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1.
博弈决策是指“在包含利益相互依存的两个或多个参与者的博弈情境中所进行的行为决策”。博弈决策自进入心理学研究后已成为决策心理研究领域的热点。本文述评了博弈决策的影响因素及神经生理机制的研究现状;对未来研究方向进行了展望,包括加强内在机制研究与综合理论模型建构、改进和完善研究范式与加强对多种范式的考察、加强相关认知及情绪能力的作用机制研究、加强对语言等影响因素的跨文化与文化间比较、加强应用与训练研究。  相似文献   

2.
互惠体现了“给予”与“回报”之间的资源循环,以多种形式广泛作用于消费领域。但是,以企业为焦点行为者的互惠关系对消费者行为的影响尚未被系统梳理。通过回顾营销领域的研究发现,互惠关系能够从相互交换、对价法则和道德规范三个方面,影响消费者行为主体、行为性质和行为水平。消费者对互惠关系的响应由意识与无意识决策、结果和道义导向、公平交换的内在机制驱动,社会和个人因素起到了调节作用。未来研究应在互惠关系的研究视角、消费者行为的整合、边界要素的探索和互惠主体的机制差异四个方面加以拓展。  相似文献   

3.
“投桃报李”——互惠理论的组织行为学研究述评   总被引:1,自引:0,他引:1  
邹文篪  田青  刘佳 《心理科学进展》2012,20(11):1879-1888
互惠是一种存在于各种社会文化中的人际交往规范.组织行为学中许多研究都是通过互惠理论来解释变量之间的内部作用机制.文章回顾并讨论了互惠的涵义,不同互惠类型的特点及互惠的测量方式.此外.还论述了不同类型互惠对社会交换方式产生的影响.依据现有的互惠研究成果,分析了互惠发挥影响的内在作用机制是通过:互惠各方的价值观、互惠过程中各方感知到的风险、各方冲突的程度这三种途径来实现的.最后,根据现有互惠理论的研究成果提出该领域的未来发展应从研究设计和研究内容两方面进行扩展.  相似文献   

4.
黄伟东 《社会心理科学》2006,21(6):26-29,79
内隐社会认知是指在社会认知过程中虽然个体不能回忆某一过去经验,但这一经验潜在地对个体的行为和判断产生影响,其中启动测量方法是进行内隐社会认知研究最常用的一种方法。本文介绍了语义启动任务与评价启动任务这两种启动测量的方法及其内在机制,并从发展性、融合性、有效性、应用性四个方面总结与展望了在内隐社会认知领域中启动测量方法的发展趋势。  相似文献   

5.
马剑虹 《应用心理学》2008,14(4):371-377
公共资源两难的根本问题是个人经济利益与社会整体利益的矛盾。一些人为了追逐个人利益最大,过度获取公共资源,走向"公共的悲剧",或不愿为公共资源作出贡献,"搭便车"现象流行。传统的研究从理性经济人的角度探讨公共资源两难博弈行为的机制,用"贪婪"来解释"搭便车"现象,并根据强化理论以奖励和惩罚作为主要对策。但是,这种理性经济人观点忽视了人的社会动机。实际上,公共资源两难博弈是一个社会互动的过程,人的社会心理因素在其中起了很重要的作用,因此在方法论上有必要从社会人(Homo socius)的人性观来进行分析。本文在当前的相关研究文献基础上,分析了公共资源两难博弈行为的动机模式,从社会学习理论出发,提出了公共资源两难管理的社会学习过程和动机释放机制。  相似文献   

6.
郑晓旭  陈娇  骆瑒  孟慧 《心理科学》2019,(2):350-357
本研究基于工作要求-资源模型和领导-成员交换理论,采用两时点追踪问卷调查方法收集了313份数据,探讨了员工的社会自我效能感与工作倦怠之间的关系及其内在机制。分析结果表明:社会自我效能感对工作倦怠有显著的负向预测作用;领导-成员交换关系在社会自我效能感和工作倦怠之间有着显著的中介作用;领导-成员交换社会比较调节了社会自我效能感通过领导-成员交换关系预测工作倦怠的间接效应。  相似文献   

7.
张如倩  刘洁琼  李先春 《心理学报》2019,51(9):1007-1017
最后通牒博弈任务被广泛用以探究公平行为, 以往研究大多集中于对博弈中某一方决策行为和神经机制的探讨, 但是人际公平可能是互动双方重复博弈的结果。因此只考察单个大脑活动, 并不足以揭示由互动双方共同完成的社会认知活动的脑机制。因此, 本研究结合修改版的最后通牒博弈任务和基于fNIRS的超扫描技术, 从群体脑水平上考察人际公平形成的脑机制。行为结果显示, 相比无惩罚条件, 惩罚下提议者的分配金额更高, 且惩罚力度越强, 分配越趋近公平分配。fNIRS的结果显示, 惩罚下右侧背外侧前额叶皮层、顶下小叶和颞-顶联合区的脑间活动同步性显著强于无惩罚条件, 而且两条件的分配金额差异越大, 右侧顶下小叶的脑间活动同步性差异也越大。综上, 脑间活动同步性可以作为惩罚下人际公平形成的客观脑指标, 研究为探讨人际公平的内在机制提供了新的视角。  相似文献   

8.
博弈困境为探究社会合作秩序和道德(正义)准则从一种缺乏伦理引导的状态中缘起,提供了一种富有启示性的类比。而与博弈论通过重复博弈的实验来解释合作演化的机制所不同的是,伦理学家们在分享"博弈玩具"兴趣的同时,通过对博弈境遇中人类互动合作的条件以及道德(正义)原则的获得和服从问题的诠释,力图为这一困境提供某种"道德解"。  相似文献   

9.
共情是人类社会的一种普遍现象,同时也是心理学、社会学等领域中的一个重要研究主题。共情能促使个体产生亲社会行为并维持和谐的社会秩序(Hoffinan,2001),因此对他人准确地共情就显得十分重要。共情鸿沟作为影响共情准确性和情感预测准确性的重要因素,对共情鸿沟影响因素与机制的研究正逐渐成为热点。如何消除共情鸿沟,使个体在评估他人感受时更加准确,从而引发更多的共情与亲社会行为,就显得十分重要。本文依次介绍了共情鸿沟的内涵、共情鸿沟的种类、共情鸿沟的研究方法、共情鸿沟的影响因素与内在机制,最后提出了未来研究展望,希望能为研究者提供一定的借鉴指导。  相似文献   

10.
从心理本能的视角审视网络成瘾   总被引:1,自引:0,他引:1  
网络成瘾是伴随社会高速发展而产生的一种社会现象,已引起很多学者对其成瘾机制的关注与研究。以心理本能为审视视角,从精神分析的本能、个性、感觉寻求、生物本能等对网络成瘾进行成因分析,深入探讨网络成瘾的内在机制,为应对防治成瘾行为提出有力的理论依据。  相似文献   

11.
Research on video games has yielded consistent findings that violent video games increase aggression and decrease prosocial behavior. However, these studies typically examined single-player games. Of interest is the effect of cooperative play in a violent video game on subsequent cooperative or competitive behavior. Participants played Halo II (a first-person shooter game) cooperatively or competitively and then completed a modified prisoner's dilemma task to assess competitive and cooperative behavior. Compared with the competitive play conditions, players in the cooperative condition engaged in more tit-for-tat behaviors-a pattern of behavior that typically precedes cooperative behavior. The social context of game play influenced subsequent behavior more than the content of the game that was played.  相似文献   

12.
Substantial evidence in social psychology documents that traits predict behavior. Research in behavioral economics establishes prior behavioral information—the actual behavior of another person in the past—influences future decision making, suggestive of the role of traits in guiding future behavior, but agnostic to the specific psychological mechanism. Yet the entire generalization process from past behavior to predicting future behavior has not been fully explored. Additionally, previous paradigms do not adequately dissociate prediction from explanation, and provide participants with trait information, or rely on participants to generate the appropriate trait. Here, we combine literature and experimental approaches in social psychology and behavioral economics to explore the generalization process from prior behavior that guides future decisions. Across three studies utilizing consequential economic game paradigms and online questionnaires, an initial group of participants (employees) played a time estimation game and a charity donations game before a second group of participants (employers) viewed the behavior of the first group, then decided whether to invest in employees in a trust game and rock guessing game. Although participants infer trait warmth and competence from the behavioral information in the first two games, estimates of normative behavior predicted investment decisions on the warmth‐relevant games better than trait inferences. These results dissociate generalizations guided by warmth and competence behavioral information, and question the extent to which traits always serve as heuristics to predict behavior. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

13.
社会贴现指的是人际交往过程中利他行为随着个人之间的社会距离增加而逐渐减少的现象。其研究任务首次将社会距离进行了量化,以个体愿意舍弃金额的数量换取他人获得定额的行为作为利他的标准。解释水平理论为社会贴现的内涵提供了理论基础,并解释了其内部机制。未来研究可以从自我结构的角度对社会贴现进行解释,也可以尝试使用社会支持相关的指标代替金钱,以避免金钱概念的启动所导致个体偏向自私的结论。  相似文献   

14.
The Good Behavior Game (GBG) is a classroom management system that employs an interdependent group contingency, whereby students work as a team to win the game. Although previous anecdotal data have suggested that this arrangement may promote prosocial behavior, teachers may have concerns about its fairness and potential to evoke negative peer interactions (especially toward students who break the rules). We evaluated disruptive behaviors and social interactions during the GBG in a secondary classroom for students with emotional and behavioral disorders, as well as in a primary classroom for students with mild developmental disabilities. Results indicate that the GBG reduced disruptive behaviors; further, negative peer interactions decreased and positive interactions increased when the game was being played. Social validity results indicate that the majority of students thought the interdependent group contingency was fair.  相似文献   

15.
Research on information sharing in group decision-making has widely assumed a cooperative context and focused on the exchange of shared or unshared information in the hidden profile paradigm (36 and 37), neglecting the role of information importance. We argue that information sharing is a mixed-motive conflict setting that gives rise to motivated strategic behavior. We introduce a research paradigm that combines aspects of the traditional information sampling paradigm with aspects of a public good dilemma: the information pooling game. In three experiments, we show that information sharing is strategic behavior that depends on people’s pro-social or pro-self motivation, and that people consider information sharedness and information importance when deciding whether to reveal, withhold, or falsify their private or public information. Pro-social individuals were consistently found to honestly reveal their private and important information, while selfish individuals strategically concealed or even lied about their private and important information.  相似文献   

16.
Detecting cooperative partners in situations that have financial stakes is crucial to successful social exchange. The authors tested whether humans are sensitive to subtle facial dynamics of counterparts when deciding whether to trust and cooperate. Participants played a 2-person trust game before which the facial dynamics of the other player were manipulated using brief (<6 s) but highly realistic facial animations. Results showed that facial dynamics significantly influenced participants' (a) choice of with whom to play the game and (b) decisions to cooperate. It was also found that inferences about the other player's trustworthiness mediated these effects of facial dynamics on cooperative behavior.  相似文献   

17.
Humans exchange a range of nonverbal social signals in every interaction. It is an open question whether people use these signals, consciously or unconsciously, to guide social behavior. This experiment directly tested whether participants could learn to predict another person’s behavior using nonverbal cues in a single interaction, and whether explicit knowledge of the cue-outcome relationship was necessary for successful prediction. Participants played a computerized game of rock-paper-scissors against an avatar they believed was another participant. Sometimes the avatar generated a predictive facial cue before the play. On these trials, participants’ win-frequency increased over time, even if they did not acquire explicit knowledge of the predictive cue. The degree to which participants could predict the avatar (wins on cued trials) related to their self-reported liking of the avatar. These findings demonstrate the importance of implicit associative learning mechanisms in guiding social behavior on a moment-to-moment basis during interaction.  相似文献   

18.
Research examining online games often focuses on their potential to negatively impact players. One of the most common concerns is that playing online with others can displace offline relationships and, consequently, detrimentally affect one’s level of “offline” social support. However, there has been little empirical evidence supporting these causal claims. The current study addresses this by outlining a longitudinal analysis between gaming- and non-gaming-related friendships and social support among a representative sample of social online players (i.e., people who play online video games with others). The results indicate that social online video game play with online or offline friends is not related to perceived social support, positively or negatively, cross-sectionally or longitudinally. Taken together, these results dispute the long-held claims of the social displacement hypothesis and instead suggest that social online video game play does not have negative real-world consequences on players’ offline friendships or levels of offline social support.  相似文献   

19.
A popular assumption in evolutionary psychology is that the human mind comprises specialized cognitive modules for social exchange, including a module that serves to enhance memory for faces of cheaters. In the present study, participants played a trust game with computerized opponents, who either defected or cooperated. In a control condition, no interaction took place. In a surprise memory test, old–new recognition for faces and source memory for the associated cooperative or non-cooperative behavior were assessed. A multinomial model was used to measure old–new discrimination, source memory, and guessing biases separately. Inconsistent with the assumption of a memory mechanism that focuses exclusively on cheating, the present study showed enhanced old–new discrimination and source memory for both cooperators and defectors. Rarity of the behavior strategies within the experiment modulated source memory, but only when the differences in base rates were extreme. The findings can be attributed to a mechanism that focuses on exchange-relevant information and flexibly adapts to take into account the relative significance of this information in the encoding context, which may be more beneficial than focusing exclusively on cheaters.  相似文献   

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