A Qualitative Analysis of Self-Reported Pleasurable Experiences of Young Adults and Implications for Measures of Anhedonia
- Open Access
- 01-03-2026
Abstract
Delen
Introduction
The experience of pleasure has long occupied philosophers and psychologists alike. From Aristotle’s notion of eudaimonia, a life guided by virtuous pleasure (Aristotle, 2009 [orig. 4th cent. BCE]), to Bentham’s utilitarian calculus of maximising pleasure and minimising pain (Bentham, 1780/2024), theories of the good life have placed hedonic experience at their core. James (1890) described pleasure as a central motivational force, while Freud (2015) articulated the “pleasure principle” as the basic driver of mental life.
Contemporary affective measures differentiate between social, sensory, and cognitive reward domains (Kringelbach & Berridge, 2010). Pleasure is being viewed not as a singular feeling but as a multidimensional process that includes anticipation, motivation, effort, and consummation (Berridge & Robinson, 2003; Kahneman et al., 1997; Kringelbach & Berridge, 2010). These facets rely on partly distinct neural and psychological mechanisms (Treadway & Zald, 2011), and disruptions in any one of them can contribute to anhedonia, the diminished ability to experience pleasure (Der-Avakian & Markou, 2012; Treadway & Zald, 2011; Trøstheim et al., 2020).
Anhedonia is a hallmark symptom of depression and other affective disorders (Cogan et al., 2024; Kendall et al., 2016; Trøstheim et al., 2020). Traditionally, anhedonia has been assessed using instruments such as the Snaith-Hamilton Pleasure Scale (SHAPS; Snaith et al., 1995), which emphasises the presence or absence of consummatory pleasure. However, accumulating evidence suggests that pleasure is not a unitary construct, but instead consists of multiple facets including interest, motivation, effort, and enjoyment that unfold across various domains of daily life (Rizvi et al., 2015, 2016; Treadway & Zald, 2011). Empirical support for this multidimensional structure comes from exploratory factor analytic work demonstrating distinct but related dimensions of anhedonia, reward sensitivity, and positive emotionality (Olino et al., 2018).
The Dimensional Anhedonia Rating Scale (DARS; Rizvi et al., 2015) was developed to address these complexities and capture the multidimensional and contextualised nature of anhedonia. It asks respondents to rate not only how much pleasure they feel, but also how motivated they are and how much effort they would exert for various rewarding experiences. A distinctive feature of the DARS is its personalisation: Participants are instructed to generate their own examples of pleasurable experiences within several domains (i.e., non-social hobbies, social interaction, sensory experiences, food/drink). This approach aims to improve ecological validity and ensure that assessments are grounded in each participant’s lived experience. Recent evidence shows that the SHAPS and the DARS capture distinct facets of hedonic experience, with the DARS demonstrating greater sensitivity and ecological validity in young adults (Mittmann et al., 2025). While the personalised format of the DARS enhances ecological validity, it also raises important questions about how individuals conceptualise pleasure and classify their own experiences across domains.
The present study had four main aims. First, we sought to qualitatively analyse the open-ended responses in the DARS to gain nuanced insights into the types of pleasurable experiences reported by young adults. Second, we explored potential associations between pleasurable experiences and individual characteristics such as anhedonia levels. Third, we examined whether participants interpreted the DARS domain boundaries as intended and how often responses overlapped across categories. Finally, we compared the examples participants listed in the DARS domains with those generated in a separate open-ended question about pleasurable experiences (freely generated responses), in order to examine whether both approaches captured similar types of activities and experiences.
Methods
Procedure
An online questionnaire was distributed to young adults aged 18–30 years in Austria via the Austrian Gallup-Institut GmbH panel in winter 2024. Participants completed a set of self-report measures online, including demographic questions, the Dimensional Anhedonia Rating Scale DARS (Rizvi et al., 2015), and an additional open-ended question in which participants were asked to freely list up to three pleasurable experiences without being restricted to a specific category.
The DARS generated examples constituted the primary qualitative data source for Research Questions 1–3, which examined domain content, overlap, and associations with participant characteristics. The freely generated responses from the additional open-ended question were used exclusively to address Research Question 4 and to compare domain-based responses with unconstrained descriptions of pleasure. Informed consent was obtained electronically before participation.
Measures
Sociodemographic questions are summarised in Table 2. Two sources of qualitative data were analysed: (1) DARS generated examples, referring to participants’ written examples provided within the predefined DARS domains, and (2) freely generated responses, referring to answers to an additional open-ended question in which participants listed up to three pleasurable experiences without any domain constraints. The Dimensional Anhedonia Rating Scale DARS (Rizvi et al., 2015) is a self-report questionnaire designed to assess multiple facets of reward processing across four domains: non-social hobbies, food/drink, social interactions, and sensory experiences. For each domain, participants are first asked to generate up to three personally meaningful examples of pleasurable activities. They then rate these examples on four dimensions (interest, motivation, effort, and pleasure) using Likert-type scales, resulting in both domain-specific and total anhedonia scores, with lower scores indicating greater anhedonia. The DARS has demonstrated good internal consistency, convergent validity with established measures of anhedonia and depression, and sensitivity to differences between clinical and non-clinical samples (Rizvi et al., 2015). In the present study, we focused on the qualitative content of the self-generated examples provided for each domain rather than on the quantitative ratings.
Qualitative Data and Analysis
The full data set can be found under https://osf.io/emkc9/overview?view_only=615bfe62ad31487e891aad0b18b9993b. Responses were exported and thematically categorised. Given the brevity of responses, no formal theory-driven qualitative framework (e.g., grounded theory or reflexive thematic analysis) was applied. Instead, we conducted a descriptive qualitative content analysis aimed at validating domain categories and identifying recurring patterns and associations within the data. In a first step, the first author (GM) familiarised herself with the material and conducted an initial round of open coding within each DARS domain to identify potential subthemes. These preliminary categories were discussed with the research team. Subsequently, the data were imported into MAXQDA to facilitate the coding of overlapping categories and the detection of recurring themes. An inductive approach was used to identify high-frequency codes. GM coded all responses from the DARS according to its predefined domains (non-social, social, food/drinks, sensory). A second researcher MD independently coded the open-ended responses from the additional question on pleasurable experiences.
The two researchers worked independently to avoid biasing each other’s interpretations. After both had completed their coding, results were compared and discussed to explore similarities and differences between the predefined DARS structure and the freely generated responses. Frequency counts were included in the results; with the exception of the sensory domain, responses were coded into a single category.
To explore potential associations between the qualitative codes and participant characteristics, age and anhedonia scores were categorised into four groups based on the sample distribution. Cut-off points corresponded to the 25th, 50th (median), and 75th percentiles of the data (see Table 1). Associations between participant characteristics and domain content were explored descriptively to identify qualitative trends rather than tested statistically, in line with the study’s qualitative and exploratory aims. Because the qualitative codes were derived from short, self-generated text fragments and were not independent quantitative observations, formal inferential statistical testing was not conducted.
Table 1
Quartiles of anhedonia and age scores
25% percentile | Anhedonia score | Age (years) |
|---|---|---|
22 | 23 | |
50% percentile, median | 27 | 26 |
75% percentile | 75 | 28 |
Results
Participants
A total of N = 300 individuals aged 18 to 30 (M = 25.45, SD = 3.66) participated, with demographics summarised in Table 2. The final sample consisted of 300 participants (57.3% female and one person of other gender).
Table 2
Demographics of the sample
Category | Questionnaire / Items | M, SD | N (%) |
|---|---|---|---|
Age | Between 18 and 30 | M = 25.45, SD = 3.66, range 18–30 | |
Gender | Male | 127 (42.3%) | |
Female | 172 (57.3%) | ||
Diverse | 1 (0.3%) | ||
Education | No degree | 2 (0.7%) | |
Compulsory school leaving certificate | 21 (7%) | ||
Apprenticeship or intermediate vocational school | 39 (13%) | ||
A-levels or higher vocational school | 121 (40.3%) | ||
Bachelor’s degree | 58 (19.3%) | ||
Master’s degree | 55 (18.3%) | ||
Doctorate / PhD | 4 (1.3%) | ||
Inpatient treatment for a mental illness | No | 257 (85.7%) | |
Yes | 43 (14.3%) | ||
Outpatient treatment (e.g. psychotherapy) | Never | 202 (76.3%) | |
Yes | 98 (32.7%) |
Aim 1: Themes of Pleasurable Experiences in DARS Responses
The analysis of open-ended DARS responses revealed a wide range of pleasurable experiences across the four domains (see Table 3). Although the specific activities varied considerably, several clear themes emerged within each category, highlighting both shared and idiosyncratic sources of enjoyment.
Non-Social Hobbies
Within the non-social domain, participants most often described physically engaging, creative, or immersive solitary activities. Physical exercise, cooking, and reading were the most common sources of pleasure, followed by passive entertainment (e.g., watching series or listening to music) and creative hobbies such as painting or crafting. Less frequent but still relevant were everyday activities such as house or garden work, hiking, or making music. Overall, these responses suggest that in the absence of social interaction, pleasure was derived primarily from activities that promote focus, movement, or self-expression.
Food and Drink
Responses in the food and drink category were comparatively specific and concrete. Participants most often mentioned favourite comfort foods and beverages, such as pizza, pasta, coffee, or soft drinks.
Social Activities
The social domain was dominated by general socialising such as meeting and spending time with others, followed by shared meals and leisure activities such as sports, gaming, or watching TV together. Participants also frequently mentioned structured outings (e.g., cafés, restaurants, parties, or day trips), reflecting that social pleasure often centres on routine, communal experiences rather than special events. Intimacy and emotional connection were mentioned less often but represent a distinct subtheme of social reward.
Sensory Experiences
The sensory domain encompassed the broadest and most diverse set of responses. Auditory pleasures, especially listening to music, were by far the most frequent, followed by experiences of nature, which participants described as rich and multisensory (sights, sounds, movement, and fresh air). Other forms of sensory enjoyment included tactile or olfactory sensations, warmth, relaxation, and contact with pets. The wide range of responses in this domain indicates that sensory pleasure is less tied to specific actions and more to experiential qualities, with nature and music standing out as particularly salient and multifaceted sources of enjoyment.
Table 3
Most frequently mentioned pleasurable activities across DARS domains
Domain | Activity category | Mentions (n) | Example |
|---|---|---|---|
Non-social hobbies | 746 | ||
Sport / movement | 133 | Run, gym, dance, yoga | |
Cooking / food-related activities | 109 | Cook, bake | |
Reading | 103 | Read books | |
Watching TV / streaming / listening to music or podcasts | 94 | Series, Netflix, films, music | |
Creative pursuits | 77 | Paint, craft, crochet | |
Video games | 53 | Single-player video games | |
House or garden work | 36 | Garden, clean, decorate | |
Walking / hiking | 34 | Go for a walk | |
Making music | 27 | Sing, play the guitar | |
Going out | 11 | Go to the cinema | |
Self-care | 9 | Sauna, spa, get your nails done | |
Work / upskilling | 9 | Work, study | |
Sleep | 8 | Power-naps | |
Travel | 7 | Travel | |
Social media use | 7 | Make reels | |
Other | < 6 each | shopping, pets, niche hobbies, driving, etc. | |
Food / drinks | 761 | ||
Food | 564 | e.g. pizza, pasta, lasagna | |
Drinks | 197 | e.g. coffee, coke | |
Social activities | 700 | ||
Meeting / spending time with others | 101 | Quality time, meet up | |
Gaming together | 63 | Online video games, game nights | |
Social eating / cooking | 59 | Cook together | |
Sports with others | 49 | Team sports, gym with friends | |
Watching TV / streaming together | 33 | Netflix, movies, series | |
Going to cafés | 40 | Meet up for a coffee | |
Shared walks / hikes | 38 | Go for a walk together | |
Parties / pubs | 43 | Drink, dance | |
Dining out | 40 | Brunch, dinner | |
Visiting something together | 34 | Christmas market, stadion | |
Cinema visits | 30 | Cinema | |
Day trips | 29 | Day trip | |
Intimacy | 13 | Sex, cuddle | |
Talking / laughing together | 12 | Phone calls | |
Music-related social activities | 8 | Gigs, concerts | |
Other | < 10 each | e.g. cultural, children/pets, volunteering, creative, social media | |
Sensory experiences (double coding possible) | 818 | ||
Auditory (music, sounds) | 192 | Listen to music | |
Nature / natural experiences (note that this category overlaps with others) | 118 | Clouds, waves, mountains, stars, sunrise/set, rain | |
Visual enjoyment | 95 | Watch sunset, movies | |
Tactile sensations / intimacy | 92 | Hug, cuddle, kiss | |
Olfactory (smells) | 77 | Christmas, tea, food, rain | |
Gustatory (taste) | 31 | Favourite food | |
Multisensory experiences | 57 | Listen to music while driving at night, drink coffee while watching the snow | |
Movement-related sensations | 34 | Dance, go for a walk | |
Relaxation | 24 | Self-care, sleep | |
Warmth | 15 | Warm water, sun | |
Contact with pets | 12 | Cuddle with dog / cat | |
Social sensory experiences | 13 | Talk, laugh, vent | |
Reading (as sensory) | 6 | Read | |
Enjoyment of particular places | 19 | Travel | |
Aim 2: Patterns Between Participant Characteristics and Replies from the DARS Responses
When comparing participant characteristics (age, gender, anhedonia scale) and replies to the DARS, patterns were not immediately apparent, but closer inspection revealed several recurring trends. Note that these trends were qualitative trends, so these should be interpreted descriptively rather than as statistically significant findings.
Gender
The most pronounced gender differences appeared in the non-social hobbies category. Activities such as creativity, reading, and cooking were considerably more common among female participants, with creativity showing nearly a sixfold increase compared to male participants. In contrast, male participants more often mentioned activities related to “house, garden, and car,” “video games”, and “social media use”. Interestingly, within the social domain, all mentions of social media use originated from female participants.
Age
Age-related patterns were minimal across the non-social, social, and sensory categories. Nonetheless, within the social domain, younger participants more frequently indicated spending time with friends, with a clear downward trend as age increased.
Anhedonia
Differences related to anhedonia scores were observed across all domains. Participants with higher anhedonia scores reported less engagement in reading and video gaming in the non-social category. In the sensory domain, higher scores were associated with more mentions of “experiences” but markedly fewer responses related to “feeling.” Within the social domain, reports of “hanging out” decreased linearly with increasing anhedonia scores. Additionally, participants in the highest quartile of anhedonia were less likely to indicate spending social time with partners or parents.
Aim 3: Reliability of Self-Reported Replies of the DARS Responses in Relation to the Questionnaire
Overlap Between Categories
Our coding of the DARS responses revealed a degree of conceptual and practical overlap between the activity domains. For instance, Sport and movement were among the most frequently mentioned activities in both the non-social and social domains, and also appeared, though less prominently, in the sensory domain. The same was true for cooking. In some cases, the distinction between non-social and social activities reflected genuinely different situations – for example going to the gym alone versus going with a friend. In other cases, categories overlapped conceptually, such as items from the food category (e.g., coffee) that also featured in the sensory domain (e.g., the experience of drinking coffee).
Misclassified Replies
We identified 17 instances that were clearly misclassified, such as a participant listing “a trip to the beach with my family” under non-social hobbies. Importantly, we only coded replies as “wrong” when the misclassification was obvious (e.g., social activities in the non-social category). Cases in which a social element was implied but not explicitly stated, for example “cooking” in the social category, were not treated as errors, since we assumed participants intended a social context. Given that only 17 out of 3023 individual codes fell into this category, the proportion of miscoded responses is negligible, suggesting that participants were able to reliably distinguish between the activity domains.
The Sensory Category
The sensory category appeared to be the least clearly defined from participants’ perspective. Many responses could also have been coded into other domains, as they often related to social activities, non-social hobbies, or food and drink. In addition, the diversity of replies – ranging from sports and mindfulness to music-making or holistic experiences such as “being snuggled up on the sofa with tea, watching a series” – suggests that participants had no consistent understanding of what constitutes a sensory experience. This variability may indicate that sensory enjoyment is less tied to specific activities than to the overall quality of experience, highlighting the more fluid and cross-cutting nature of this domain.
Aim 4: Additional Findings from the Freely Generated Responses
When participants were asked to freely describe pleasurable experiences without being constrained by predefined domains, several themes emerged that were not captured by the DARS structure. Although many freely generated responses overlapped with the DARS domains (e.g., social activities, food, or sensory experiences), these overlapping themes are reported in full in the Supplementary Materials S1 and are not discussed further here.
Instead, the freely generated responses highlighted additional categories that were largely absent from the DARS domain-based examples. A prominent category concerned regeneration and rest, including sleep, relaxation, taking breaks, and “doing nothing.” Closely related were reflective and cognitive rewards, such as feeling calm, content, or mentally clear. In addition, media use emerged as a recurring source of pleasure in the freely generated responses.
Discussion
The present study explored how young adults describe their pleasurable experiences within the predefined domains of the Dimensional Anhedonia Rating Scale (DARS), non-social hobbies, food/drink, social activities, and sensory experiences, as well as in an additional open-ended question about sources of pleasure in everyday life. By qualitatively analysing these examples, we aimed to clarify how participants interpret and populate the DARS domains, to examine potential overlaps between them, and to gain insight into the structure of everyday pleasure in a non-clinical sample.
Patterns of Pleasure Within DARS Domains
Across the four domains, participants provided rich and diverse examples that nevertheless followed recognisable patterns. Within the non-social hobbies domain, responses clustered around activities that were physically or mentally engaging, creative, and often immersive, such as sports, cooking, and reading. These findings suggest that solitary pleasure is most often derived from activities that foster focus, self-expression, or a sense of mastery, consistent with theories of intrinsic motivation and flow (Csikszentmihalyi & Csikzentmihaly, 1990). The food and drink domain contained the most concrete and specific responses, with participants listing favourite foods and beverages such as pizza, pasta, and coffee. The recurrent mention of everyday comfort foods and daily rituals points to the embodied and routine nature of hedonic experiences related to eating and drinking, rather than to indulgent or exceptional events. Within the social domain, participants most frequently referred to shared everyday activities: meeting friends, eating together, or participating in group leisure pursuits. This highlights the central role of interpersonal connectedness in daily pleasure and align with established research linking positive affect and well-being to social interaction and belonging (Begen & Turner-Cobb, 2015; Holt-Lunstad, 2024). The sensory domain, by contrast, revealed the broadest and most conceptually fluid set of experiences. Participants included auditory pleasures (especially music), natural environments, tactile comfort, smells, or warmth. Many responses could have plausibly belonged to other domains, such as enjoying food, physical activity, or social touch. This pattern suggests that sensory enjoyment may not represent a distinct behavioral category, but rather a cross-cutting experiential quality that permeates multiple domains of pleasure (Kringelbach & Berridge, 2010; Treadway & Zald, 2011).
Taken together, these findings show that although the DARS domains effectively capture key areas of everyday reward, the boundaries between them are somewhat porous, particularly for the sensory domain, which overlaps conceptually and experientially with social and non-social pleasures. The content patterns also suggest that pleasure in young adults is embedded in ordinary, embodied, and relational contexts, rather than in extraordinary or materialistic experiences. This observation reinforces contemporary views of anhedonia as a disruption not only of pleasure capacity but also of engagement with daily, meaningful activities (Rizvi et al., 2015; Treadway & Zald, 2011).
Participant Characteristics and Patterns of Pleasure
Exploratory comparisons between participant characteristics and DARS responses revealed several qualitative trends. Gender differences were most apparent in the non-social domain, with female participants more frequently reporting creative and culinary activities and male participants more often describing technically oriented or digitally mediated pursuits. These patterns mirror broader gendered differences in leisure engagement among young adults (Bittman & Wajcman, 2000; Leversen et al., 2012).
Age-related differences were minimal, although younger participants more often mentioned spending time with friends, consistent with evidence that social connectedness is particularly salient in early adulthood (Arnett, 2000; Carmichael et al., 2015).
More pronounced patterns emerged in relation to anhedonia scores. Higher anhedonia was associated with narrower and less socially embedded descriptions of pleasure, including fewer mentions of reading, gaming, or social interaction and more neutral references to “experiences” lacking affective detail. This pattern aligns with conceptualisations of anhedonia as reduced engagement in rewarding daily activities (Treadway & Zald, 2011; Rizvi et al., 2016) and with prior evidence that the DARS is sensitive to subtle variations in hedonic tone (Mittmann & Thomas, 2025). Although exploratory, these findings suggest that qualitative features of self-reported pleasure may vary systematically with motivational and affective profiles.
Comparison Between DARS and Freely Generated Responses
Comparing participants’ examples within the DARS domains with freely generated responses revealed both convergence and divergence in how pleasure was described when category boundaries were removed. Across both formats, social relationships and food-related pleasures were frequently reported, indicating that these experiences were salient sources of enjoyment regardless of whether responses were structured by predefined domains.
At the same time, the freely generated responses included several categories that were less prominent in the DARS-based examples. These included references to regeneration and rest (e.g., sleep, relaxation, “me-time”), media use, and broader experiential states such as feeling calm or content. In contrast, the DARS responses more often consisted of concrete, activity-based descriptions that were embedded within specific behavioural or sensory contexts.
Overall, the comparison suggests that while both response formats captured overlapping sources of pleasure, they differed in emphasis: the DARS elicited more structured, activity-focused descriptions, whereas the freely generated question yielded a wider range of experiential and state-oriented responses.
Implications for the DARS and Other Assessments of Anhedonia
The patterns observed within the four DARS domains provide useful insights into how participants understand and apply these categories, and what this implies for the assessment of anhedonia. The very low rate of misclassified responses (17 out of more than 3000 coded instances) indicates that participants generally understood the task and were able to reliably distinguish between the provided domains. This supports the practical usability of the DARS’s self-generated example format, in which individuals define personally meaningful sources of reward prior to rating them along motivational and hedonic dimensions.
At the same time, content overlap across domains, particularly between the sensory, social, and food/drink categories, highlights the fluidity with which pleasurable experiences are lived and described. Many activities could plausibly fit into multiple domains, suggesting that the DARS domains may represent different contextual expressions of a shared underlying reward process rather than sharply distinct categories. From a measurement perspective, this implies that intercorrelations between DARS subscales may reflect the interconnected nature of everyday pleasure rather than simple redundancy.
The comparison with freely generated responses adds an important nuance. While the DARS prompted more concrete, activity-based and sensory-rich examples, the open question elicited broader descriptions involving rest, relaxation, and feelings of appreciation or self-worth – dimensions that are only indirectly represented in the DARS. This pattern suggests that the DARS effectively captures behavioural engagement with rewarding activities but may be less sensitive to reflective, restorative, or existential forms of enjoyment. Future adaptations could therefore consider expanding or clarifying domains to better capture these aspects, particularly in populations characterised by reduced vitality or self-related pleasure (e.g., depression, burnout, chronic stress).
Beyond implications for the DARS, the findings also point to potential refinements of other widely used anhedonia measures such as the Snaith–Hamilton Pleasure Scale (SHAPS). The SHAPS relies on fixed items that reflect traditional or outdated leisure activities (e.g., “I would enjoy my favourite television or radio programme”), which may no longer represent common sources of enjoyment for younger cohorts. In contrast, our results indicate that contemporary pleasurable experiences frequently involve digital media use, streaming, and online interaction. Updating such measures to reflect current and culturally relevant activities could improve ecological validity and ensure that anhedonia scores reflect genuine deficits in reward responsiveness rather than generational or contextual mismatches between scale content and lived experience.
Cultural and Contextual Considerations
Although data were collected online, participants were recruited via a professional population-based survey panel rather than a convenience sample; nevertheless, the findings may be limited in their generalisability to populations without regular internet access or to cultural contexts beyond young adults living in Austria. The content of pleasurable experiences likely reflects both cultural and developmental context. Activities such as socialising in cafés, engaging in nature, and shared meals are typical of Central European leisure culture and may not generalise to all other sociocultural settings. Moreover, the age range studied (18–30 years) represents a life stage characterised by exploration, social expansion, and the pursuit of autonomy, which may shape how pleasure is experienced and described. Older adults, for instance, may derive more pleasure from family relationships, stability, or achievement-related activities. Future research should therefore examine whether similar content patterns appear across different age groups, cultural contexts, and clinical populations, and whether anhedonia manifests as domain-specific or generalised reductions in pleasure across these areas.
The present findings demonstrate how qualitative analysis can complement quantitative assessment tools by revealing how participants interpret and engage with structured measures. Even though the DARS provides clear domains, the open-ended format uncovered subtle variations and overlaps in how pleasure is conceptualised. This highlights the value of integrating brief qualitative components into self-report questionnaires: such data offer direct insight into how respondents make sense of items and categories, thereby informing both construct validity and scale refinement.
Conclusion
Taken together, the study provides novel qualitative insight into how young adults populate the predefined domains of the DARS. Participants described a rich variety of activities and experiences, ranging from solitary and cognitive or creative pursuits to social connection, food-related enjoyment, and sensory engagement. Despite occasional conceptual overlap, most notably involving the sensory domain, participants largely applied the domains as intended, supporting the usability and ecological validity of the DARS. The findings also suggest that pleasure in everyday life is embedded in ordinary, relational, and embodied contexts, rather than confined to exceptional or material experiences. By clarifying how individuals articulate their own sources of reward, this study contributes to a more nuanced understanding of anhedonia and underscores the potential of personalised, experience-based assessments in affective science.
Declarations
Ethical Approval and Informed Consent Statements
According to ethical requirements in Austria, no ethical approval was necessary, as all data was anonymous and no clinical data was assessed. Written informed consent was obtained from all individual participants included in the study.
Competing Interests Statement
The authors report there are no competing interests to declare.
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