Mind wandering has recently received extensive research because it reveals an important characteristic of our consciousness: conscious experience can arise internally and involuntarily. As the first attempt to examine mind wandering in a non-western population, the present study used experience-sampling method to collect the daily momentary mind wandering episodes in a Chinese sample. The results showed that mind wandering was also a ubiquitous experience among the Chinese population, and, instead of emerging out of nowhere, it was often elicited by external or internal cues. Furthermore, most of the mind wandering episodes involved prospective thinking and were closely related to one’s personal life. Finally, the frequency of mind wandering was influenced by some contextual factors. These results taken together suggest that mind wandering plays an important role in helping people to maintain a continuous feeling of “self” and to prepare them to cope with the upcoming events.
The prospective bias is a salient feature of mind wandering in healthy adults, yet little is known about the temporal focus of children’s mind wandering. In the present study, (I) we developed the temporal focus of mind wandering questionnaire for school-age children (TFMWQ-C), a 12-item scale with good test–retest reliability and construct validity. (II) The criterion validity was tested by thought sampling in both choice reaction time task and working memory task. A positive correlation was found between the temporal focus measured by the questionnaire and the one adopted during task-unrelated thoughts (TUTs) by thought sampling probes, especially in the trait level of future-oriented mind wandering. At the same time, children who experienced more TUTs tended to show worse behavioral performance during tasks. (III) The children in both tasks experienced more future-oriented TUTs than past-oriented ones, which was congruent with the results observed in adults; however, in contrast with previous research on adults, the prospective bias was not influenced by task demands. Together these results indicate that the prospective bias of mind wandering has emerged since the school-age (9∼13 years old), and that the relationship between mental time travel (MTT) during mind wandering and the use of cognitive resources differs between children and adults. Our study provides new insights into how this interesting feature of mind wandering may adaptively contribute to the development of children’s MTT.
As a primary symptom defining Internet gaming disorder (IGD), preoccupation indicates a mind state in which gamers think about a gaming activity so much that other things appear less important and/or interesting to them. Previous studies have examined the negative impacts of IGD on both cognitive and affective functions, yet no study has investigated the influence of IGD on daily mind state changes that interfere with ongoing tasks. The current study hypothesized that more IGD symptoms lead to a higher frequency of mind state shift in terms of mind-wandering. As social anxiety is related to both IGD and mind-wandering, we further hypothesized that social anxiety would partially contribute to the relationship. Survey data were collected from 632 young adults who were divided into two groups based on whether they reported playing games or not. In the player group, the number of IGD symptoms present was positively related to mind-wandering (r = 0.269, p < 0.001) and social anxiety (r = 0.235, p < 0.001), with the latter two showing a positive correlation in both players (r = 0.37, p < 0.001) and non-players (r = 0.57, p < 0.001). A mediation analysis for the players showed a partial mediation effect of social anxiety on the relationship between IGD and mind-wandering (mediation effect: PM = 0.292, p < 0.001), and the model was replicated in an independent sample. This study suggests that excessive gaming behavior may increase mind-wandering and a shift towards such a non-productive mind state could exert long-term detrimental effects in adolescents and young adults.
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