One obvious limitation of this approach is our current lack of evidence on the share of attention associated with each level of pain intensity (i.e. the validity of estimates in Table 1). Another limitation is the fact the proportion of attention allocated to each intensity category cannot be equated to its degree of unpleasantness. Consider this scenario as an example: two individuals are enjoying a pleasant conversation in a park. Suddenly, one is bitten by a mosquito. The discomfort experienced is just Annoying, capturing approximately 10% of the individual’s attention. Now imagine that a dozen additional mosquitoes begin to bite this person, causing their attention to become almost entirely focused on attempting to shoo the insects away and scratching the bites. The conversation in the park is no longer feasible. In this scenario, nearly all attention was focused on this experience. Although the unpleasantness of the experience increased, it is not possible to say that the intensity of the overall pain increased proportionally to the attention it demanded as the number of mosquitoes grew, becoming Hurtful. Pain intensity and pain-related attention are related but separate aspects of the pain experience. Pain intensity refers to the magnitude of the unpleasant sensory and emotional experience. Pain-related attention, on the other hand, refers to the extent to which an individual’s cognitive resources are directed towards or distracted by the pain.
Strategy B: fixed sub-additivity
The second scenario adopts a simpler analytical approach, whereby each subsequent source of pain is assigned a progressively smaller increase in perceived intensity, with the second source contributing a 50% increase, the third source a 25% increase, and so on progressively. As before, in the Cumulative Pain framework such increases are translated into a greater share of time attending to pain of that intensity.
Again, these proposed values are only provisional and should be considered as a simplified starting point given our limited understanding of pain and attention mechanisms, and the many potentially confounding factors in this analysis. For example, attention to pain will be also influenced by the presence of additional stimuli competing for attention, differences in the discriminatory properties of the pain sources, and variability in pain thresholds and coping mechanisms. Thus, the proposed values are unlikely to be universally applicable.
CUMULATIVE PAIN ESTIMATES: TIME EXPOSED TO PAIN VS TIME ATTENDING TO PAIN
The Cumulative Pain framework estimates the time individuals typically spend with pain of each intensity category. Thus, one hour of Hurtful pain means that an individual was exposed to a source of Hurtful pain for one hour. In its current form, the framework represents two simultaneous sources of Hurtful pain, each lasting an hour, as two hours of Hurtful pain. This choice offers the benefit of simplicity, and eliminates the need for more complex assumptions about the type of additivity in the subjective perception of pain, for which knowledge is not yet available.
However, estimates computed in this manner often raise the question of how an individual can experience more hours of pain than there are hours in a day, or even a lifetime. For instance, consider a fictitious case: an animal spends her life with two ailments: (1) a mild “itch” (of an Annoying intensity) and (2) a mild thermal discomfort (of an Annoying nature too). She lives for 60 weeks, and pain is only felt when awake (16 hours/day, totaling 6,720 hours awake). In this case, she experiences 6,720 hours of Annoying pain due to the itch and 6,720 hours of Annoying pain due to thermal discomfort. The total of 13,440 hours of Annoying pain is longer than her life. This is a by-product of a technical choice in the approach, but one that may confuse the audience.
One potential solution to this issue involves incorporating the degree of attention allocated to each pain intensity category into Cumulative Pain calculations. In other words, instead of estimating the duration an individual is subjected to pain (i.e., the entire period during which an individual is exposed to an unpleasant experience), one would estimate the time spent attending to pain, namely the duration of those moments an individual actively focuses on or is aware of this sensation. This latter time estimate will be typically shorter, as individuals may not be continuously aware of their discomfort or may actively choose to focus on other aspects of their experience part of the time.
For instance, if we assume that an individual is aware of Annoying pain only 25% of the time, then each hour of Annoying pain exposure should be converted into a maximum of 15 minutes of actual time spent in Annoying pain. Consequently, two simultaneous sources of annoying pain lasting one hour would be translated into a maximum of 30 minutes of annoying pain (following strategy A in the previous section) or 22.5 minutes of annoying pain (strategy B).
By incorporating attention allocation into the framework, we can more accurately estimate the actual time spent aware of a negative affective state. This resolves the apparent contradiction of cumulative pain estimates exceeding a lifetime. However, the decision to incorporate this refinement depends on the reliability of estimates for the share of attention allocated to painful experiences of varying intensities. Adopting provisional values that may change in the future could harm the comparability of analytical results. Therefore, we greatly appreciate any feedback and input that can help inform our decision-making in this regard.
TIME AVAILABLE FOR POSITIVE WELFARE
Although, in our view, negative affective states (particularly more extreme forms) have a larger impact on well-being (e.g., improvements in positive states are frequently bounded and lost to hedonic adaptation, whereas adaptation to pain is unlikely; [28]), it is also important to consider how concurrent experiences of different valence may affect each other. In this regard, it is reasonable to assume that positive welfare is precluded, either partially or completely, in animals experiencing negative affective states, particularly the more intense ones. This assumption is in fact part of the defining criteria of the four intensity categories considered in the Cumulative Pain framework.
We propose that the amount of time individuals spend focusing on pain determines the time remaining for the experience of positive states. Thus, ‘potential for positive welfare’ can be defined as the estimated time available to enjoy positive affective experiences once the time spent in pain has been discounted. We purportedly use the term ‘potential’ since the absence of suffering both allows for a state of neutral welfare (something that by itself could be considered good) and for experiences of positive valence (e.g. enjoyment or pleasure), equated to good welfare by some authors [29].
Some practical limitations must be highlighted in this exercise. Again, as discussed, empirical evidence is still lacking on the extent to which pain of different intensities differentially demands attention. Importantly, estimating the potential for positive welfare requires considering all time in negative affective states. In other words, it is necessary to take into account every single challenge to which individuals are exposed. If only a subset of challenges is considered, the time available for neutral or positive welfare may be largely overestimated.
Additionally, the potential for positive welfare may be also overestimated if factors other than attention are not considered. For example, pain caused by traumatic injury or pathological processes may lead to immobility, restricted movement or impaired behavioral responsiveness to potentially pleasurable opportunities [30]. Similarly, sickness, weakness, nausea, dizziness and other debilitating affects may demotivate animals from engaging in physically active, gregarious and positive behaviors [30].
Finally, positive and negative affective states may interact in complex ways other than those considered. For instance, evidence indicates that in environments where animals can engage in motivated behaviors the perceived intensity of pain is reduced. In chickens, experiments conducted by Mike Gentle two decades ago [21,31] have shown that the higher the motivation to engage in a behavior (hence attention diverted to it), the higher the degree of endogenous analgesia mediated by opioids. The possibility to express positive behaviors may therefore inhibit pain that would otherwise be felt as Hurtful or Annoying (pain of higher intensity cannot, by definition, be eliminated with distraction).
CONCLUSION
Understanding the role of attention in the perception of concurrent negative affective states is crucial for refining estimates of cumulative time in pain and animal welfare assessments. Taking the temporal synchronicity of the various welfare challenges animals experience into account is also necessary to determine the potential for positive welfare — the time available for animals to experience positive affective states once the time spent in pain has been discounted.
As an immediate step to refine estimates of Cumulative Pain, we suggest that when individuals experience pain of different intensities simultaneously, the most intense pain is likely to capture most of the individual’s attention, overshadowing less intense pain.
When it comes to concurrent pain of similar intensity, the degree to which pain summation is sub-additive is an important aspect to consider. The analytical strategies presented here are meant only as a starting point for research and debate in this area. They depend critically on acquiring more knowledge about the share of attention demanded by pain of varying intensities. More evidence in this regard is also needed to determine, more rigorously, the actual time spent aware of and focused on pain, which in turn resolves the apparent contradiction of cumulative pain estimates surpassing a lifetime.