BACKGROUND AND OBJECTIVES: @entity1 prone to @entity162 use emotion regulation (ER) strategies well when explicitly coached to do so in laboratory settings, but they find these strategies ineffective in daily life. We hypothesized that, compared with control @entity1 , @entity162 -prone @entity1 would show @entity51 when they received implicit, but not explicit, cues to use ER. METHODS: Undergraduates (N  =  66) completed the @entity1314 ( @entity1314 ) and were randomly assigned to one of three experimental conditions: automatic ER (scrambled sentence primes), deliberate ER (verbal instructions), or control (no priming or instructions to use ER). Then, @entity1 played a videogame designed to evoke anger. Emotion responses were measured with a multi-modal assessment of self-reported affect, psychophysiology, and facial expressions. Respiratory sinus @entity943 (RSA) was used to index ER. RESULTS: The videogame effectively elicited subjective anger, angry facial expressions, and heart rate increases when keys malfunctioned. As hypothesized, @entity1 who were more @entity162 prone showed greater RSA increases in the deliberate ER condition than in the automatic or control conditions. LIMITATIONS: One potential limitation is the use of an analog sample. CONCLUSIONS: Findings suggest that those at risk for @entity162 require more explicit instruction to engage ER effectively.

Emotion regulation and XXXX risk: Differential responses to implicit and explicit cues to regulate.

@entity1 :: ('9606', 'Species') :: ['participants', 'persons', 'people', 'People'] @entity162 :: ('MESH:D001714', 'Disease') :: ['mania'] @entity51 :: ('MESH:D009461', 'Disease') :: ['ER deficits'] @entity1314 :: ('MESH:D010554', 'Disease') :: ['HPS', 'Hypomanic Personality Scale'] @entity943 :: ('MESH:D001145', 'Disease') :: ['arrhythmia']
@entity162 :: (MESH:D001714,Disease) :: ['mania']
