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1.
To investigate the influence of media figures on self-perception, online gamers reported how central their main videogame character (avatar) is to their own identity and answered questions about their avatar's body size either before or after questions about their own body size. When the avatar was not central to the gamer's identity, the avatar's body size influenced gamer's own body judgments only when the avatar was brought to mind by preceding questions. When the avatar was central to the gamer's identity, it influenced gamers' own body judgments independent of question order. In both cases, accessible avatars elicited assimilation effects on self-judgment. We conclude that media figures exert a chronic influence on self-judgment when they are central to the self.  相似文献   

2.
研究设计了无意义问题来考察5、6、81、0岁共128名儿童在回答问题时的反应倾向。研究结果发现:(1)5~10岁儿童在回答无意义问题时,存在猜测答案的倾向,且受问题形式的影响。较开放问题,儿童在面对封闭问题时猜测答案的倾向更强烈。(2)在无意义的非比较问题上,随年龄的增长,儿童猜测答案的倾向更强烈。(3)5~10岁儿童回答封闭的非比较问题时存在否定反应倾向,但在封闭的比较问题上则不存在这种倾向。  相似文献   

3.
虚拟化身是个体在虚拟环境中的自我呈现,化身形象是与特定刻板印象相联系的虚拟化身的外在表象。虚拟化身与攻击性的关系已得到证实,但还有一些问题尚需探讨。本研究通过2个实验,采用线索启动的方法,考察了化身形象、游戏暴力性和玩家性别对化身认同和攻击性的影响,以及化身认同和攻击性之间的关系。实验1结果表明:化身形象与游戏暴力性交互影响化身认同和攻击性。在暴力游戏中,化身形象对化身认同和攻击性有显著影响;在非暴力游戏中,化身形象对化身认同的影响边缘显著,但对攻击性无显著影响。对不同化身形象的认同会诱发不同的攻击性,但受游戏暴力性的影响。实验2结果表明:在暴力游戏中,化身形象与玩家性别交互影响化身认同和攻击性。女性在化身认同方面比男性更易受化身形象影响;男性在攻击性方面比女性更易受化身形象影响。对不同化身形象的认同会导致不同的攻击性,但受性别的影响。  相似文献   

4.
Five studies examined how people who are answering questions on behalf of another person may use their own knowledge to answer correctly while attributing authorship of their answers to the other. Experiments 1 and 2 found that participants instructed to answer yes/no questions randomly were unable to do so. They were more often correct on easy than hard questions, and extended opportunity and incentive did not reduce this effect. Experiments 3-5 found similar correctness for participants who were asked to answer yes/no questions by sensing either the ostensible keyboard finger movements or unvoiced inclinations of another person who had been admonished not to answer, and who was infact a confederate and was not even given the questions. In this paradigm, the answers were often attributed to the other.  相似文献   

5.
Subjects were asked to read a passage orally and then to answer questions about the passage. When praise and pennies were given for correct answers, the percentage of correct answers increased in two sixth-grade subjects whose reading for comprehension was tested to be 2 yr below grade level. The behavior of these subjects was compared to that of two subjects whose reading for comprehension was tested to be on grade level. Although no evidence for changes in the accuracy of answering comprehension questions is found in the previous literature, the percentage of correct answers in the children with deficits increased to approximately the same level as the children tested to be on grade level.  相似文献   

6.
The present study aimed to contribute to research on sense of coherence (SOC) by answering the following questions: (1) Is SOC lowered by negative life events? (2) Is an initially low or moderate SOC lowered more by negative life events than an initially high SOC? One thousand and twelve female nurses in Sweden responded to a questionnaire on two occasions with more than 1 year apart. On both occasions the participants reported if they have experienced any of 22 negative life events during the past year and rated their SOC. The results gave negative answers to both questions. In addition, SOC was found stable over time and seems to prevent the experience of negative life events. In sum, these results corroborate Antonovsky’s main postulate that SOC is a salutogenic disposition.  相似文献   

7.
This study examined whether a virtual avatar could be perceived as a real human by patients with mental disease, especially schizophrenia, as well as whether a virtual avatar could be applied to acquiring patients' behavior characteristics in a short conversation situation. The virtual avatar has been used for various applications which need to communicate with other person or to train or educate by showing humanlike behavior. Recently, many researches have shown that the virtual avatar technology has been enhanced and the avatar could be perceived like real human. A virtual avatar, standing in a virtual room, was designed for this study. Tasks to approach, initiate a talk, and answer to avatar's questions was assigned to the 11 patients with schizophrenia. As behavioral parameters in the virtual environment, the interpersonal distance and the verbal response time were acquired. In addition, the Positive and Negative Syndrome Scale (PANSS) for patients was administered in order to investigate the relationship between patients' symptomatic characteristics and behavior parameters. The interpersonal distance was negatively correlated with the negative syndrome scale, a subscale of PANSS, which is consistent with previous research reporting the relationship between interpersonal distance and a real person's image. The verbal response time, however, was not correlated with any other subscale of PANSS. After analyzing subitems of the negative syndrome of PANSS, two positive correlations were found: one was with blunted affect and the other was with poor rapport. We concluded that the virtual avatar could be perceived as a real human by schizophrenic patients and the avatar could draw the schizophrenic patients' behavior characteristics.  相似文献   

8.
In answering general-information questions, a within-person confidence-accuracy (C-A) correlation is typically observed, suggesting that people can monitor the correctness of their knowledge. However, because the correct answer is generally the consensual answer--the one endorsed by most participants--confidence judgment may actually monitor the consensuality of the answer rather than its correctness. Indeed, the C-A correlation was positive for items with a consensually correct answer but negative for items with a consensually wrong answer. Results suggest that the consensuality-confidence correlation may be mediated by 2 internal mnemonic cues that are correlated with consensuality: Consensual answers are reached faster and are selected more consistently by the same person on different occasions than nonconsensual answers. The results argue against a direct-access view of confidence judgments and suggest that such judgments will be accurate only as long as people's responses are by and large correct across the sampled items, thus stressing the criticality of a representative design.  相似文献   

9.
10.
Research on conversational exchanges shows that people attempt to optimise their responses’ relevance when they definitely know the correct answer (e.g., “What time is it?”). However, such certainty is often unavailable while speakers may still be under social pressure to provide an answer. We investigated how social context influences the informativeness level when answering questions under uncertainty. In three experiments, participants answered difficult general-knowledge questions placed in different social contexts (formal vs. informal). Participants generated their answers, then they were presented with a given context, and decided on the number of alternative responses they wanted to provide (single, with one alternative vs. plural, with several alternatives) and whether the answer should be reported or withheld (report option). Participants reported more answers in the informal context. In the formal context, single answers were preferred, and they were more frequently reported. We conclude that social context influences the level of informativeness in a conversation, affecting achievable accuracy. Our results also show the joint influence of the confidence and the social context on willingness to share information.  相似文献   

11.
This study compares the realism of confidence judgments made by individuals and pairs of their answers to general knowledge questions, using a within-subjects design. In the initial Control condition, subjects first answered 30 questions and then confidence rated the chosen answer. For the next 30 questions (Condition 2), they wrote down an argument for the chosen answer and then confidence-rated their answer. In the third condition, the 40 subjects were divided into 20 pairs who then answered and confidence-rated the same 30 questions as in Condition 2. Pair members were asked to collaborate on all parts of the task. The results showed that overconfidence decreased in the Pair condition compared with the Single conditions. Analysis of the interaction in the Pair condition showed a higher overconfidence in those instances where one pair member dominated the interaction totally. Other analyses of the interaction in the Pair condition also supported the importance of argumentation between the pair members for realistic confidence judgments. A comparison with previous research suggests that the fact that the subjects first attempted the questions individually may have increased the proportion correct answers and limited the increase in confidence in the Pair condition. A control study, checking for the effect of subjects answering the same questions twice, found no effect of repetition for any of the three calibration measures used.  相似文献   

12.
Previous research has shown that nonverbal self-touching behaviors can be induced by external motivators such as videos and literary passages about insects. This study investigated whether the number of self-touching behaviors differed between presentation of what was assumed to be an anxiety-inducing stimulus (listening to the reading of a passage about leeches and answering questions) or a nonanxiety-inducing stimulus (a passage about canaries). It also investigated whether there was a difference in frequency of self-touching when subjects were passively listening to passages or actively answering questions. The difference in frequency of self-touching between men and women was also observed. Over-all, subjects did not perform significantly more self-touching gestures during the anxiety-inducing stimulus than during the nonanxiety-inducing, as previous research had indicated. Subjects did touch themselves significantly more, however, while answering questions than while listening to the passage. Over-all, men performed significantly more self-touching behaviors than women. And, women touched themselves significantly more during the active anxiety-inducing cell than in any other condition.  相似文献   

13.
I study experimentally a single‐shot trust game where players have the opportunity to choose an avatar—a computer‐generated face—to represent them. These avatars vary on several dimensions—trustworthiness, dominance, and threat—identified by previous work as influencing perceptions of those who view the faces (Todorov, Said, Engell, & Oosterhof, 2008). I take this previous work and ask whether subjects choose faces that are ex ante more trustworthy, whether selected avatars have an influence on strategy choices, and whether individuals who evaluate faces as more trustworthy are also more likely to trust others. Results indicate affirmative answers to all three questions. Additional experimental sessions used randomly assigned avatars. This design allows me to compare behavior when everyone knows avatars are self‐selected versus when everyone knows they are randomly assigned. Random assignment eliminated all three effects observed when subjects chose their avatars.  相似文献   

14.
15.
The present study sheds light on interactions between cognitive and social factors affecting children's memory performance and suggestibility in event recall tasks. We examined 251 children, aged 8, 9 and 10 years, and applied a well-known paradigm from social psychology, that is, the social influence of misleading questions was experimentally manipulated through the presence and answering behaviour of an adult confederate. Children's answers about the content of a previously watched film to misleading questions, their accurate statements in their subsequent free recall, as well as performance in a recognition test were assessed. The design also included two control conditions, one in which children answered misleading questions without an adult confederate, and a second one in which no misleading interview was administered but only free recall and recognition. The results document large recall and suggestibility differences between the conditions. Participants of the strong social influence condition answered more conformably to misleading questions and showed a larger effect of memory contagion in recognition. Moreover, there were strong age-related increases in the ability to rely on one's own recollection rather than parroting the confederate's answers. Strong social influence also differentially affected the occurrence of false statements in free recall and errors in the recognition test depending on the children's age.  相似文献   

16.
Two experiments examined the effects of answering a question about a specific component of life satisfaction on respondents' assessment of their overall satisfaction with life. The results suggest that the use of primed information in forming subsequent judgments is determined by Grice's conversational norms. In general, answering the specific question increases the accessibility of information relevant to that question. However, the effect that this has on the general judgment depends on the way in which the two questions are presented. When the two questions are merely placed in sequence without a conversational context, the answer to the subsequent general question is based in part on the primed specific information. As a result, the answer to the general question becomes similar to that for the specific question (i.e. assimilation). However, this does not occur when the two questions are placed in a communication context. Conversational rules dictate that communicators should be informative and should avoid redundancy in their answers. Therefore, when a specific and a general question are perceived as belonging to the same conversational context, the information on which the answer to the specific question was based is disregarded when answering the general one. This attenuates the assimilation effect. The conditions under which these different processes occur are identified and experimentally manipulated, and the implications of these findings for models of information use in judgment are discussed.  相似文献   

17.
In two experiments, we examined whether relative retrieval fluency (the relative ease or difficulty of answering questions from memory) would be translated, via metacognitive monitoring and control processes, into an overt effect on the controlled behavior—that is, the decision whether to answer a question or abstain. Before answering a target set of multiple-choice general-knowledge questions (intermediate-difficulty questions in Exp. 1, deceptive questions in Exp. 2), the participants first answered either a set of difficult questions or a set of easy questions. For each question, they provided a forced-report answer, followed by a subjective assessment of the likelihood that their answer was correct (confidence) and by a free-report control decision—whether or not to report the answer for a potential monetary bonus (or penalty). The participants’ ability to answer the target questions (forced-report proportion correct) was unaffected by the initial question difficulty. However, a predicted metacognitive contrast effect was observed: When the target questions were preceded by a set of difficult rather than easy questions, the participants were more confident in their answers to the target questions, and hence were more likely to report them, thus increasing the quantity of freely reported correct information. The option of free report was more beneficial after initial question difficulty than after initial question ease, in terms of both the gain in accuracy (Exp. 2) and a smaller cost in quantity (Exps. 1 and 2). These results demonstrate that changes in subjective experience can influence metacognitive monitoring and control, thereby affecting free-report memory performance independently of forced-report performance.  相似文献   

18.
This study presents an experiment that explores the patterns of answers to yes–no truth-functional questions in English and Korean. The answering patterns are examined from 12 Korean–English bilingual children and 10 Korean-monolingual children. Four types of sentences in relation to given situations (Wason in Br J Psychol 52:133–142, 1961) were provided as questions such as true affirmative (TA), true negative (TN), false affirmative (FA), and false negative (FN). The bilingual children’s answers were observed in separate language settings, English and Korean. The results by the bilingual in the Korean setting were compared with those by the monolinguals. The results show that bilingual children can process two systems rather successfully by providing correct responses to the given questions. But difficulty patterns, measured from error rates in each setting, are found different in two languages. The bilinguals’ difficulty patterns in English and Korean, however, show deviation from monolinguals’ difficulty patterns suggested in previous studies (Wason in Br J Psychol 52:133–142, 1961, Akiyama in Dev Psychol 20:219–228, 1984, Kim in Dev Psychol 21(3):462–472, 1985, Choi in Dev Psychol 29(3):407–420, 1991). The present work also shows that negatives are not uniformly reported with more errors than affirmatives when the truth condition and the answering system are further involved. All in all, the current study suggests that bilingual children have two separate processing systems for yes–no truth-functional questions. However, the two systems cannot be understood as a simple coexistence of two monolingual systems. Interaction of the two competing linguistic systems is discussed further.  相似文献   

19.
In this article, a model of the cognitive processes involved in generating deceptive answers to questions is proposed. Partly based on recent accounts of discourse processing, it posits two central processes. One is the decision to lie followed by the construction of a lie. Each should add to response time compared to answering honestly. In Experiment 1, the construction component was assessed; 92 adults were randomly assigned to one of two conditions where they answered personal questions either deceptively or truthfully. Constructing a lie added reliably to response time. Think‐aloud and correlational data support features of the model. In Experiment 2, 121 adults were randomly assigned to one of three conditions: either to tell the truth, lie, or lie when asked a question that probed sensitive information. Replicating and extending Experiment 1, the decision to lie added reliably to response time in the case of open‐ended questions (questions that elicit more than two possible answers). Based on between‐ and within‐subjects comparisons, results suggest that response time is a cue to deception. Recommendations are made for future research. Copyright © 2003 John Wiley & Sons, Ltd.  相似文献   

20.
The assessment of body image in adolescence plays a key role in investigating self-esteem development and social adjustment. In particular, these days, adolescents use more and more online tools to communicate with other people, and virtual body image represents a critical aspect for understanding the avatar development. This study aims at investigating the virtual body representation by using the "Drawing Me" graphical test with a group of Italian adolescents. Specifically, we compared body image representation in real (drawings) and virtual (avatar) life by taking gender differences into consideration. Results show that virtual body representation is more characterized by the sexual features related to body, face, and clothes and by a major number of context elements than real body representation. Gender differences confirm that girls tend to represent themselves in greater detail than boys and their avatars are rich with sexual characters. To conclude, our study illustrates that the Drawing Me test is an effective tool that analyzes the virtual body representation in an unobtrusive way, and intervention implications are discussed.  相似文献   

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