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1.
Although the stigmatization of obesity among children is highly prevalent, its origins and relationship to mass media exposure are largely unknown. Ninety boys and 171 girls aged 10–13 years (mean BMI = 19.84) were asked to rank, in order of liking, 12 figures of peers depicted both with and without various disabilities or obesity, and to rate their attitudes towards the obese child on visual analogue scales. Weekly time spent watching television, watching videogames, and reading magazines on weekdays and weekends was assessed. Total media use, magazine use, and videogame use were significantly correlated with more negative reactions to obese girls and boys. Regression analyses revealed that greater dislike of obese children relative to their non-overweight peers was uniquely predicted by magazine reading time. Thus, media exposure was associated with stigmatizing attitudes towards obese children. Mass media sources may lead children to devalue and stigmatize peers with above-average body weights.  相似文献   

2.
We investigated the effects of a prosocial and an aggressive videogame on children's prosocial behavior. Third-, fourth-, seventh-, and eighth-grade boys and girls (N = 160) were randomly assigned to either a control condition or one of four treatment conditions. In two of the treatment conditions, children played a videogame with prosocial content either singly or cooperatively with another child. In the other two conditions, children played an aggressive videogame either singly or competitively. Subsequent levels of donating and helping were measured. A three-way analysis of variance indicated that older students donated significantly more than did younger students. Children who played either of the aggressive videogames donated significantly less than did those who played prosocial games by themselves. No significant effects were found for helping. Playing the prosocial videogame did not increase prosocial responding, but playing the aggressive videogame tended to suppress this behavior. The failure of the prosocial game to accelerate prosocial responding might be due to the relatively brief treatments used in this study and/or to the particular prosocial videogame utilized.  相似文献   

3.
A total of 229 late adolescents (a large majority 15 to 19 years of age) completed a questionnaire that assesses a broad range of videogame-relevant experiences, preferences, and attitudes. Videogame playing was found to be a more popular, and a more highly regarded, activity among males than females. Gender differences were also found in participants' ratings of their motivations for playing videogames, their evaluations of particular characteristics of videogames, and their selection of their “most favorite” videogame. The differences between frequent and infrequent videogame players appeared to be limited to differences in the extent to which videogame playing is pursued and evaluated as a positive leisure activity, rather than reflecting broad differences in interest or personality. Some relations were found between participants' self-reported personality characteristics (i.e., self-esteem, empathy, conscientiousness, and introversion) and their attitudes toward videogames.  相似文献   

4.
This study was designed to compare how 5- to 13-year-old children's leisure activity preferences differ with age and gender. Responses from 60 boys and 60 girls about their favorite toys, television shows, computer games, and outdoor activities were compared across leisure categories. The results showed that gender was a significant factor. Overall, boys spent more time in these leisure activities than girls did. They spent the most time engaged in sports, watching television, and playing computer games, whereas girls spent the most time watching television. Results from a gender index for all activities indicated that boys' leisure preferences became slightly more masculine with age. For girls, preferences for television shows became more feminine with age, but preferences for toys, computer games, and sports became less feminine. These self-chosen preferences may provide differential opportunities for the development of visual-spatial skills, achievement, initiative, self-regulation, and social skills.  相似文献   

5.
This study examines the effects of exposure to online videogame violence on Chinese adolescents' attitudes toward violence, empathy, and aggressive behavior. Results of bivariate analyses show that playing violent videogames on the Internet was associated with greater tolerance of violence, a lower emphatic attitude, and more aggressive behavior. Results of hierarchical regression analyses showed sustained relationships between exposure and pro-violent attitudes and empathy when exposure was examined simultaneously with gender, computer use, and Internet use. However, the linkage between exposure and aggression became non-significant, suggesting that the effects of playing violent videogames were greater for attitudinal outcomes than on overt behavior. Gender differences in playing videogames and in effects were also found.  相似文献   

6.
This study investigated the relationship between violent video games and children's mood. A total of 71 children aged 8 to 12 years played a paper-and-pencil game, a nonviolent video game, and a violent video game. Results indicate that arousal, as measured by heart rate and self-reported arousal, increased significantly after playing the violent video game, as compared with the other two game conditions, with girls reporting more arousal than did boys. There was no significant increase in aggressive mood scores for either boys or girls after playing the violent game. Positive mood, as measured by positive affect, showed no significant increases or decreases after playing either video game. However, positive mood, as measured by general mood, showed a significant increase after playing the violent game for both boys and girls, but only as compared with the paper-and-pencil game. Results are interpreted in terms of social learning and cognitive information processing theories of aggression.  相似文献   

7.
We investigated the effects of a prosocial and an aggressive videogame on children's prosocial behavior. Third-, fourth-, seventh-, and eighth-grade boys and girls (N = 160) were randomly assigned to either a control condition or one of four treatment conditions. In two of the treatment conditions, children played a videogame with prosocial content either singly or cooperatively with another child. In the other two conditions, children played an aggressive videogame either singly or competitively. Subsequent levels of donating and helping were measured. A three-way analysis of variance indicated that older students donated significantly more than did younger students. Children who played either of the aggressive videogames donated significantly less than did those who played prosocial games by themselves. No significant effects were found for helping. Playing the prosocial videogame did not increase prosocial responding, but playing the aggressive videogame tended to suppress this behavior. The failure of the prosocial game to accelerate prosocial responding might be due to the relatively brief treatments used in this study and/or to the particular prosocial videogame utilized.  相似文献   

8.
Parents' negative responsibility attributions about their child's misbehavior are related to a perception that the child has more behavior problems. This study used a dyadic framework to explore how mothers' and fathers' attributions relate to their own perceptions and to their partner's perceptions of the child's externalizing problems. Participants included 102 couples interviewed when children were 7 years old. Results confirmed that mothers reported more externalizing behavior problems in their children than did fathers, and fathers of boys reported more child behavior problems than fathers of girls. Dyadic analyses suggested that parents' negative responsibility attributions of the child's behavior were associated with greater perceptions of child externalizing problems on behalf of parents and their partners.  相似文献   

9.
10.
The first goal of this study was to investigate sociometric status, aggression, and gender differences in children's verbalizations and cheating behavior during game playing using a fine-grained observational coding system. The second goal was to control for the effects of differential peer treatment and bias on children's behavior by observing children in a standardized procedure with unfamiliar peer confederates. Participants were 111 second-grade African American children, half average and half rejected sociometric status, half aggressive and half nonaggressive based on peer nominations, and half boys and half girls. Rejected children engaged in more cheating behavior and made more negative and argumentative verbalizations than average status children. Boys made more negative and argumentative verbalizations than girls. Aggressive children did not differ from nonaggressive children, in terms of either verbalizations or cheating behavior.  相似文献   

11.
Immediate and Prolonged Effects of Videogame Violence   总被引:1,自引:0,他引:1  
This study examined the relationship between playing violent videogames and sensitivity to aggressive acts. In 2 experiments, college students were randomly assigned to play violent or less violent videogames. They then read a series of criminal vignettes and assigned prison sentences to violent criminals. In the second experiment, participants returned 1 hr later and completed a second series of vignettes. A significant interaction between gender and videogame was found in both experiments. Men who played the violent game gave more lenient sentences to criminals than did those who played the less violent game. In the second experiment, women, unlike men, assigned harsher sentences after playing the violent game. The effects were found to persist for at least 1 hr.  相似文献   

12.
On the basis of Quay's (1988a, 1988b, 1993, 1997) model in which the Behavioral Inhibition System (BIS) and the Behavioral Activation System (BAS) are linked to various forms of child psychopathology, predictions were made regarding the relation between inhibitory control and two dimensions of psychopathology: externalizing and internalizing behavior. Inhibitory control was measured using two versions of Logan and Cowan's stop signal paradigm (1984; Logan, Cowan, & Davis, 1984; Osman, Kornblum, & Meyer, 1986, 1990). The primary outcome measure for the stop tasks was stop signal reaction time (SSRT) which measures the latency of the inhibition process. A positive relationship was predicted for externalizing behavior, whereas a negative relationship was predicted for internalizing behavior. A total of 42 non-clinical elementary school children, in the age range of 6 to 12 years, participated in the study. Externalizing behavior was positively related to response inhibition. Symptoms of ADHD seem to be better at predicting inhibitory functioning than symptoms of aggressive behavior disorders. Some support was found for a negative relation between internalizing behavior and inhibitory control. These findings support Quay's model and the discriminant validity of inhibitory control with regard to externalizing and internalizing behavior.  相似文献   

13.
To study the relationship between American parents' perceptions of the family environment, themselves, and their children's peer relations with preschool peers, data was obtained from 56 boys and 47 girls between 47 and 59 months old and their parents. Questionnaires on perceptions of family cohesiveness, expressiveness, conflict, psychosocial competence of self, and acceptance of children were completed by the parents. Sociometric evaluations of peer ratings and positive and negative nominations among children were completed by the children. Correlations revealed both similarities and differences between father–child and mother–child patterns. In general, boys' peer ratings were related to parents' competence whereas girls' peer ratings were related to parents' cohesion. Positive nominations in boys and girls were related to parents' competence. Negative nominations in boys and girls were related to low acceptance and high conflict in parents. These data suggest important links between parents' perceptions of the family and children's peer relations.  相似文献   

14.
The present study examined children's evaluations of potentially conflictual situations between peers. Eight- and 11-year-olds evaluated two hypothetical target children in three scenarios which differed as to the intent of a provocative act (Accidental, Ambiguous, Hostile). In addition to grade and sex, relationship between targets was manipulated as a between-subjects variable with targets portrayed as either Best Friends Acquaintances, or Enemies. Children evaluated targets in terms of attributions of intentions, behavior response, affective state of targets, and mutual liking between targets. Results indicated that aggressor's intentions and victim's behavior response were evaluated as positive for the Accidental scenario and as negative for the Hostile scenario regardless of target relationship. When aggressor's intentions were unclear (e.g., Ambiguous), interactions between Best Friends and interactions between Acquaintances were evaluated as positive while interactions between Enemies were perceived as negative. Further, while all children predicted a negative response by the victim during the Hostile situation, younger children predicted the victim's response would be less negative than did older children. Children reported Best Friends and Acquaintances as liking each other more before the provocation situation started than after it occurred while liking between Enemies remained unchanged, thus indicating a belief that provocations may hurt a positive or neutral relationship. Targets were perceived to be in negative affective states during the Accidental and Ambiguous scenarios and the aggressor was perceived to be in a neutral affective state during the Hostile scenario. Results are discussed in terms of previous research on response to provocation and implications for research on children's peer conflicts. Aggr. Behav. 23:417–431, 1997. © 1997 Wiley-Liss, Inc.  相似文献   

15.
Four experiments evaluated the effect of variations in sex-typed behavior in hypothetical peers on children's ratings of friendship. In all four studies, the children were heterogeneous with regard to social class, ethnicity, and race. In Experiment 1, children (71 boys, 90 girls) in Grades 3–6 read five stories about a target boy and in Experiment 2 (102 boys, 137 girls) about a target girl who displayed four sex-typed behaviors that ranged from exclusively masculine to exclusively feminine. In Experiment 1, boys preferred the exclusively masculine boy most as a friend. With each addition of a feminine behavior (and corresponding subtraction of a masculine behavior), the friendship ratings became increasingly negative. In contrast, the girls preferred the exclusively feminine boy most as a friend and, with each addition of a masculine behavior, the friendship ratings became increasingly negative. In Experiment 2, the converse was found although girls' ratings of friendship were less sharply affected by the target girl's sex-typed behavior than was observed for boys' ratings in Experiment 1. In Experiment 3, children (33 boys, 38 girls) in Grades K—2 were read three stories about a target boy, accompanied by detailed chromatic illustrations, whose four sex-typed behaviors were exclusively masculine, equally masculine and feminine, or exclusively feminine. The boys had significantly more favorable friendship ratings than the girls; however, in contrast to Experiments 1 and 2, the target boy's sex-typed behavior did not affect friendship ratings of either boys or girls. Experiment 4 (28 boys, 27 girls) repeated the procedure of Experiment 3 with children in kindergarten and Grade 1; in addition, the children made forced-choice friendship ratings for each of the three possible story pairs. In contrast to Experiment 3, boys' friendship ratings were affected by the target boy's sex-typed behavior, as observed in Experiment 1, but girls' friendship ratings were not. However, in the forced-choice situation, the boys significantly preferred the exclusively masculine boy whereas the girls significantly preferred the exclusively feminine boy. The results were discussed in relation to the influence sex-typed behavior has on modifying the effects of a peer's sex on affiliative preference and sex differences in appraisals of cross-gender behavior, including the concept of threshold effects.  相似文献   

16.
Fourth-, fifth-, and sixth-grade students responded to a questionnaire concerning their experiences with electronic videogames and computers. Teacher ratings of academic achievement, personality characteristics, and behavior patterns were also obtained for each student. These data were used to examine a number of hypotheses concerning potential harmful or beneficial effects of electronic videogames on school-age children, and to provide preliminary evidence concerning the correlates of computer usage by school-age children. Videogame usage showed significant positive correlations with teacher ratings of impulsivity, significant negative correlations with ratings of academic achievement, and little relationship to rated sociability. Videogame use also proved positively related to other social activities and to microcomputer use.  相似文献   

17.
Raag  Tarja 《Sex roles》1999,41(11-12):809-831
Children, whose ethnic/racial backgrounds (primarily caucasian) and household compositions (primarily two-parent homes) reflected local population statistics, were videotaped playing with toy dishes and tools. The amount of time spent with each toy was calculated to determine whether this varied as a function of children's perceptions of social expectations of gender, awareness of gender stereotypes, and situational constraints (no information, gender-typed information unrelated to the toys, gender-typed toy labels). In study 1, the toy choices of girls and boys with perceptions of having one or more familiar people who thought cross-gender-typed play was “bad,” were influenced by gender-typed toy labels. However, only boys with perceptions of having one or more people who thought cross-gender-typed play was “bad,” were somewhat influenced by gender-typed information unrelated to the toys. Furthermore, in study 2, boys' (but not girls') perceptions of having one or more people who thought cross-gender-typed play was “bad,” independent of an awareness of gender stereotypes predicted the amount of time boys spent with cross-gender toys. The discussion highlights the utility of measures of children's perceptions of others' social expectations of gender in gender research. Additionally, the discussion highlights the complex relationships between such perceptions, situational constraints, and different socialization that girls and boys experience in the domain of toy play.  相似文献   

18.
Technoference refers to incidents in which technology use interferes with interpersonal exchanges (e.g., conversations, playing). Although research on technoference is in its infancy, there is preliminary evidence that mothers believe technoference has a detrimental impact on the social-emotional functioning of their child. The current study investigated the degree to which technoference was associated with attachment between mothers and their elementary-aged children. A second aim was to determine if the relationship between technoference and children's social-emotional functioning may be moderated by mother-child attachment. Surveys were completed by a sample of 80 mothers and their elementary-aged children. This study is unique in asking elementary-aged children to report their perceptions of parental technoference and the impact it has on their relationship with their mother and their own social-emotional functioning. More frequent technoference was associated with less secure mother-child attachment as rated by children, but not as rated by mothers. That is, frequent technoference may not significantly influence a mother's attachment to their child, but it is associated with a child's attachment to their mother. More frequent technoference was associated with decreased ratings by mothers regarding their child's social-emotional functioning. Furthermore, maternal attachment moderated the relationship between technoference and child externalizing behaviors, such that a more secure attachment served as a protective factor against the negative impact of technoference on child externalizing behaviors. However, attachment did not moderate the relationship between technoference and most social skills assessed in our study. Implications from this study are discussed, including ways to increase awareness of technoference among school personnel, parents, and youth.  相似文献   

19.
Basing hypotheses on social information processing theory, we tested for evidence of coworkers' social influence on employees' organizational cynicism, badmouthing, and supervisor assessments of employees' organizational citizenship behavior (OCB). A significant positive relationship was found between (a) close coworkers' badmouthing behavior and focal employee organizational cynicism; and (b) focal employee organizational cynicism and focal employee badmouthing behavior. A hypothesized negative relationship between organizational cynicism and OCB was not supported. Future research directions are also considered.  相似文献   

20.
The present study focused on the role of high effortful control in the expression of positive emotion and development of behavior problems in children born preterm (mean gestational age = 31.4 weeks). Using data from a prospective longitudinal study, the present study assessed effortful control and behavior problems at 24 and 36 months and positive emotional expression at 24 months in a sample of 173 children born preterm. Less positive emotional expression was associated with higher effortful control for boys but not girls. Higher effortful control was associated with fewer total behavior problems, but this relation was attenuated when socioeconomic assets were included in the model. More socioeconomic assets were associated with fewer behavior problems for both boys and girls and higher effortful control for girls. Socioeconomic assets appear to be an important factor in the development of effortful control and behavior problems in children born preterm regardless of gender, whereas positive emotional expression was important for boys. Future intervention research should examine fostering adaptive levels of effortful control in high-risk populations as a means to facilitate resilience processes.  相似文献   

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