Objectives: Understanding how to promote rewarding exercise experiences is important for attempts to help individuals be physically active. This qualitative study aimed to investigate the optimal psychological states experienced during rewarding exercise activities. Specifically, participants were interviewed as soon as possible after recent, rewarding exercise experiences in order to maximise detail and accuracy of recall. Design: Event-focused qualitative study. Method: A sample of 18 individuals (M age = 32.94 years) participated in event-focused, semi-structured interviews soon after a rewarding exercise experience (M = 2 days later). Data were analysed thematically, while strategies were employed to enhance trustworthiness. Results: Participants reported two distinct optimal experiences during rewarding exercise activities, matching descriptions of flow and clutch states. Flow occurred in contexts involving exploration, novelty/variation, and flexible outcomes, while the experience was described as enjoyable at the time, and involved lower perceived effort. Clutch states occurred in contexts involving achievement and pressure. Exercisers perceived clutch states to be enjoyable afterwards but not at the time, and to involve intense effort. Notable differences were apparent in the outcomes of each state in that flow had an energising effect, whereas clutch states were fatiguing. Conclusions: This study presents evidence for flow and clutch states in exercise, supporting emerging research in sport. These findings provide insights into the occurrence, experience, and outcomes of flow and clutch states specifically from the exerciser's perspective. Such insights can inform future research on flow and clutch states in this setting, and may provide strategies for reliably inducing each state during exercise.
Findings demonstrate bidirectional relationships between sport participation and adolescent mental health. The design and implementation of youth sport programs should maximize mental health benefits, and programs should be designed, implemented, and marketed to be attractive to participants with poor psychosocial health.
Purpose
In this study, we tested the effectiveness of a multicomponent sports-based program aimed at promoting early intervention, help seeking, and resilience among a sample of adolescent male sport participants.
Methods
The Ahead of the Game program comprised four intervention components and a messaging campaign. Two components targeted mental health literacy, intentions to seek and provide help, and resilience among adolescent boys. A mental health literacy program for parents and a coach education program to assist in the support of athletes’ psychological needs were also included. We evaluated the program using a nonrandomized controlled trial matching two regional communities. In total, 350 sport participants (mean, 14.53 yr) were included in an intervention group, whereas 466 (mean, 14.66 yr) received usual practice in a matched control community. One hundred and eighty parents or caregivers and eight coaches also participated in the intervention components. Between-group mean differences on the primary and secondary outcomes were analyzed using linear mixed models, adjusted for clustering at club level, participant age, and socioeconomic status.
Results
Significant positive group–time interactions were found for the primary outcomes of depression and anxiety literacy, intentions to seek help from formal sources, confidence to seek mental health information, and resilience. We also found a significant positive group–time interaction for the secondary outcome of well-being. There were no group–time interactions for social distance (stigma), intentions to seek help from informal sources, implicit beliefs about adversity, perceived familial support, or psychological distress.
Conclusions
Given the high rates of sport participation worldwide and the increasing focus on mental health in this domain, translation and dissemination of the program may be warranted after replication.
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