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1.
陈璟  皇甫桦彦  李红 《心理科学》2012,35(3):647-653
在议价博弈中,决策者可能存在因对自己及其他参与者拥有权利的认识程度不同,从而影响其策略选择及决策行为的现象。为验证该“权利认知效应”的存在,用实验法考察了240名不同年龄被试在两种议价博弈任务——最后通牒和纳什议价中的决策表现,结果发现:(1)6到12岁儿童和大学生中均存在权利认知效应;(2)随着年龄增长,受权利认知影响的人数呈现逐渐减少的趋势;(3)在议价博弈中,儿童对分配权的认识程度高于对否决权的认知。  相似文献   

2.
van 't Wout M  Sanfey AG 《Cognition》2008,108(3):796-803
The human face appears to play a key role in signaling social intentions and usually people form reliable and strong impressions on the basis of someone's facial appearance. Therefore, facial signals could have a substantial influence on how people evaluate and behave towards another person in a social interaction, such as an interactive risky decision-making game. Indeed, there is a growing body of evidence that demonstrates that social behavior plays a crucial role in human decision-making. Although previous research has demonstrated that explicit social information about one's partner can influence decision-making behavior, such as knowledge about the partner's moral status, much less is known about how implicit facial social cues affect strategic decision-making. One particular social cue that may be especially important in assessing how to interact with a partner is facial trustworthiness, a rapid, implicit assessment of the likelihood that the partner will reciprocate a generous gesture. In this experiment, we tested the hypothesis that implicit processing of trustworthiness is related to the degree to which participants cooperate with previously unknown partners. Participants played a Trust Game with 79 hypothetical partners who were previously rated on subjective trustworthiness. In each game, participants made a decision about how much to trust their partner, as measured by how much money they invested with that partner, with no guarantee of return. As predicted, people invested more money in partners who were subjectively rated as more trustworthy, despite no objective relationship between these factors. Moreover, the relationship between the amount of money offered seemed to be stronger for trustworthy faces as compared to untrustworthy faces. Overall, these data indicate that the perceived trustworthiness is a strong and important social cue that influences decision-making.  相似文献   

3.
In species that move in cohesive groups, animals generally reach decisions through socially distributed processes, and individual knowledge is expected to influence collective decision making. Pooling of information should not be considered a general rule, however, since conflicts of interest may occur between group members. When resources are limited or highly attractive, higher-ranking individuals can prevent others from accessing food, and subordinates may have an interest in withholding information about its location. We investigated the role individual knowledge may play in recruitment processes in four groups of horses (Equus caballus). Animals were repeatedly released in a food search situation, in which one individual had been informed about the location of a preferred food, while another was a naïve control subject. Horses that were informed about the location of the feeding site were seen to approach the food source more steadily and were followed by a higher number of group members than their uninformed counterparts. Recruitment processes appeared mostly passive. Among the informed subjects, lower-ranking individuals were overall less followed than the higher-ranking ones. Most lower-ranking horses arrived alone at the feeding site. Non-followed informed subjects spent less time in active walk and used direct paths less frequently than followed animals, and they were joined by fewer partners at the attractive food source and spent more time feeding alone. This indicates that the influence of informed individuals on the behavior of other group members was a mixed process. Some horses brought nutritional benefits to their conspecifics by leading them to food supplies, whereas the behavior of others might be functionally deceptive.  相似文献   

4.
ABSTRACT

The detection of regularities in the sensory environment, known as statistical learning, is an important brain function that has been observed in many experimental contexts. In these experiments, statistical learning of patterned sensory stimulation leads to improvements in the speed and/or accuracy with which subsequent stimuli are recognized. That is, statistical learning facilitates the transformation of sensory stimuli into motor responses, but the mechanism by which this occurs is unclear. Statistical learning could improve the efficiency of sensory processing, or it could bias responses toward particular outcomes. The distinction is important, as these different hypotheses imply different functions and different neural substrates for statistical learning. Here we address this problem by studying statistical learning as a decision-making process, which allows us to leverage the extensive computational literature on this topic. Specifically we describe a method for applying the Diffusion Decision Model (DDM) to isolate different sensory and cognitive processes associated with decision-making. The results indicate that statistical learning improves performance on a visual learning task in two distinct ways: by altering the efficiency of sensory processing and by introducing biases in the decision-making process. By fitting the parameters of the DDM to data from individual subjects, we find that the prominence of these two factors differed substantially across the population, and that these differences were predictive of individual performance on the psychophysical task. Overall, these results indicate that different cognitive processes can be recruited by statistical learning, and that the DDM is a powerful framework for detecting these influences.  相似文献   

5.
Pragmatic Action     
This paper begins with a discussion of two features of the everyday task environment. First, the everyday task environment is designed, and an important part of the design is the provision of explicit information to guide the individual in the adaptation of his activity. Second, some task environments are semi-permanent. These two features of the task environment reveal some important characteristics in the psychology of the individual. When novelty occurs, expansion in the range of behavior of the individual is guided by a process of internalization of information provided in the task environment by another. Because of the semi-permanence of home task environments, there is pay-off in organizing behavior in terms of the particulars of those environments. The body of this paper examines these ideas from the perspective of FLOABN. FLOABN is a computational cognitive model of an individual acquiring skill at using household and office devices.  相似文献   

6.
Research on decision-making processes and the diffusion of innovations in organizations has been focused on the influence of formal organizational structures. Since the successful implementation of most innovations requires the cooperation of employees, it is important to investigate how employees' knowledge, opinions, and individual decisions concerning an innovation are influenced by other employees. The present study investigates how information acquisition and adoption decisions of employees are influenced by the quantity and strength of their informal communication ties in the organization, and how strong this influence is in comparison with influence from formal communication sources. Results indicate that formal communication sources contributed more to the process of information diffusion, whereas informal communication sources (especially the employees' strong ties), were more influential on attitudes and adoption intentions.  相似文献   

7.
博弈决策是指“在包含利益相互依存的两个或多个参与者的博弈情境中所进行的行为决策”。博弈决策自进入心理学研究后已成为决策心理研究领域的热点。本文述评了博弈决策的影响因素及神经生理机制的研究现状;对未来研究方向进行了展望,包括加强内在机制研究与综合理论模型建构、改进和完善研究范式与加强对多种范式的考察、加强相关认知及情绪能力的作用机制研究、加强对语言等影响因素的跨文化与文化间比较、加强应用与训练研究。  相似文献   

8.
Although numerous experiments have shown that exposure to violent video games (VVG) causes increases in aggression, relatively few studies have investigated the extent to which this effect differs as a function of theoretically relevant individual difference factors. This study investigated whether video game content differentially influences aggression as a function of individual differences in trait anger. Participants were randomly assigned to play a violent or nonviolent video game before completing a task in which they could behave aggressively. Results showed that participants high in trait anger were the most aggressive, but only if they first played a VVG. This relationship held while statistically controlling for dimensions other than violent content on which game conditions differed (e.g. frustration, arousal). Implications of these findings for models explaining the effects of video games on behavior are discussed.  相似文献   

9.
Variation in the ability to maintain internal goals while resolving competition from multiple information streams has been related to individual differences in working memory capacity (WMC). In a multitask environment, task choice and task performance are influenced by internal goals, prior behavior within the environment, and the availability of relevant and irrelevant information in the environment. Using the voluntary task-switching procedure, task performance, as measured by switch costs, was related to WMC, but only at short preparation intervals. Task choice processes were only weakly related to WMC. These findings are consistent with models of cognitive control that separate task choice processes from the processes of activating and maintaining task readiness. WMC is related to regulation of specific task parameters but not to choice processes integral to the coordination of multiple sources of information.  相似文献   

10.
This study assesses the effects of member expertise on group decision-making and group performance. Three-person cooperative groups and three independent individuals solved either an easy or moderately difficult version of the deductive logic game Mastermind. Experimental groups were given veridical performance information, i.e., the members' rankings on prior individual administrations of the task. Control groups were not provided with this information. Results supported the predictions of this study: (1) groups gave more weight to the input of their highest performing members with the group decision-making process being best approximated by post hoc “expert weighted” social decision schemes and (2) groups performed at the level of the best of an equivalent number of individuals.  相似文献   

11.
情绪对个体判断和决策影响研究概述   总被引:11,自引:0,他引:11  
金杨华 《心理科学》2004,27(3):705-707
情绪对个体判断和决策影响已经成为目前的一个研究热点。情感启发式、决策情感理沦等为研究情绪对个体判断和决策的影响提供了一定的理论基础.而近期提出的“风险作为情感”假设为研究提供了较为全面的理沦框架。此外,个体差异比较、时间压力以及信息激起为研究情绪在个体判断和决策中的作用提供了很好的研究思路。  相似文献   

12.
Research on the construction of self and of others has indicated that the way that individuals construe themselves and others exerts an important influence on their cognition, emotion, and even behavior. The present study extends this line of research to mixed-motive situations in which short-term individual and long-term collective interests are at odds. In addition, this study associates the importance of context interdependence, and specifically its interaction with independent self-construal, with an individual's cooperative behavior. We used a priming task to manipulate the level of self-construal and also manipulated the degree of interdependent context by giving participants a chance to assign rewards either to their group members or to themselves alone. The results showed that when participants received interdependent (as opposed to independent) self-construal priming, they consistently contributed highly, regardless of context manipulation. In contrast, those primed with an independent self-construal contributed less in the investment game, but only when placed in a context where group members were encouraged to think about their individual (versus mutual) fate. In this situation they contributed the least to the group in the game. These findings indicate that independent self-construal in a low interdependence context produces the most competitive behavior. The results also showed that how participants felt about their interaction with other group members mediated the effect of context interdependence on cooperative behavior, and possibly that was especially the case for independent self-construal. The results demonstrate that the self can be contextualized and embedded in the social contexts and symbolic systems within which people live.  相似文献   

13.
算法常用于决策, 但相较于由人类做出的决策, 即便内容相同, 算法决策更容易引起个体反应的分化, 此即算法决策趋避。趋近指个体认为算法的决策比人类的更加公平、含有更少的偏见和歧视、也更能信任和接受, 回避则与之相反。算法决策趋避的过程动机理论用以解释趋避现象, 归纳了人与算法交互所经历的原初行为互动、建立类社会关系和形成身份认同三个阶段, 阐述了各阶段中认知、关系和存在三种动机引发个体的趋避反应。未来研究可着眼于人性化知觉、群际感知对算法决策趋避的影响, 并以更社会性的视角来探究算法决策趋避的逆转过程和其他可能的心理动机。  相似文献   

14.
This article examines the democratic potential of online communities by investigating the influence of network heterogeneity on social tolerance in an online gaming environment. Online game communities are potential sources of bridging social capital because they tend to be relatively heterogeneous. Causal analyses are conducted using structural equation modeling with survey data collected in a three‐wave panel of online game players in Japan. Results show that the heterogeneous composition of online community causally enhances social tolerance toward community members within the online gaming setting. Furthermore, results show that enhanced social tolerance toward online community members is generalized to offline settings. This causal process suggests that online communities provide access to bridging social capital by gathering heterogeneous populations around shared contexts.  相似文献   

15.
Individuals cope in varying ways with the conflict and corresponding emotion resulting from the decision process. Their propensity to cope in a particular manner may subsequently influence their choice behaviors. The purpose of this research is twofold. We expand the study of decision task-related emotion by first examining how an individual’s decision coping style interacts with characteristics of the choice environment to influence decision task-related affect. Then, the effects of decision task-related affect and decision coping style on the desire for decision assistance, a choice avoidant behavior, are examined. Two types of maladaptive decision coping behavior, hypervigilance, and defensive avoidance are considered. Two characteristics of the choice context are also evaluated, the alignability of the differences that describe the options comprising a choice set and the attractiveness of the commonalities. Results indicate that an individual’s propensity to use a particular coping style and characteristics of the choice environment interact to influence choice avoidant behavior. Discussion of these results and implications for decision research and organizational decision-making are provided.  相似文献   

16.
17.
Using both cross-sectional and longitudinal data spanning a decade, this article analyzes how dietary behavior of household children and adults (N = 576 households) was affected by the Stanford Five-City Project (FCP). Tests of a three-part, cumulative model of bidirectional influences within the family, which conceptualizes household members as sources of influence on each other and subject to influence by an external agent, were supported. Children and adults were influenced by both each other and the FCP campaign in changing and maintaining health behaviors. This article demonstrates that public health campaigns can be made more effective if they conceptualize both children and adults as potential sources of influence. The long-term effectiveness of such efforts can be enhanced by encouraging families, as opposed to individuals, to change health behaviors.  相似文献   

18.
Individuals have affective associations with health behaviors. In other domains such associations have been shown to influence behavior, but affective associations with health behaviors are not included in current health decision-making models. The authors examined whether affective associations with exercise predicted individuals' activity behavior and, if so, how they interfaced with other decision-making constructs to influence behavior. Adult participants (N = 433) reported their current physical activity behavior and affective associations with physical activity. Health belief model and theory of planned behavior constructs were also assessed. More positive affective associations with activity significantly predicted greater activity behavior. Moreover, the influence of the health belief model and theory of planned behavior constructs on activity behavior was mediated through affective associations. Affective associations were shown to play a central role in individuals' activity behavior, both as a mediator of the effects of cognitively based decision-making factors and as an independent predictor of activity behavior. The results suggest the need to include affective influences on behavior in formal models of health decision making and, potentially, to explore affectively based intervention routes to change behaviors.  相似文献   

19.
Several different sources of evidence support the idea that visuo-spatial working memory can be segregated into separate cognitive subsystems. However, the nature of these systems remains unclear. Recently we reported data from neurological patients suggesting that information about visual appearance is retained in a different subsystem from information about spatial location. In this paper we report latency data from neurologically intact participants showing an experimental double dissociation between memory for appearance and memory for location. This was achieved by use of a selective dual task interference technique. This pattern provides evidence supporting the segregation of visuo-spatial memory between two systems, one of which supports memory for stimulus appearance and the other which supports memory for spatial location.  相似文献   

20.
This article shows that indirect positive reciprocity triggered by experiencing short and superficial cooperation with outgroups' individual members reduces discrimination of other members of the same group. The field research combined a lab‐in‐the‐field experiment and a survey conducted in the slums of Mumbai, an Indian city notorious for Hindu‐Muslim violence. After the treatment manipulated expectations of cooperative behavior, ethnically heterogeneous groups produced as much public goods in a public goods game as homogeneous groups. This positive experience radically reduced Hindu subjects' discriminatory attitudes towards the Muslim minority after the experiment. The effect was equally strong among voters of two extremist parties implicated in ethnic riots. The survey compared reciprocity with alternative explanations of why people discriminate against some, but not other ethnic groups. Indirect positive reciprocity and intergroup contact are associated with less, and relative size of the outgroup with more discriminatory attitudes.  相似文献   

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