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1.
研究旨在探讨内隐人格观对承诺升级的影响以及期望在其中的中介作用。研究1比较了个体的实体启动、渐变启动和无启动对照三种条件下,个体的承诺升级倾向是否受不同启动类型的影响。结果发现,被启动渐变论的被试与无启动和实体启动的被试相比,前者表现出更多的承诺升级倾向。研究2使用情景模拟任务,分析了个体不同内隐人格观与承诺升级的关系,并在此基础上探讨了成功期望的中介作用。结果发现:(1)个体越倾向渐变论则更多的产生承诺升级行为;(2)成功期望在内隐人格观与承诺升级的关系中起完全中介作用。  相似文献   

2.
研究考察了不同女性面孔吸引力情境对男性被试诚实道德决策行为的影响,同时采用ERP技术对社会情境中面孔吸引力的信息加工方式特点进行探究。结果发现,高面孔吸引力记录员情境中被试倾向更加真实地报告自己的预测结果而表现出更多诚实的道德决策;ERP结果则发现高吸引力记录员面孔较之于低吸引力记录员面孔在反应提示界面在大脑中后部诱发更大的早期N200成分。结果提示,在与面孔审美评价无关的社会情境中个体面孔的吸引力信息能够被快速识别与自动化加工,同时也会直接促进他人自身的道德行为水平。  相似文献   

3.
为检验个体在高、低自我损耗状态下的诚信行为表现,以及内疚情绪启动能否缓解自我损耗对诚信行为的负性影响。本研究基于自我控制资源模型理论,通过2个递进行为实验进行检验。实验1采用"非优势手反应"任务操纵被试的自我损耗水平,以被试在随后的"猜测硬币正反面"游戏中预测的正确率作为诚信行为的指标,结果发现:相比于低损耗者,高自我损耗者谎报更高的预测正确率。而实验2在此基础上,进一步采用"点游戏"任务测量诚信行为,并增设内疚情绪启动任务,结果不仅证实了实验1的结果,还发现诱发内疚情绪有助于降低非诚信行为的水平。据此可认为,自我损耗降低了诚信行为,而启动内疚情绪可缓解这一效应。  相似文献   

4.
成就目标启动对风险偏好的调节作用   总被引:1,自引:1,他引:0  
新近研究发现,目标可以在无意识的条件下被激活并自动地引导行为以达成目标,但其内部机制尚不清楚。本研究试图考察风险偏好是否受无意识目标调节。实验采用问卷作为启动刺激,分别启动被试追求成功的目标与避免失败的目标,并在收益框架下和损失框架下测量被试的风险偏好。结果发现:在收益框架下,受到追求成功目标启动的被试比受到避免失败目标启动的被试更加偏好风险;而在损失框架下,两组被试间未发现显著差异。上述结果表明自动激活的成就目标可以影响个体的风险偏好,使个体面对风险情境时能做出更合适的行为以达成目标,即对风险偏好的调节是无意识目标自动影响行为的途径之一。  相似文献   

5.
为了探究合作与竞争行为及其不同的行为结果对自我参照效应的影响,采用三个实验:实验一让被试阅读合作或竞争故事,测量其自我参照效应,结果发现,阅读竞争故事的被试表现出明显的自我参照效应,而阅读合作故事的被试表现出了他人参照效应;实验二让被试完成真实的合作或竞争游戏,结果发现,完成竞争游戏的被试表现出明显的自我参照效应,而完成合作游戏的被试没有表现出自我参照效应;实验三操作合作或竞争游戏的结果(成功或失败),结果发现,不论是合作行为还是竞争行为,被试在失败的结果下表现出的自我参照效应比成功时更明显。整个研究表明,人际间的行为互动模式(合作或竞争)及其行为结果(成功或失败)对自我参照效应有一定的影响。  相似文献   

6.
从契约制定过程角度,探究个体制定契约参与度对人际信任的影响及其机制。现场研究结果表明参与制定宿舍契约能提升宿舍人际信任,认同感在其中起中介作用。实验室实验结果表明:契约参与度不但能提升被试对其他被试的情感(善心)和认知(依赖)信任,而且能提升被试在信任游戏中对其他被试的信任行为; 并且认同感在前者的关系中起中介作用。综合两个研究结果,契约参与度能提高对共同参与制定契约的同伴的信任,且社会认同能解释这种影响。  相似文献   

7.
该研究采用实验法考察了具体情绪以及非依随反馈方式对自我妨碍的影响。被试为104名大学生。结果表明:1)愉快组被试做出的决策型自我妨碍行为较少;恐惧组被试做出的回避型自我妨碍较多。2)两种非依随反馈方式对自我妨碍的影响没有显著差异。3)无论是决策型自我妨碍还是回避型自我妨碍,男生均高于女生。  相似文献   

8.
以75名大学生为被试,采用3×2×2被试间设计,探讨电脑游戏暴力对个体的攻击性行为、攻击性情绪和攻击性认知的影响。结果表明:(1)暴力电脑游戏导致个体的攻击性行为增加。游戏与性别和攻击性特质的两重和三重交互作用不显著;(2)暴力电脑游戏对个体的攻击性情绪无显著影响;(3)暴力电脑游戏启动了攻击性认知。游戏、性别和攻击特质这三个变量在攻击性认知上交互作用显著,对于男性,暴力电脑游戏在高攻击性个体身上比低攻击性个体启动了更多的攻击性认知;对于女性,暴力电脑游戏对高低攻击性个体攻击性认知的启动没有显著差异。  相似文献   

9.
已有研究表明目标可以在无意识的条件下被激活并自动地引导行为以达成目标,但该过程是否通过调节心理准备状态实现尚不清楚。本研究考察了无意识目标对个体道德取向的影响。实验1通过语义启动方式激活被试的成就目标,结果发现,与未激活任何目标的被试相比,激活了无意识成就目标的被试更偏向功利主义道德取向。实验2激活被试母亲的概念,结果发现这部分被试比对照组更偏向道义主义道德取向。上述结果表明,自动激活的目标可以影响个体的道德取向,使个体面对道德情境时能做出更合适的行为以达成目标。  相似文献   

10.
以往研究表明对死亡不可避免性的认识使人类产生死亡焦虑,并且为了降低该焦虑,年轻人倾向于抑制生理自我加工;然而相比年轻人,老年人对死亡的接受程度更高,并且自我抑制能力减弱。因此本研究采用死亡启动范式,探讨了死亡对自我相关记忆的影响以及可能存在的年龄差异。实验一以大学生为被试,结果发现死亡启动后,个体对自我相关信息的再认率显著低于消极启动后;实验二以老年人为被试,结果发现死亡启动后,个体对自我相关信息的再认率与消极启动后无差异。上述结果说明,死亡启动对自我相关记忆的影响存在年龄差异。在大学生中,死亡启动使个体抑制自我相关信息,而在老年人中该抑制效应并不存在。  相似文献   

11.
Two common employer concerns about pre-employment honesty testing were addressed: fakability and the test taker's reaction to such tests. Students, 84% with work experience in industries where honesty tests are common, took an honesty test under one of three instructional sets: respond honestly, fake good, and respond as if applying for a job. While subjects instructed to fake good could easily do so, the scores of subjects responding as job applicants more closely resembled those of subjects instructed to respond honestly. Strong negative reactions to honesty tests were not found; rather, most subjects felt that such tests were appropriate. The use of pre-employment honesty tests was not found to have a large impact on test taker perceptions of employers using such tests.  相似文献   

12.
Across four experiments, we show that when people can serve their self‐interest, they are more likely to refrain from reporting the truth (lie of omission) than actively lie (lie of commission). We developed a novel online “Heads or Tails” task in which participants can lie to win a monetary prize. During the task, they are informed that the software is not always accurate, and it might provide incorrect feedback about their outcome. In Experiment 1, those in the omission condition received incorrect feedback informing them that they had won the game. Participants in commission condition were correctly informed that they had lost. Results indicated that when asked to report any errors in the detection of their payoff, participants in the omission condition cheated significantly more than those in the commission condition. Experiment 2 showed that this pattern of results is robust even when controlling for the perceived probability of the software error. Experiments 3 and 4 suggest that receiving incorrect feedback makes individuals feel more legitimate in withholding the truth, which, in turn, increases cheating.  相似文献   

13.
The effect of enactment on memory for serial order was investigated in two experiments. In both experiments a reconstruction task was used to separate order from item information. In Experiment 1 enactment and test information was manipulated between groups. For subjects who had not been informed about the reconstruction test, performance of verbal and motor groups was similar with regard to both serial-position curves and overall performance. For subjects who knew beforehand that they would be tested for memory of the order of the action events, performance in the verbal condition was significantly better than in the motor condition. In Experiment 2, the reversed enactment effect for test-informed subjects was replicated with a within-subjects design. The results agree with Engelkamp and Zimmer's (1984, 1994) position that enactment serves exclusively to enhance item information, and indicate that subjects have less control over the encoding processes when they are enacting than during verbal encoding (cf. Cohen, 1981).  相似文献   

14.
Dishonest behavior can have various psychological outcomes. We examine whether one consequence could be the forgetting of moral rules. In 4 experiments, participants were given the opportunity to behave dishonestly, and thus earn undeserved money, by over-reporting their performance on an ability-based task. Before the task, they were exposed to moral rules (i.e., an honor code). Those who cheated were more likely to forget the moral rules after behaving dishonestly, even though they were equally likely to remember morally irrelevant information (Experiment 1). Furthermore, people showed moral forgetting only after cheating could be enacted but not before cheating (Experiment 2), despite monetary incentives to recall the rules accurately (Experiment 3). Finally, moral forgetting appears to result from decreased access to moral rules after cheating (Experiment 4).  相似文献   

15.
In two experiments, pictorial cues were compared with their verbal labels to assess their effectiveness in eliciting involuntary autobiographical memories. Cues were relatively complex in Experiment 1 (e.g., relaxing on a beach) and simple objects in Experiment 2 (e.g., a ball). In both experiments, participants went through a vigilance task in which they were presented with frequent nontarget and rare target visual stimuli. Pictures or their corresponding verbal labels were also displayed on both target and nontarget stimuli, but participants were told that these were irrelevant to the task. They were asked to interrupt the vigilance task whenever they became aware of task-unrelated mental contents and to report them. In both experiments, more involuntary memories were elicited in the verbal cue condition, rather than in the pictorial cue condition. This result is discussed in relation to previous work that highlighted the greater effectiveness of verbal cues in memory tasks.  相似文献   

16.
Three experiments examined the hypothesis that people show consistency in motivated social cognitive processing across self-serving domains. Consistent with this hypothesis, Experiment 1 revealed that people who rated a task at which they succeeded as more important than a task at which they failed also cheated on a series of math problems, but only when they could rationalize their cheating as unintentional. Experiment 2 replicated this finding and demonstrated that a self-report measure of self-deception did not predict this rationalized cheating. Experiment 3 replicated Experiments 1 and 2 and ruled out several alternative explanations. These experiments suggest that people who show motivated processing in ego-protective domains also show motivated processing in extrinsic domains. These experiments also introduce a new measurement procedure for differentiating between intentional versus rationalized cheating.  相似文献   

17.
Impression management or social desirability scales have been used widely to assess and control for self-favoring biases in self-reports, both in low and high demand situations. Recently, however, substantive interpretations of impression management scores have surfaced, including the simple but troubling proposition that high scores in impression management scales actually reflect honesty rather than dishonest responding. In line with findings indicating that respondents answer to personality questionnaires rather accurately in typical low demand situations, we herein suggest that high impression management scores indeed reflect true virtues rather than dishonesty under such conditions. We found support for this idea by replicating previous correlations between impression management scores and virtue-related basic personality traits (including honesty–humility), and additionally provided conclusive behavioral evidence: We linked scores on an impression management scale administered under typical low demand condition to behavior in an incentivized, anonymous cheating task. The results clearly indicate that low scores in impression management are associated with more cheating. That is, high – and not low – scores on the impression management scale of the Balanced Inventory of Desirable Responding are aligned with more virtuous, honest behavior.  相似文献   

18.
The differential effects of reinforcement contingencies and contextual variables on human performance were investigated in two experiments. In Experiment 1, adult human subjects operated a joystick in a video game in which the destruction of targets was arranged according to a yoked variable-ratio variable-interval schedule of reinforcement. Three variables were examined across 12 conditions: verbal instructions, shaping, and the use of a consummatory response following reinforcement (i.e., depositing a coin into a bank). Behavior was most responsive to the reinforcement contingencies when the consummatory response was available, responding was established by shaping, and subjects received minimal verbal instructions about their task. The responsiveness of variable-interval subjects' behavior varied more than that of variable-ratio subjects when these contextual factors were altered. Experiment 2 examined resistance to instructional control under the same yoked-schedules design. Conditions varied in terms of the validity of instructions. Performance on variable-ratio schedules was more resistant to instructional control than that on variable-interval schedules.  相似文献   

19.
外显、内隐记忆中不同认知方式个体的社会定向   总被引:1,自引:0,他引:1  
刘宁  李寿欣 《心理科学》2006,29(5):1111-1115
以中文双字词为实验材料,分别从两个层面探讨场依存个体与场独立个体对社会词或非社会词的记忆有无偏向。实验一采用双任务,分散注意学习条件,实验二引入加工分离程序(PDP)。研究结果表明:(1)在双任务分散注意学习条件下,场依存个体对非目标社会词存在记忆偏向。(2)在内隐记忆成绩上,场依存个体对社会词存在记忆偏向,场独立个体对非社会词存在记忆偏向。  相似文献   

20.
A computer-based measure of resultant achievement motivation   总被引:2,自引:0,他引:2  
Three experiments were conducted to develop a computer-based measure of individual differences in resultant achievement motivation (RAM) on the basis of level-of-aspiration, achievement motivation, and dynamics-of-action theories. In Experiment 1, the number of atypical shifts and greater responsiveness to incentives on 21 trials with choices among easy, intermediate, and difficult levels of an achievement-oriented game were positively correlated and were found to differentiate the 62 subjects (31 men, 31 women) on the amount of time they spent at a nonachievement task (watching a color design) 1 week later. In Experiment 2, test-retest reliability was established with the use of 67 subjects (15 men, 52 women). Point and no-point trials were offered in blocks, with point trials first for half the subjects and no-point trials first for the other half. Reliability was higher for the atypical-shift measure than for the incentive-responsiveness measure and was higher when points were offered first. In Experiment 3, computer anxiety was manipulated by creating a simulated computer breakdown in the experimental condition. Fifty-nine subjects (13 men, 46 women) were randomly assigned to the experimental condition or to one of two control conditions (an interruption condition and a no-interruption condition). Subjects with low RAM, as demonstrated by a low number of typical shifts, took longer to choose the achievement-oriented task, as predicted by the dynamics-of-action theory. The difference was evident in all conditions and most striking in the computer-breakdown condition. A change of focus from atypical to typical shifts is discussed.  相似文献   

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