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(Neill, A. S. Summerhill: A Radical Approach to Child Rearing. New York: Hart Publishing Co., 1960.) Reviewed By E. Lakin Phillips.  相似文献   

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Abstract

When cheating was available as a means of reducing an unfavorable comparison between self and an external standard of competence among New Zealand undergraduates, self-awareness (induced by mirrors) was found to increase cheating on the task. The use of an external standard of competence in this experiment extends earlier research that focused on internal standards based on intraself comparison.  相似文献   

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分别采用词汇按键反应任务和EAST范式测查了攻击性认知的流畅性和内隐攻击性评价,旨在考察游戏中攻击动机对攻击性的影响,结果发现:暴力视频游戏的影响效应不仅与暴力内容有关,还受制于攻击动机和玩家的暴力游戏经验;且长期玩暴力游戏会使被试对暴力产生脱敏,表现为攻击性认知的流畅性低,对攻击的评价更积极。本研究表明,暴力视频游戏对个体攻击性的影响需综合考虑多种因素。  相似文献   

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近期研究表明短时接触双人电子游戏有助于促进幼儿的同伴交往与亲社会行为。本研究进一步考查了5天的双人合作类电子游戏与传统游戏干预对幼儿社会化的影响。结果显示,电子与传统游戏干预均能促进幼儿的同伴交往和亲社会行为,且两者的效果不存在差异;女孩比男孩更喜欢自己的搭档、更乐于与同伴交往和分享,游戏干预效果不存在性别差异。可见双人合作类电子/传统游戏干预对幼儿的同伴交往和亲社会行为发展都较有裨益。  相似文献   

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本研究基于道德推脱和道德自我调节理论,以62名大学生为被试,通过实验探讨了游戏暴力合理性对个体攻击性的影响,并考察了内疚感的中介作用以及游戏经验的调节作用。结果表明:游戏经验调节了游戏暴力合理性对内疚感和攻击性的影响。对无经验的被试来说,不合理暴力条件下的内疚感显著高于合理暴力条件,攻击性显著低于合理暴力条件;而对有经验的被试来说,合理与不合理暴力条件下的内疚感和攻击性均无显著差异。同时,研究还发现了有中介的调节作用模型,内疚感在暴力合理性对攻击性的影响中发挥中介作用,而游戏经验是有中介的调节变量。  相似文献   

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The development of the concept of time in third, fifth, and seventh graders of two Israeli social groups—advantaged Westerners (n = 144) and disadvantaged Easterners (n = 120)—was compared. Contrary to expectations, no difference in performance was found between the social groups throughout the entire age range. In both groups performance, while far from reaching perfection, increased with age. In addition, disparity between our findings and those of Siegler and Richards cast doubts on the generalizability of the rules they extracted through the rule-assessment method.  相似文献   

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Books Received     
Includes brief reviews of the following books:
Analytical Psychology
Segal, R. A., Jung on Mythology.
Stevens, A., An Intelligent Person's Guide to Psychotherapy.
Von Franz, M-L., Archetypal Patterns in Fairy Tales.
Psychoanalysis
Geissman, C. & Geissmann, P., A History of Child Psychoanalysis.
Psychotherapy
Lomas, P., Personal Disorder and Family Life.  相似文献   

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Books Received     
This paper is an attempt to answer the question, ‘could there be causation in a timeless world?’ My conclusion: tentatively, yes. The paper and argument have three parts. Part one introduces salient issues and spells out the importance of this (initially somewhat baroque seeming) line of investigation. Section two of the paper reviews recent arguments due to Baron and Miller, who argue in favour of the possibility of causation in a timeless world, and looks to reject their arguments developed there. Section three is a response to a response. In their, Baron and Miller also argue that an argument in favour of the possibility of causation at timeless worlds, that I put forward, is an argument that fails. In section three, my response to Baron and Miller is that their argument against me succeeds, but that there is a nearby argument that we can appeal to in order to demonstrate the possibility of causation at timeless worlds.  相似文献   

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Books Received     
Leg-to-body ratio (LBR) is one of the morphological traits that influences a person's attractiveness. To date, studies confirming that hypothesis have been conducted mainly in Western cultures. They have shown that the average or slightly higher-than-the-average LBR is perceived to be attractive in women. In the case of men, results were more ambiguous; however generally shorter or similar LBRs compared to females were attractive. Here, data on LBR preferences of a traditional, semi-nomad ethnic group (i.e., the Himba of northern Namibia, n = 81) are reported. Also in Himba people LBR influences a person's attractiveness. Similar to Western societies, extremely high and low LBRs were unattractive. However, contrary to previous findings, Himba preferred women of relatively low LBR and men of relatively high LBR.  相似文献   

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对国内外现有的暴力游戏影响青少年攻击性认知的实验研究进行元分析。总共纳入24篇研究, 产生28个独立样本, 涉及被试2449人。结果表明, 暴力游戏助长青少年攻击性认知的总效应接近中等程度; 暴力游戏对青少年攻击性认知的效应受文化类型和被试群体类型的调节, 但不受测验方法的影响, 西方文化的效应值显著大于东方文化的效应值; 其对小学生、大学生、中学生攻击性认知的影响效力依次递减, 各测验方法之间的效应值差异并不显著。  相似文献   

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The hypothesis that positive self-perceptions may have a dark side was investigated in the present study by examining the relationship between positively biased self-perceptions and aggression. Ratings of actual and perceived social acceptance of third-grade (n = 278), fourth-grade (n = 260), and fifth-grade (n = 321) students were compared to form a measure of perceptual bias. Peers provided nominations for overt and relational aggression. Gender differences were found for aggression (males were more overtly and relationally aggressive than females) but not perceptual bias. African-American children held more positive perceptions of their social acceptance and were perceived by peers as more aggressive than Caucasian children. Even after controlling for the effects of gender and ethnicity, more positively biased perceptions were associated with more peer nominations for overt and relational aggression. Contrary to an optimal range of bias hypothesis, even moderately positive self-perceptions were associated with elevated levels of aggression.  相似文献   

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以Anderson为核心的研究者通过数十年研究发现, 暴力电子游戏是攻击行为产生的前因变量, 并且提出可以用一般攻击模型(General Aggression Model, GAM)来解释这一结论。然而, Ferguson等人的研究表明, 暴力电子游戏不是攻击行为产生的前因变量, 而是攻击行为产生的催化剂, 并提出催化剂模型(Catalyst Model, CM)来解释该结论。由于社会心理研究中, 实验研究难以严格控制, 导致研究结果大径相庭, 暴力电子游戏影响攻击行为的争论还在不断扩大。未来要加强对暴力电子游戏和攻击行为的测量, 同时还需整合一般攻击模型和催化剂模型指导实证研究, 最后从认知偏差以及社会认知神经科学视角寻求暴力电子游戏对攻击行为影响的新证据。  相似文献   

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The bystander effect refers to the phenomenon that individuals are less likely to help if there are potential other helpers present. For instance, past research revealed that participants were less likely to help computer-controlled characters if there were other computer-controlled characters present. Research has also shown that the bystander effect occurs if the presence of others is merely imagined. The present research examined the idea that the presence of multiple characters within a video game reduces the player's helping behavior even after the video game is over. In fact, participants who played a video game with multiple characters present were less likely to devote time to assisting in a future study than participants who had played the same video game with only a single character present.  相似文献   

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Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.  相似文献   

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