lose one's self - définition. Qu'est-ce que lose one's self
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Qu'est-ce (qui) est lose one's self - définition

MENTAL STATE
Flow state; Lose one's self; Flow (Psychology); Flow experience; Theory of Flow; Software time; Coder's high; Flow (psychology; Zone (psychology); In the Zone (psychology); In the zone (psychology); Team flow
  • Flow may occur in challenging sports such as [[eventing]].
  •  Concentrating on a task, one aspect of flow
  • Young child, painting a model

lose one's self         
1.
Be bewildered.
2.
Slumber, fall asleep.
Lose/Lose         
ART VIDEO GAME WHICH DELETES FILES ON THE HOST COMPUTER'S OPERATING SYSTEM
Lose/Lose (video game); Lose/lose; Draft:Lose/Lose
Lose/Lose is a shoot-'em-up and art video game developed by Zach Gage and released in 2009 for Windows and MacOS as part of his master's thesis show, "Data", at Parsons School of Design's MFA program. Styled after games like Galaga, the player controls a spaceship and can shoot at aliens in their path, each representing a random file on the player's computer.
lose         
WIKIMEDIA DISAMBIGUATION PAGE
LOSE; Lose (disambiguation); LOSE (disambiguation)
v.
1) (B) we lost the match to them
2) (D; intr.) to lose to (our team lost to them by three points)
3) (O) his errors lost him the match

Wikipédia

Flow (psychology)

In positive psychology, a flow state, also known colloquially as being in the zone, is the mental state in which a person performing some activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by the complete absorption in what one does, and a resulting transformation in one's sense of time. Flow is the melting together of action and consciousness; the state of finding a balance between a skill and how challenging that task is. It requires a high level of concentration; however, it should be effortless. Flow is used as a coping skill for stress and anxiety when productively pursuing a form of leisure that matches one's skill set.

Named by the psychologist Mihály Csíkszentmihályi in 1970, the concept has been widely referred to across a variety of fields (and is particularly well recognized in occupational therapy), though the concept has been claimed to have existed for thousands of years under other names.

The flow state shares many characteristics with hyperfocus. However, hyperfocus is not always described in a positive light. Some examples include spending "too much" time playing video games or becoming pleasurably absorbed by one aspect of an assignment or task to the detriment of the overall assignment. In some cases, hyperfocus can "capture" a person, perhaps causing them to appear unfocused or to start several projects, but complete few. Hyperfocus is often mentioned "in the context of autism, schizophrenia, and attention deficit hyperactivity disorder – conditions that have consequences on attentional abilities."