Praise, appreciation, | Ridicule, embarrassment, criticism |
Figure 2(a) Mean fitness across the population for each generation; (b) mean reflective wellbeing across the population for each generation; (c) frequency of outcomes in the first period of the first generation; (d) frequency of outcomes in the last period of the last generation. Points represent population means for the 80 situations, and vertical bars indicate the ranges within the population.
Figure 3(a) Mean instincts for the first generation; (b) mean cue values for the first generation; (c) mean instincts for the last generation; (d) mean cue values for the last generation. Each point represents the population mean for one of the 80 situations, and each corresponding vertical bar shows the range within the population.
Figure 4Mean prediction errors at the end of simulation. Each point represents the population mean for one of the 80 situations, and each corresponding vertical bar shows the range within the population.
Figure 5Hedonic adaptation of one individual to a 20-fold increase in the frequency of an approach cue (highest line) or an avoidance cue (lower line) for a duration of 40 periods.