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1.
Unpleasant affect fades faster than pleasant affect and this Fading Affect Bias (FAB) phenomenon is positively related to healthy outcomes and negatively related to unhealthy outcomes, which makes the FAB a healthy coping process/reaction. Rehearsal seems to be the cognitive mechanism responsible for the FAB. Although the FAB and its relation to healthy outcomes and rehearsal have been examined in many contexts, they have not been evaluated in the realm of politics. Therefore, we evaluated the FAB across event type and we examined the relation of FAB to political leaning (conservatism), unhealthy variables, healthy variables, and rehearsal for the 2016 US Presidential Election. We expected and found that FAB was larger for non‐political events than for election/political events, and conservatism positively predicted FAB. We also expected and found that unhealthy/healthy outcome variables related to FAB in predictable ways. Importantly, we found that negative affect moderated the relation of FAB and conservatism, and rehearsal ratings mediated this 3‐way interaction. The results supported emotion regulation models, such as the mobilization‐minimization hypothesis and self‐enhancement theory.  相似文献   

2.
The fading affect bias (FAB) is defined by unpleasant affect fading faster than pleasant affect. The FAB persists across several cultures and event types, and it is positively related to healthy outcomes and negatively related to unhealthy outcomes. Although the notion of the FAB as a healthy process fits well with contemporary theoretical perspectives, such as self‐enhancement theory, few studies have (a) examined and established reliable relations between the FAB and psychological distress variables and (b) established overall rehearsal as a mediator of these relations. We examined and found reliable, negative relations between psychological distress and the FAB for combined data from several studies examining different event types. We also examined and showed that overall rehearsal partially mediated these relations. These findings help legitimize the relation of psychological distress and FAB as a reliable scientific phenomenon, show that the FAB results from cognitive mechanisms, and support therapeutic emotional memory reinterpretation.  相似文献   

3.
Noting the pervasiveness of videogames in American culture, the authors set out to examine the effects that playing videogames has on children. Thirty-one children were matched on sex, randomly assigned to play either a violent (karate) videogame or a nonviolent (jungle vine swinging) videogame, and then observed during free play. The main results were that the children who had played the jungle swing videogame later played more with a jungle swing toy and that the children who played the violent videogame later showed more aggression. The authors interpreted the findings as an indication that young children who play videogames later tend to act similarly to how their videogame character acted.  相似文献   

4.
Unpleasant affect fades faster than pleasant affect (e.g., Walker, Vogl, & Thompson, 1997); this effect is referred to as the Fading Affect Bias (FAB; Walker, Skowronski, Gibbons, Vogl, & Thompson, 2003a). Research shows that the FAB is consistently related to positive/healthy outcomes at a general but not at a specific level of analysis based on event types and individual differences (e.g., Gibbons et al., 2013). Based on the positive outcomes for FAB and negative outcomes for social media (Bolton et al., 2013; Huang, 2010), the current study examined FAB in the context of social media events along with related individual differences. General positive outcomes were shown in the form of robust FAB effects across social media and non-social media events, a larger FAB for non-social media events than for social media events, negative correlations of FAB with depression, anxiety, and stress as well as a positive correlation of FAB with self-esteem. However, the lack of a negative correlation between FAB and anxiety for social media events in a 3-way interaction did not show positive outcomes at a specific level of analysis. Rehearsal ratings mediated the 3-way interaction. Implications are discussed.  相似文献   

5.
6.
Playing action videogames is known to improve visual spatial attention and related skills. Here, we showed that playing action videogames also improves classic visual search, as well as the ability to locate targets in a dual search that mimics certain aspects of an action videogame. In Experiment 1A, first-person shooter (FPS) videogame players were faster than nonplayers in both feature search and conjunction search, and in Experiment 1B, they were faster and more accurate in a peripheral search and identification task while simultaneously performing a central search. In Experiment 2, we showed that 10 h of play could improve the performance of nonplayers on each of these tasks. Three different genres of videogames were used for training: two action games and a 3-D puzzle game. Participants who played an action game (either an FPS or a driving game) achieved greater gains on all search tasks than did those who trained using the puzzle game. Feature searches were faster after playing an action videogame, suggesting that players developed a better target template to guide search in a top-down manner. The results of the dual search suggest that, in addition to enhancing the ability to divide attention, playing an action game improves the top-down guidance of attention to possible target locations. The results have practical implications for the development of training tools to improve perceptual and cognitive skills.  相似文献   

7.
The Fading Affect Bias (FAB) occurs when the affect associated with personal events fades differentially across time: Positive affect fades slower than negative affect. Three studies examined whether the magnitude of the FAB is moderated by narcissism. Results from Study 1 (diary method, N = 26) showed that low narcissism participants evidenced a large FAB, but high narcissism participants evidenced a reversed FAB. Results from Study 2 (retrospective recall method, N = 110) showed that low narcissism participants evinced a large FAB and that the FAB diminished or dissipated as narcissism increased. Results from Study 3 (retrospective recall method, N = 83) showed that high narcissists evinced a FAB when they recalled achievement‐themed autobiographical events but evinced a reversed FAB when they recalled communal‐themed events. These findings occurred independently of event rehearsal frequency. Results are discussed in terms of the idea that emotion regulation efforts may be disrupted in narcissists. Copyright © 2014 John Wiley & Sons, Ltd.  相似文献   

8.
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   

9.
The study examined relationships between leaders' emotion regulation and leaders' and subordinates' work-related outcomes. Fifty-one school directors and 281 teachers reported on their strategies of emotion regulation (reappraisal, suppression), job satisfaction, and affect at work. For subordinates, suppression was negatively related to job satisfaction and was positively related to negative affect and emotional exhaustion, and reappraisal was positively related to job satisfaction and negatively to negativ affect. In contrast, multilevel analyses found that directors' use of reappraisal was neg atively related to subordinates' job satisfaction, and directors' use of suppression wa positively related to subordinates' positive affect. Leaders' suppression interacted wit group cohesion to predict subordinates' negative affect. This is one of the first studies to find evidence for the possible tension between leaders' emotion regulation competencie and organizational-role interests.  相似文献   

10.
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   

11.
For many, the concept of videogame addiction seems far-fetched, particularly if their concepts and definitions of addiction involve the taking of drugs. This paper overviews the small, but growing area of videogame addiction and then examines the treatment options available for those affected by excessive videogame playing. An overview of the available empirical literature appears to indicate that adverse effects are likely to affect only a relatively small subgroup of players and that frequent players are the most at-risk for developing problems. Worldwide, there are relatively few practitioners that specialise in the treatment of videogame addiction and this may be because there are so few players who are genuinely addicted to playing videogames. However, the Internet may be facilitating excessive online game playing as evidenced by the increasing number of specialist addiction treatment clinics for online videogame addiction. This paper overviews the various approaches that have been used as an intervention in treating videogame addicts, including online support groups, 12-step programmes, behavioural and cognitive-behavioural therapies, and motivational interviewing.  相似文献   

12.
Over the past decade, exciting findings have surfaced suggesting that routine action videogame play improves attentional and perceptual skills. Apparently, performance during multiple-object tracking, useful-field-of-view tests, and task switching improves, contrast sensitivity and spatial-resolution thresholds decrease, and the attentional blink and backward masking are lessened by short-term training on action videogames. These are remarkable findings showing promise for the training of attention and the treatment of disorders of attentional function. While the findings are interesting, evidence of causal influences of videogame play is not as strong as is often claimed. In many studies, observers with game play experience and those without are tested. Such studies do not address causality, since preexisting differences are not controlled for. Other studies investigate the training of videogame play, with some evidence of training benefits. Methodological shortcomings and potential confounds limit their impact, however, and they have not always been replicated. No longitudinal studies on videogame training exist, but these may be required to provide conclusive answers about any benefits of videogame training and any interaction with preexisting differences. Suggestions for methodological improvement are made here, including recommendations for longitudinal studies. Such studies may become crucial for the field of attentional training to reach its full potential.  相似文献   

13.
Positive memories tend to hold their affective intensity across time better than negative memories, a phenomenon referred to as the fading affect bias (FAB). An initial study explored this bias in the context of parents' affective responses to memories involving their children. Specifically, parents (N = 90 for Study 1) were asked to recall three positive events and three negative events involving their children. Next, parents rated how positively or negatively they felt when each event occurred and at recall. Results revealed that parents at high risk of physical child abuse showed a smaller FAB than low‐risk parents. The smaller FAB effect observed among high‐risk parents occurred largely because affect associated with negative child‐related events faded minimally over time. This risk moderation effect did not emerge in a second study in which parents (N = 90 for Study 2) recalled general events that were not limited to events involving children. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   

14.
Undergraduates frequently report exposure to stressful life events which may negatively impact mental health. The current study examined associations among attachment style, depression, and meaning made, and tested both direct effects and indirect effects through emotion regulation difficulties. Undergraduates (N?=?336) who reported having experienced stressful and/or potentially traumatic events completed measures through an online survey. More than half of participants (64%) were female, with a mean age of 19.26 years. In both models, higher attachment anxiety and higher attachment avoidance were significantly associated with greater difficulties with accessing emotion regulation strategies, which in turn were related to higher depression symptom severity and lower meaning made. Lack of emotional awareness also partially explained the associations between attachment avoidance and outcomes in both models. Difficulties in engaging in goal-directed behavior partially explained the associations between attachment anxiety and meaning made, but not depression symptom severity. Our results suggest certain emotion regulation strategies may be key mechanisms through which individuals with high attachment anxiety or avoidance may reduce the potential negative mental health impact that stressful life events may have.  相似文献   

15.
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   

16.
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   

17.
The Fading Affect Bias (FAB) is the tendency for unpleasant emotions to fade more over time than pleasant emotions (Walker, Vogl, & Thompson, 1997). The FAB is negatively related to dysphoria (Walker, Skowronski, Gibbons, Vogl, & Thompson, 2003), which led researchers to suggest that the FAB is a healthy coping mechanism that improves the overall positivity of life (Walker, Skowronski, & Thompson, 2003). The FAB may also reinforce certain maladaptive behaviors, such as drinking alcohol, as the unpleasant emotions associated with those behaviors quickly fade from memory, and increase the likelihood of those behaviors in the future. If the FAB increases the likelihood of maladaptive alcohol consumption, the FAB should be greatest for ordinary events at low alcohol consumption levels, whereas the FAB should be greatest for alcohol events at high alcohol consumption levels. The results of two studies provided support for the hypotheses. The implications are discussed.  相似文献   

18.
The present study examined relationships between leaders' emotional intelligence (EI) and subordinates' emotion and work attitudes and between leaders' and subordinates' EI and work outcomes. School directors and educators completed measures of EI, affect at work, job satisfaction, and burnout. A series of multilevel analyses found that leaders' use of emotion was positively related to subordinates' work emotionality and attitudes, whereas leaders' emotion regulation and self‐emotion appraisal were negatively related to subordinates' emotion and work attitudes. Leaders' and subordinates' own EI was positively related to their own work emotionality and job satisfaction. These findings support a social interactionist perspective on emotions at work and a multilevel understanding of the effects of leaders' emotions intrapersonally and interpersonally.  相似文献   

19.
Emotional eating, the tendency to eat when experiencing negative affect, is prevalent in morbid obesity and may indicate that ways to deal with emotions are disturbed. Our aim was to compare emotion processing and regulation between 102 women with morbid obesity who apply for bariatric surgery and 102 women from the general population (control group) and to examine in the group with morbid obesity the association of emotion processing and regulation with emotional eating. The group with morbid obesity reported higher scores on difficulty identifying feelings (alexithymia, p?=?0.002) and suppression of emotions (p?=?0.003) than the control group. In the women with morbid obesity, more negative affect and a higher difficulty identifying feelings were correlated with more emotional eating (r?=?0.36 and r?=?0.35, p?相似文献   

20.
The capacity to perceive internal bodily states is linked to emotional awareness and effective emotional regulation. We explore individual differences in emotional awareness in relation to the fading affect bias (FAB), which refers to the greater dwindling of unpleasant compared to pleasant emotions in autobiographical memory. We consider interoceptive awareness and alexithymia in relation to the FAB, and private event rehearsal as a mediating process. With increasing interoceptive awareness, there was an enhanced FAB, but with increasing alexithymia, there was a decreased FAB. Further, the effects of interoceptive awareness were partially mediated by private rehearsal of pleasant events. We provide novel evidence that capacity for emotional awareness and thus effective processing is an important factor predictive of the FAB. Moreover, our results imply an important role for maintaining positive affect in the FAB. Our findings offer new insights into the effects of interoception and alexithymia on autobiographical memory, and support concepts of the FAB emerging as a result of adaptive emotional regulation processes.  相似文献   

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