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Heuristic (psychology) Heuristics (from Ancient Greek εὑρίσκω, heurískō, "I find, discover") is the process by which humans use mental shortcuts to arrive at decisions. Heuristics are simple strategies that humans, animals, [ 1][ 2][ 3] organizations, [ 4] and even machines [ 5] use to quickly form judgments, make decisions, and find ...
Peak–end rule. The peak–end rule is a psychological heuristic in which people judge an experience largely based on how they felt at its peak (i.e., its most intense point) and at its end, rather than based on the total sum or average of every moment of the experience. The effect occurs regardless of whether the experience is pleasant or ...
List of cognitive biases. Cognitive biases are systematic patterns of deviation from norm and/or rationality in judgment. They are often studied in psychology, sociology and behavioral economics. [ 1] Although the reality of most of these biases is confirmed by reproducible research, [ 2][ 3] there are often controversies about how to classify ...
e. In the field of psychology, cognitive dissonance is described as the mental disturbance people feel when they realize their cognitions and actions are inconsistent or contradictory. This may ultimately result in some change in their cognitions or actions to cause greater alignment between them so as to reduce this dissonance. [ 1]
However, they now can think in images and symbols. Other examples of mental abilities are language and pretend play. Symbolic play is when children develop imaginary friends or role-play with friends. Children's play becomes more social and they assign roles to each other. Some examples of symbolic play include playing house, or having a tea party.
Coolidge effect. Crespi effect. Cross-race effect. Curse of knowledge. Diderot effect. Dunning–Kruger effect. Einstellung effect. Endowment effect. Face superiority effect.
Magical thinking, or superstitious thinking, [ 1] is the belief that unrelated events are causally connected despite the absence of any plausible causal link between them, particularly as a result of supernatural effects. [ 1][ 2][ 3] Examples include the idea that personal thoughts can influence the external world without acting on them, or ...
Play (activity) Play is a range of intrinsically motivated activities done for recreational pleasure and enjoyment. [ 1] Play is commonly associated with children and juvenile-level activities, but may be engaged in at any life stage, and among other higher-functioning animals as well, most notably mammals and birds .