首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
2.
There is much discussion in sports on whether certain behavior should be considered Fair Play. This moral judgment on Fair Play is influenced by the conceptualization of the term Fair Play as either “respect for the rules” or “respect for the spirit of the game,” as well as by other determinants. To uncover the moral judgment of athletes and which conceptualization of Fair Play dominates in practice, a factorial survey approach is used. The act and the level of the match played a role in the judgment, as well as the gender of the athlete. Our results showed that both conceptualizations “respect for the rules” and “respect for the spirit of the game” were important in this judgment, with the spirit conceptualization being more dominant.  相似文献   

3.
In developmental research, the family has mainly been studied through dyadic interaction. Three‐way interactions have received less attention, partly because of their complexity. This difficulty may be overcome by distinguishing between four hierarchically embedded functions in three‐way interactions: (1) participation (inclusion of all participants), (2) organization (partners keeping to their roles), (3) focalization (sharing a common focus) and (4) affective contact (being in tune). We document this hierarchical model on a sample of 80 families observed in the Lausanne Trilogue Play situation across four different sites. Hierarchy between functions was demonstrated by means of Guttman scalability coefficient. Given the importance of the child's development in a threesome, the pertinence of this model for family assessment is discussed. Copyright © 2004 John Wiley & Sons, Ltd.  相似文献   

4.
The Parent‐Child Play Scale was developed as a scale that complements the Parent‐Child Feeding Scale, created by I. Chatoor et al. (1997), to evaluate mother–infant/toddler interactions in two different caregiving contexts of a young child's everyday life, specifically play and feeding. This Play Scale can be used with infants and toddlers ranging in age from 1 month to 3 years and provides reliable global ratings of mother–child interactions during 10 min of videotaped free‐play in a laboratory setting. The scale consists of 32 mother and infant/toddler interactive behaviors which are rated by trained observers from videotaped observations. Four subscales are derived: Dyadic Reciprocity, Maternal Unresponsiveness to Infant's/Toddler's Cues, Dyadic Conflict, and Maternal Intrusiveness. Construct validity and interrater and test‐retest reliability of the Play Scale have been demonstrated. This Play Scale discriminates between children with and without feeding disorders as well as between children with different subtypes of feeding disorders as defined by the Diagnostic Classification of Mental Health and Developmental Disorders of Infancy and Early Childhood, Revised (DC:0–3R) (Feeding Disorder of State Regulation, Feeding Disorder of Caregiver‐Infant Reciprocity, and Infantile Anorexia). It can be used for research or clinical practice in the diagnosis and treatment of early feeding problems, to assess the pervasiveness of mother–infant/toddler difficulties and to monitor changes following therapy.  相似文献   

5.
This paper seeks to establish that Quakers, who are often presented as and who often present themselves as disinterested in ritual and symbolism, do indeed practice symbolisation. However, it suggests that this practice is best understood not as a simple series of one‐to‐one correspondences between signifieds and signifiers, but a cognitively‐based process which we call ‘plaining’. This process is shown to be a manifestation of the more general social process wherein one group defines its identity through playing the vis‐à‐vis with another. The paper describes how Quakers’ practice of symbolisation, of plaining, began with the first Friends and has continued to the present. This discourse is manifested across a range of sign systems and is, therefore, a possible unifying resource amongst British Quakers.  相似文献   

6.
Investigated how team success and failure are attributed to dispositional and situational factors as a function of immediate outcome of the group performance, past success of the team, and individual performance of team members within the group. 150 Little League baseball players' attributions for the team's outcome were taken separately with regard to team- and self-factors immediately after the conclusion of a game. The results reveal that success, independent of the margin of victory, is primarily assigned to effort and ability, while clear-loss is attributed to both effort and task difficulty. Conversely, bare-loss is seen to be mainly due to task difficulty and secondarily to low effort. The results are interpreted as supporting the notion of ego-centered causal judgments, but not necessarily the motive to enhance one's self, on the basis of the new proposition that effort has a different attributional meaning in the cases of success and failure; when losing effort is treated as an external factor, and when winning, effort tends to be interpreted as an internal factor. No differences with respect to attributions exist between individual players who perform poorly and those who excell within the team performance.  相似文献   

7.
  • This paper explores the development of brand placement in digital games using focus groups with game‐players. Growth in in‐game brand placement is explained by game developers' financial and creative priorities and experimentation in marketerss' use of media. The external context of game‐play is then examined based on explanations of the non‐material aspects of consumer behaviour. Internal game processes are also reviewed, including psychological processes that are likely to be of interest to marketers. The reported experiences of players are then considered in terms of these processes. Findings seem to support the use of brand placement in games. Players easily recall encounters with brands during game‐play and are generally positive about these experiences, suggesting that brands increase realism because it allows individuals to create and explore consumption‐based daydreams. However, some players reject brand placement, preferring in‐game fantasies that are independent of mundane commodities. The findings also raise issues related to the ways in which individuals may use digital games to reflect on our consumer society and this raises a question of the degree to which digital games may support or oppose existing consumer cultures. Other problems for managers wishing to use this technique were revealed by the repetitive nature of games which may cause message wear‐out, and by playerss' frustration with aspects of a game which may lead to negative evaluations of in‐game brands.
Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

8.
Play Therapy is an appropriate form of counselling for children; it is based in a therapeutic relationship where communication is developmentally appropriate and easily expressed. Using a variety of methods from non-directional to co-operative play, the therapist acts to affirm, articulate and co-regulate emotional expressions and joins the child in finding meaning, and understanding of the environment. Play Therapy is presented in this paper as an expression of spiritual connection. The relationship of mutual respect and positive expectation between therapist and child allows new understanding to emerge. The interaction between these two areas of knowledge, Play Therapy and children’s spirituality is examined through case study notes and experience of Play Therapy as an early intervention response to children at a time of community disaster. The author is a Clinical Play Therapist as well as a lecturer in children’s spirituality, so this work emphasises the importance of the spiritual nature of the child and the use of a spiritual connection with the therapist for children recovering from psychological distress.  相似文献   

9.
10.
This study investigates children's persuasion knowledge towards an advergame. Based on the theory of limited capacity and the PAD dimensions of emotions (i.e. pleasure, arousal and dominance), we propose a model in which persuasion knowledge is associated with game flow, and in which game flow is subsequently related to self‐reported player emotions. To test this model, 200 respondents between 7 and 12 years old were asked to play an advergame and to complete a survey addressing self‐reported emotions, persuasion knowledge and game flow. Structural equation modelling partially confirms our model. Both managerial and ethical implications are discussed in the paper. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

11.
For effective child education, playing games with a social robot should be motivating for a longer period of time. One aspect that can affect the motivation of a child is the difficulty of a game. The game should be perceived as challenging, while at the same time, the child should be confident to meet the challenge. We designed a user modelling module that adapts the difficulty of a game to the child’s skill level, in order to provide children with the optimal challenge. This module applies a Bayesian rating method that estimates the child’s skill and game item’s difficulty levels to personalise the game progress. In an experiment with 22 children (aged between 10 and 12 years old), we tested whether the personalisation leads to a higher motivation to play with the robot. Although the personalised system did not challenge the participants optimally, this study shows that the Bayesian rating system is in principle able to measure the skill and performance of children in playing a game with a robot (even without accurate estimates of the difficulty of items). We outline multiple ways in which the rating method and module can be used to further personalise and enhance the child-robot interaction, other than adapting the difficulty of games (e.g. by adapting the dialogue and feedback).  相似文献   

12.
We are not born subject but become one, in a two‐and‐fro process between what is played out on the intrapsychic stage and the field of intersubjectivation. The author proposes to examine two of the main movements of psychic life brought into play in this process. In the domain of the ‘subjectivating link’, becoming a subject depends on the relationship with another, authentically taken into account as a desiring subject and not simply as an object for oneself. In the course of history, this intersubjectivation is only internalized as a lasting preconscious predisposition if sufficient trust is established in the possibility of mutual recognition. When this perspective recedes, the subject tends to fall back on narcissistic positions, in search of an end to lack. Such a narcissistic tendency drives the subject to constitute himself by subjugating his objects, striving to rob them of their otherness. A plurality of subject positions will be recognized in every analytic encounter. Psychoanalytic work can allow for a lasting change insofar as it modifies the equilibrium between diverse psychic trends. The multiplicity of the issues at stake in subjectivation allows us to integrate theoretical pluralism while encouraging us to reflect on the diversification of our practices.  相似文献   

13.
Reasoning about another's pretend and real crying is related to ma'ny important social cognitive abilities (e.g., emotional understanding, appearance–reality, and theory of mind). This study investigated whether children aged 6 years and younger could distinguish between instances of pretend crying and real crying as presented in stories. Sixty‐five Japanese children aged 4–6 years were given stories within two contexts (Play and Non‐play). In the Play context, the protagonist of the story was pretending to cry or really crying during a pretend play activity. In the Non‐play context, the protagonist was also pretending to cry or really crying after his/her toy had been hidden by another child. The children answered questions about these crying events. The results showed that the 4‐ and 5‐year‐olds showed significantly better understanding of pretend crying in the Play context compared to the Non‐play context. In the Non‐play context, they were significantly less likely to understand the cause of pretend crying compared to the 6‐year‐olds. The results suggest that the context of pretend play facilitates the children's understanding of pretend crying.  相似文献   

14.
This paper explores the ramifications of excessive use of media on personality development, the development of symbolic and thinking functions and on psychic reality. In doing so, the questions of whether there are specific media objects possessing an intrinsic symbolic quality, and which attachments in the inner world of a child/adolescent can be mobilized or destroyed are discussed. By selecting specific material, computer gamers use their game to activate the field of a personal psychic reality. Hereby, they attempt some kind of self‐healing. However, after leaving the game, conflicts and traumata re‐enacted but unresolved in the game disappear from their temporary representation without generating any resonance in the gamer's psychic experience. Consequently, although states of mind and affects are activated in the computer game, their processing and integration fail; the game results in a compulsive repetition. The construction and consolidation of retrievable maturation and structural development, the representation of the unrepresentable, succeed in the context of the triangulating analytic relationship, initially through a jointly performed symbolic and narrative re‐experience or the recreation of the game. Theoretical considerations are illustrated by means of clinical vignettes.  相似文献   

15.
Foreign‐accented speech is generally harder to understand than native‐accented speech. This difficulty is reduced for non‐native listeners who share their first language with the non‐native speaker. It is currently unclear, however, how non‐native listeners deal with foreign‐accented speech produced by speakers of a different language. We show that the process of (second) language acquisition is associated with an increase in the relative difficulty of processing foreign‐accented speech. Therefore, experiencing greater relative difficulty with foreign‐accented speech compared with native speech is a marker of language proficiency. These results contribute to our understanding of how phonological categories are acquired during second language learning.  相似文献   

16.
How does the publication of Confessions of the Flesh impact feminist critique of Foucault's History of Sexuality project? The paper addresses this question in two ways: by asking how reflection on continuities and ruptures has, and can, be productive for feminist critique; and by revisiting the role of women in all four volumes. The terms of their inclusion have been considered an omission, particularly because the project omits same-sex eros between women. Where women appear, they are framed as spouses, or as subordinated to some form of authority. And yet, insofar as the project contains more than one genealogical dimension, Foucault's “marriages” also belong to proximate plurigenealogies. In Confession's focus on the conditions for a juridical and divided self's subjectivation by will and desire, even the limited parameters within which women appear in the project incite the following question. What are the implications of Confessions of the Flesh's juridical self for genealogies of female subjectivation?  相似文献   

17.
Aims: This qualitative study aimed to expand the limited evidence base about the long‐term effects of psychological therapies.Method: We conducted in‐depth interviews with 15 people, 1–3 years after primary care counselling, to investigate whether they could identify enduring benefits and the mechanisms that brought about and maintained them. From their narratives, we developed a model of the change process of counselling and mechanisms that were perceived as essential to produce lasting benefit. The model conceptualised movement through distinct phases: engagement; exploration of internal and external worlds; consolidation and negotiated ending. Results: Mechanisms integral to sustained impact were: the active engagement of people during and between sessions to work toward their own solutions; and acquisition through the change process of skills which could be further built on after the counselling ended. These enabled ongoing, dynamic change in the way people conducted their lives and relationships. Conclusion: A key concept in securing long‐term benefit was co‐production, both during counselling and in taking ownership of and using the ‘box of skills’ acquired. Support of the model was reinforced through comparison with the experience of three interviewees who reported no long‐term benefit.  相似文献   

18.
The aim of this paper is to critically review the game‐theoretic discussion of Hobbes and to develop a game‐theoretic interpretation that gives due attention both to Hobbes's distinction between “moderates” and “dominators” and to what actually initiates conflict in the state of nature, namely, the competition for vital goods. As can be shown, Hobbes's state of nature contains differently structured situations of choice, the game‐theoretic representation of which requires the prisoner's dilemma and the assurance game and the so‐called assurance dilemma. However, the “state of war” ultimately emerges from situations that cannot be described by any of these games because they represent zero‐sum games in which the outcome of mutual cooperation does not exist.  相似文献   

19.
Concerns about the relationship between computer games and children's aggression have been expressed for decades, but it is not yet clear whether the content of such games evokes aggression or a prior history of aggression promotes children's interest in aggressive games. Two hundred and sixty‐six 7‐year‐old children from a nationally representative longitudinal sample in the UK played a novel computer game (CAMGAME) in which the child's avatar encountered a series of social challenges that might evoke aggressive, prosocial or neutral behaviour. Aggressive choices during the game were predicted by well‐known risk factors for aggressive conduct problems and the children's own early angry aggressiveness as infants. These findings suggest that children who are predisposed to aggression bring those tendencies to virtual as well as real environments.  相似文献   

20.
The current research addresses the psychological benefits of superstitious rituals in top sport, examining the circumstances under which top‐class sportspersons are especially committed to enacting rituals prior to a game (ritual commitment). Consistent with the hypotheses, findings revealed that ritual commitment is greater when (a) uncertainty is high rather than low; and (b) importance of the game is high rather than low. Complementary analyses revealed that the state of psychological tension mediated both effect of importance and uncertainty on ritual commitment. Moreover, players with an external locus of control exhibited greater levels of ritual commitment than did players with an internal locus of control. The results are discussed in terms of the tension‐regulation function of superstitious rituals in top sport.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号