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1.
Contemporary behavior-analytic perspectives on gambling emphasize the impact of verbal relations, or derived relational responding and the transformation of stimulus functions, on the initiation and maintenance of gambling. Approached in this way, it is possible to undertake experimental analysis of the role of verbal/mediational variables in gambling behavior. The present study therefore sought to demonstrate the ways new stimuli could come to have functions relevant to gambling without those functions being trained directly. Following a successful derived-equivalence-relations test, a simulated board game established high- and low-roll functions for two concurrently presented dice labelled with members of the derived relations. During the test for derived transformation, children were reexposed to the board game with dice labelled with indirectly related stimuli. All participants except 1 who passed the equivalence relations test selected the die that was indirectly related to the trained high-roll die more often than the die that was indirectly related to low-roll die, despite the absence of differential outcomes. All participants except 3 also gave the derived high-roll die higher liking ratings than the derived low-roll die. The implications of the findings for behavior-analytic research on gambling and the development of verbally-based interventions for disordered gambling are discussed.  相似文献   

2.
Participants were trained and tested to select stimuli of differing physical quantities in the presence of 2 color contextual cues for more than and less than. Following more than and less than relational training, participants allocated the majority of their responses to the slot machine that shared formal properties of color with the contextual cue for more than, despite the identical payout probabilities of the slot machines.  相似文献   

3.
In adults, experiences of social exclusion have been shown to not only adversely affect mood and threaten primary needs, but also to disrupt cognitive processes. The aim of this study was to provide an initial test of the effects of social exclusion on cognitive processes in children (N = 55; aged 8–12 years). Ostracism was simulated experimentally using the Cyberball paradigm—a computer-based ball-throwing game that participants believed they were playing with two peers over the internet. Following this, participants were administered subtests from the Working Memory Test Battery for Children. Girls who were ostensibly ignored during the game demonstrated poorer cognitive performance than those who were included by their co-players, while boys did not. Findings are discussed in relation to those previously reported in adult research and evidence of gender-specific correlates of relational aggression in children and adolescents.  相似文献   

4.
Competitive or cooperative behaviors of children were observed in two experiments. In Experiment 1, 7- to 9-year-old boys and girls played a board game with same- or opposite-sex partners under instructions which stressed either group or individual performance. Girls' behavior varied as a function of both instructions and partner sex. Girls playing the game with boys showed more highly competitive behavior than did girls who played the game with girls. Boys were highly competitive under all conditions. In Experiment 2, preschool children were observed in a similar game. For both sexes, children who played the game with opposite-sex partners were more competitive and obtained fewer rewards than those who interacted with same-sex partners. Thus, with development, boys show a change from selective competitiveness to a very general tendency to compete, while girls show a consistent tendency to vary their game behavior according to situational cues such as those provided by instructions or the sex of a game partner.A report of the first experiment was made at the Third Biennial Southeastern Conference of the Society for Research in Child Development, Chapel Hill, March 1974. The authors would like to thank the personnel of St. Francis Cabrini School and the Children's House Montessori School of New Orleans, Louisiana, for their cooperation in providing research participants.  相似文献   

5.
Expanding research on employment interview training, this study introduces virtual employment interview (VI) training with focus on nonverbal behavior. In VI training, participants took part in a simulated interview with a virtual character. Simultaneously, the computer analyzed participants’ nonverbal behavior and provided real‐time feedback for it. The control group received parallel interview training. Following training, participants took part in mock interviews, where interviewers rated participants’ nonverbal behavior, and interview performance. Analyses revealed (a) that participants of VI training showed better interview performance, (b) that this effect was mediated by nonverbal behavior, and (c) that VI training has a positive influence on interview anxiety. These results have important practical implications for applicants, career counseling centers, and organizations.  相似文献   

6.
《Military psychology》2013,25(4):295-307
This study investigated the effects of a gaming approach on knowledge acquisition and retention in military trainees. Three groups of trainees were presented with subject matter in paper-based prose form (text), paper-based question-and-answer form (test), or computer-based gaming form (game). These conditions were selected to investigate potential benefits of computer-based gaming over traditional paper-and-pencil media in terms of trainee performance and reaction. Results showed that participants assigned to the game condition scored significantly higher on a retention test com- pared to pretest performance. Furthermore, participants assigned to the game condition scored significantly higher on a retention test than did participants assigned to the text condition. Participants assigned to the test and text conditions showed no benefit from training in performance at the retention test. In addition, participants assigned to the game condition rated the training they received as more enjoyable and more effective than did those assigned to the other 2 conditions. Results are discussed in terms of the effectiveness of computer-based games for military training applications.  相似文献   

7.
The present experiment investigated the impact of contextually trained discriminations on gambling behavior. Nine recreational slot-machine players were initially exposed to concurrently available computerized slot machines that were each programmed on random-ratio schedules of reinforcement and differed only in color. All participants distributed responding equally across the two slot machines. A conditional discrimination procedure was then used to teach the contextual cues representing the arbitrary relations of "greater than" and "less than." Following contextual cue training, participants were reexposed to the concurrent slot-machine task. After training of the contextual cues, a higher proportion of responses were made to the slot machine that shared formal properties (i.e., color) with the contextual cue representing "greater than."  相似文献   

8.
本研究以两个实验探讨了习得的语言范畴影响颜色知觉的机制.实验1让被试接受短期“色-词”重组训练,使原先范畴内的两种颜色变为范畴间的颜色,训练前后完成视觉搜索任务.反应时结果显示,在训练后,与训练的两种颜色近似的另外两种颜色的知觉表现出边缘显著的偏侧化颜色范畴效应.实验2让被试接受与实验1相同的训练后,完成视觉Oddball任务.ERP结果显示,在训练后,与训练的两种颜色近似的另外两种颜色的偏差刺激在早期知觉阶段就表现出偏侧化vMMN效应.这些结果表明:习得的语言范畴能影响早期的、注意前的颜色知觉机能,且这一影响过程可以在短期内完成;习得的语言范畴会影响颜色知觉范畴,而非仅影响特定颜色点的知觉机能.  相似文献   

9.
During laboratory gambling tasks participants are not typically allowed to wager their personal wealth. Instead, wealth is simulated by telling participants they have been endowed with game tokens that will be later exchanged for money. Past research indicates that participants undervalue game tokens following this procedure, which leads to elevated risk taking compared to procedures that add saliency or realism to the monetary payoff. A between-subjects experiment tested whether showing a picture of money during the endowment instructions and repeating token-money exchange information during the session influenced participants' preference for risky and riskless options. The results showed no effect of the money picture. However, repeated token-money exchange information significantly decreased risk taking. Together with past studies, this finding suggests that endowment procedures might establish greater value in game tokens, and therefore better simulate personal wealth, when the eventual exchange between game tokens and money is made more salient to participants.  相似文献   

10.
Videogames are emerging as an increasingly popular training tool in the military. Given this trend, it is important to investigate factors that maximize the effectiveness of this training medium. The present research analyzed the impact of trainee attributes (i.e., prior videogame experience, videogame self-efficacy, and goal orientation) on game-based training outcomes. Participants completed a game–based tactics training exercise. The training exercise used America's Army, a first-person-perspective videogame with a single-player section to introduce game-specific tasks, followed by a multiplayer section where participants form small teams to conduct collaborative missions. Prior to and after the training exercise, participants completed online questionnaires. Results suggest that the trainee attributes, as a set, had a positive impact on trainee motivation, trainee satisfaction, ease in using the training game interface, metacognitive strategies utilized during training, and time spent engaging in the training game. These findings have implications for instructors using videogames as training tools. Recommendations for future research in this area are provided.  相似文献   

11.
Twenty‐five recreational gamblers were initially asked to place bets on either red or black positions on a roulette board in a simulated casino setting. Each participant was then exposed to a stimulus pairing observing procedure which attempted to develop equivalence classes between one color (black or red) and traditionally positive words (e.g., love, happy, sex) and another color (black or red) and traditionally negative words (e.g., death, cancer, taxes), in the absence of consequence manipulations. Twenty‐one of the twenty‐five participants demonstrated greater response allocation to the color position on the roulette board that participated in a relational network with the positive words. Variations in sequencing of experimental conditions had no impact on poststimulus‐pairing wagers, but did impact tests for equivalence accuracy.  相似文献   

12.
This article describes a solid state apparatus for use in 2 by 2 game research. There are two individual player’s boards and a control panel for E. Following E’s signal, each player chooses one of two responses. Their choices are immediately registered on E’s panel, but appear on each individual game board only after both have responded. Provisions are made for E to transmit false feedback.  相似文献   

13.
The purpose of the present study was to assess the potential of exergame training based on physically simulated sport play as a mode of physical activity that could have cognitive benefits for older adults. If exergame play has the cognitive benefits of conventional physical activity and also has the intrinsic attractiveness of video games, then it might be a very effective way to induce desirable lifestyle changes in older adults. To examine this issue, the authors developed an active video game training program using a pretest-training-posttest design comparing an experimental group (24 × 1 hr of training) with a control group without treatment. Participants completed a battery of neuropsychological tests, assessing executive control, visuospatial functions, and processing speed, to measure the cognitive impact of the program. They were also given a battery of functional fitness tests to measure the physical impact of the program. The trainees improved significantly in measures of game performance. They also improved significantly more than the control participants in measures of physical function and cognitive measures of executive control and processing speed, but not on visuospatial measures. It was encouraging to observe that, engagement in physically simulated sport games yielded benefits to cognitive and physical skills that are directly involved in functional abilities older adults need in everyday living (e.g., Hultsch, Hertzog, Small, & Dixon, 1999).  相似文献   

14.
Li J 《Cognitive processing》2012,13(Z1):S229-S232
There has been some research on the comparison of spatial frame of reference system (FoRs) preferences between different areas in China. The goal of this research was to find out whether different habits could affect the performance in driving with the navigation system, with a dual-task experimental paradigm applied. Forty participants from South and North China (10 male and 10 female in each area group) were required to finish spatial term judgment task while playing simulated driving game. The results showed that Southern participants responded more quickly to relative FoRs terms than absolute terms during driving, but there was no significant difference between these two kinds of terms for Northerners--similarly to their habits. All participants' driving actions were disturbed by the spatial term judgment. Unexpectedly, the male participants drove better when responding to relative terms than absolute terms, while female performed conversely. These findings would be useful in navigation systems design for Chinese.  相似文献   

15.
本研究探讨了色词与颜色重组训练能否让被试习得与真实情境相似的色词与颜色范畴联结, 并引起相应的偏侧化颜色范畴知觉, 从而进一步揭示语言编码对颜色范畴知觉的影响。采用六种蓝色作为材料。B1与B2为先前研究的两种蓝色。B11和B12, B21和B22分别为使B1, B2变浅和变深所得, 四者是连续的蓝色。训练被试分别用“duān”和“kěn”命名B1和B2。由于被试可能习得色词与颜色范畴的联结, 因此B12与B21为可能变范畴间颜色, B11和B12, B21和B22为可能变范畴内颜色。训练前后分别让被试完成一个视觉搜索测验。结果发现:前测中可能变范畴间颜色的辨别优于可能变范畴内颜色, 且在左视野呈现时更显著; 后测中可能变范畴间颜色的辨别同样优于可能变范畴内颜色, 但在右视野呈现时更显著。这提示:(1)人们在知觉同一语言范畴的不同颜色时可能会区分深浅范畴, 并因此引发右半球颜色范畴知觉; (2)短期习得的语言范畴能引起偏左半球颜色范畴知觉, 且使右半球颜色范畴知觉转为左半球颜色范畴知觉; (3)被试在训练中习得了色词与颜色范畴的联结; (4)范畴学习可以在仅学习一个样例的条件下自动发生。  相似文献   

16.
This study investigated whether people could learn to control a computer using a biofeedback interface that integrated their galvanic skin response (GSR), heart rate, and temperature. Twenty participants played a computer game using the biofeedback device, both individually and in pairs. Results indicated that most people learned to control the game after a single training session. The GSR measure was the most sensitive means of control. Pairs of participants controlled the device more effectively than single individuals did.  相似文献   

17.
In this study, a social skills training program for institutionalized mildly or moderately retarded adults was extended to include skills relevant to vocational settings. Target behaviors involving a verbal action or reaction within six skill areas were taught using a commercially available board game, Sorry, and a specially designed card deck. The training program featured response specific feedback, self-monitoring, individualized reinforcers, and individualized performance criterion levels. Using a multiple baseline across two groups (n = 3 per group), the game contingencies increased social/vocational skills in all targeted areas. Generalization was assessed in two settings: a simulated workshop in which pre and post measures were taken and in the institutional workshop where the residents worked. The posttraining simulated workshop results revealed that the residents' newly learned skills had generalized. However, repeated generalization measures of the residents' social interactions in the institutional workshop were equivocal as were measures of their productivity.  相似文献   

18.
Everyday experience suggests that drivers are less susceptible to motion sickness than passengers. In the context of inertial motion (i.e., physical displacement), this effect has been confirmed in laboratory research using whole body motion devices. We asked whether a similar effect would occur in the context of simulated vehicles in a visual virtual environment. We used a yoked control design in which one member of each pair of participants played a driving video game (i.e., drove a virtual automobile). A recording of that performance was viewed (in a separate session) by the other member of the pair. Thus, the two members of each pair were exposed to identical visual motion stimuli, but the risk of behavioral contagion was minimized. Participants who drove the virtual vehicle (drivers) were less likely to report motion sickness than participants who viewed game recordings (passengers). Data on head and torso movement revealed that drivers tended to move more than passengers, and that the movements of drivers were more predictable than the movements of passengers. Before the onset of subjective symptoms of motion sickness movement differed between participants who (later) reported motion sickness and those who did not, consistent with a prediction of the postural instability theory of motion sickness. The results confirm that control is an important factor in the etiology of motion sickness and extend this finding to the control of noninertial virtual vehicles.  相似文献   

19.
Previous research has clearly demonstrated action video game improvements in visual and spatial attention. The present study investigated action video game related changes in the resolution of representations for both dynamic and stationary objects by comparing video game players (VGP) and non-video game players (NVGP). In a color wheel task (adapted from Zhang & Luck, 2008) where viewers were asked to freely recall the color of briefly presented objects, we found that VGPs were more accurate than NVGPs. Furthermore, in the Multiple Identity Tracking task (Horowitz et al., 2007), we found that VGPs were able to track not only more objects but also maintain identity of tracked objects better than NVGPs. Finally, we demonstrated that VGPs had greater attentional breadth and higher spatial representation resolution.  相似文献   

20.
As the number of internet users increases, a new game genre using the internet as a networking tool is emerging. Some game genres are regarded as having greater addiction potentials than others. Games and the internet are closely related. We investigated games frequently used by adolescents and classified each of them with the help of game professionals. We also examined internet use patterns to identify relationships between game genre and internet use patterns. 627 middle school and high school students (male 488, female 139) completed questionnaires concerning computer and game use patterns and Korean internet addiction scales. Game genres were divided into eight criteria (simulation, role playing game, web board, community, action, adventure, shooting, and sports). Using Korean internet addiction scales, 627 participants were divided into a normal group (474), a potential risk group (128), and a high-risk group (25). Each group showed significant differences in total internet addiction scores. We classified players into specific game users based upon the game types they most prefer. Role playing game users showed significantly higher internet addiction scores than web board and sports game users. Game and internet addictions are also connected with interpersonal relationship patterns. We suggest that users of some game genre have unique psychological addiction potentials that are different from others and that this influences both game selection and internet use.  相似文献   

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