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1.
In recent years, a growing number of researchers have examined the watching eyes phenomenon (i.e., increased prosocial and decreased antisocial behavior when subtle watching eyes are present in the environment). Somewhat surprisingly, the questions of how and under what conditions subtle cues of being watched operate have been unanswered so far. The present contribution addresses this research gap. In two studies, we document that (a) subtle cues of being watched induce a sense of being seen and (b) chronic public self‐awareness moderates the watching eyes phenomenon in that specifically individuals with strong chronic public self‐awareness show more prosocial behavior under conditions of watching eyes. The applicability of subtle cues of being watched in research on social presence is discussed.  相似文献   

2.
暴力电子游戏的短期脱敏效应:两种接触方式比较   总被引:4,自引:0,他引:4  
郭晓丽  江光荣  朱旭 《心理学报》2009,41(3):259-266
比较主、被动接触暴力电子游戏的脱敏效应,以44名男性大学生为被试,利用生物反馈仪测量被试主动参与游戏或被动观看游戏录像前后,及随后观看暴力视频过程中皮电与心率的变化(脱敏效应的生理指标)。结果表明:(1)暴力电子游戏可以产生脱敏效应。接触游戏15分钟后,暴力游戏组观看暴力视频过程中皮电的增加值明显小于非暴力游戏组;(2)游戏的接触方式对于脱敏效应的程度无显著影响,但主动参与组对于游戏内容知觉到更高的愉快与更低的沮丧  相似文献   

3.
给个体呈现一副正视前方的眼睛线索,会使个体的行为发生明显的变化,即出现眼睛效应。以往研究发现,特质公我意识较高的个体在眼睛线索下会表现出更多利他行为。本研究采用句子重组任务启动被试的状态公我意识,通过独裁者博弈任务,考察眼睛线索与公我意识交互作用对利他行为的影响。结果发现,启动公我意识和呈现眼睛线索均可以显著提高被试的利他行为;更重要的是,眼睛线索下启动公我意识可以促进利他行为。该结果表明,眼睛线索与公我意识交互作用影响个体的利他行为。  相似文献   

4.
Facial appearances can powerfully influence adults' trust behaviour, despite limited evidence that these cues constitute honest signals of trustworthiness. It is not clear, however, whether the same is also true for children. The current study investigated whether, like adults, 5‐year‐olds and 10‐year‐olds are more likely to place their trust in partners that look trustworthy than those that look untrustworthy. A second, closely related question was whether children also explicitly value the information from face cues when making trust decisions. We investigated these questions using Token Quest: an economic trust game that gave participants the opportunity to make investments with a series of partners who might (or might not) repay their trust with large returns. These interactions occurred under different conditions, including one in which participants were shown the face of each partner and another in which they could ‘purchase’ access to faces with a portion of their investment capital. Results indicated that, like adults, 10‐year‐old children selectively placed their trust in those partners they perceived as looking trustworthy and many were willing to ‘pay’ to purchase access to these face cues during the trust game. We observed a similar profile of trust behaviour in 5‐year‐olds, with no significant group difference in the impact of face cues on behaviour across the three age groups. Together, these findings indicate that the influence of face cues on trust behaviour emerges early, and highlight a capacity for sophisticated social cognition in young children.  相似文献   

5.
What factors contribute to children’s tendency to view individuals as having different traits and abilities? The present research tested whether young children are influenced by adults’ nonverbal behaviors when making inferences about peers. In Study 1, participants (aged 5–6 years) viewed multiple videos of interactions between a “teacher” and two “students”; all individuals were unfamiliar to participants. In each clip, the students behaved similarly, but the teacher did not: She either smiled, nodded, touched, or shook her head at one student, and she looked at the other student with a neutral expression. In Study 1, children tended to infer that students who received more positive behaviors from the teacher were smarter, nicer, and stronger. Study 2 pitted differences in the teacher’s behavior against differences in the students’ performance. When asked who was smarter, children selected lower-performing students who received more positive nonverbal cues from the teacher rather than higher-performing students who received less positive cues. These findings indicate that an authority figure’s nonverbal behaviors can influence children’s inferences about others and shed light on one mechanism guiding young children’s evaluations of people in their social world.  相似文献   

6.
This experiment examined what situational and dispositional features moderate the effects of linguistic gender cues on gender stereotyping in anonymous, text‐based computer‐mediated communication. Participants played a trivia game with an ostensible partner via computer, whose comments represented either prototypically masculine or feminine language styles. Consistent with the social identity model of deindividuation effects, those who did not exchange brief personal profiles with their partner (i.e., depersonalization) were more likely to infer their partner’s gender from the language cues than those who did. Depersonalization, however, facilitated stereotype‐consistent conformity behaviors only among gender‐typed individuals; that is, participants conformed more to their masculine‐ than feminine‐comment partners, and men were less conforming than were women, only when they were both gender‐typed and depersonalized.  相似文献   

7.
时慧颖  汤洁  刘萍萍 《心理科学进展》2022,30(12):2718-2734
眼睛效应指人们面对眼睛或类似眼睛的图案时会发生行为改变的现象。但是, 眼睛效应的稳健性备受争议, 主要有4种观点:促使人们更亲社会、更遵守社会规范、降低反社会行为、无效果。结合规范错觉和创新扩散理论, 基于感知规范的视角, 当感知亲社会规范流行程度较高时, 眼睛效应既会“促进亲社会行为”或“促进人们遵守社会规范”, 也会“降低反社会行为”; 但当感知亲社会规范流行程度较低时, 眼睛效应对一些反社会行为“无效果”; 当规范错觉较大且无规范干预时, 眼睛效应同样对一些反社会行为无效果。因此, 将以上4种争议观点整合为“不同感知规范条件下的眼睛效应”, 揭示了眼睛效应不稳定的原因, 为未来实证研究和实践应用提供理论基础。  相似文献   

8.
The effectiveness of Jane Elliott's well‐known “blue‐eyes/brown‐eyes” exercise in reducing college students’ stereotyping and prejudice was assessed. College students were randomly assigned to either the exercise group or a comparison group. Blue‐eyed and brown‐eyed exercise participants were given discriminatory versus preferential treatment, respectively; a procedure purportedly designed to sensitize participants to the emotional and behavioral consequences of discrimination. Participation in the exercise was found to be associated with White students (a) indicating significantly more positive attitudes toward Asian American and Latino/Latina individuals, but only marginally more positive attitudes toward African American individuals; and (b) reporting anger with themselves when noticing themselves engaging in prejudiced thoughts or actions—negative affect that theoretically could prove to be either helpful or detrimental in promoting long‐term reduction of stereotyping and prejudice.  相似文献   

9.
Game‐like educational apps are intended to boost learner motivation leading to better learning outcomes. To test this idea about the value of gamification, college students (n = 64) learned Italian by playing the online language learning game, Duolingo at home for seven sessions, or learned the same material through watching an online slideshow for seven sessions. Although the groups did not differ significantly on achievement posttests, the Duolingo group rated their learning experience as significantly more enjoyable (d = 0.77), more appealing (d = 1.17), and less difficult (d = 0.51), and was significantly more willing to continue with similar learning experiences (d = 1.39). Overall, these results point to the motivational and affective benefits of Duolingo as a promising alternative to more traditional methods for students who may require additional motivation not to disengage from the material.  相似文献   

10.
How closely related are the social and communicative impairments in Autism Spectrum Disorder (ASD)? Recent findings in typically developing children suggest that both types of impairment are highly heritable but have only moderate behavioural and genetic overlap. So far, their respective roles in social perception are poorly understood. Here we show that when looking at other people’s faces, children with ASD who are better at socio‐emotional behaviours than non‐verbal communication look more at the eyes, while those with the opposite profile look more at the mouth (Study 1). For the mouth area, a similar pattern was observed for inverted faces, suggesting that information from this area is perceived on a featural basis. In Study 2, we found that when shown a person performing manual actions, ‘eye‐lookers’ from Study 1 tended to look most at the face of the actor, while ‘mouth‐lookers’ from Study 1 tended to look at the action itself (hand/objects). This result was found in both ASD and typical development. In Study 3, the main finding in Study 1 was replicated in a new sample. Taken together, we interpret these results as supporting the view that the neural systems underlying socio‐emotional versus non‐verbal communication skills are separable, a finding that has important theoretical and clinical implications. The results also suggest that a similar differentiation of looking behaviour may operate in normal development.  相似文献   

11.
Two studies were conducted to test the hypothesis that charismatic leadership, characterized by nonverbal expressiveness and immediacy, would lead via emotional contagion to the imitation of the leader's nonverbal behavior. In Study I, charismatic leaders were college students whose performance of a simulated campaign speech included more smiles, more intense smiles, and longer and more frequent visual attention to the audience. Observers showed higher levels of all 4 relevant behaviors while watching charismatic leaders. In Study 2, college student participants watched more and less charismatic excerpts selected from President Clinton's and ex‐President Bush's responses during their first 1992 televised debate. Comparing the same behaviors, there was a similar pattern to Study I for responses to the Clinton excerpts, and an almost reversed pattern for the Bush excerpts. The overall results support an emotional contagion effect of charismatic leadership when the leader exhibits truly charismatic behavior.  相似文献   

12.
Meta-analyses have shown that violent video game play increases aggression in the player. The present research suggests that violent video game play also affects individuals with whom the player is connected. A longitudinal study (N = 980) asked participants to report on their amount of violent video game play and level of aggression as well as how they perceive their friends and examined the association between the participant's aggression and their friends’ amount of violent video game play. As hypothesized, friends’ amount of violent video game play at Time 1 was associated with the participant's aggression at Time 2 even when controlling for the impact of the participant's aggression at Time 1. Mediation analyses showed that friends’ aggression at Time 1 accounted for the impact of friends’ amount of violent video game play at Time 1 on the participant's aggression at Time 2. These findings suggest that increased aggression in video game players has an impact on the player's social network.  相似文献   

13.
Abstract: Some perceptual cues carry information about the overall pattern of an object (holistic cues), whereas others carry information about the distinct parts of an object (part cues). Drawing on recent work on culture and cognition, the authors predicted that people with European‐American cultural backgrounds would be more capable of using part cues in perceptual inference than those with Asian backgrounds. No such cross‐cultural difference was expected for the ability to use holistic cues. In two studies, participants were presented with either one of the two types of cues and asked to infer the identity of the original objects. As predicted, in the part‐cue condition European‐American participants performed better than did Japanese (Study 1) and Asian‐American participants (Study 2). Also as predicted, there was no cultural difference in the holistic‐cue condition. The results were interpreted with reference to other related studies documenting reliable cross‐cultural differences in cognition.  相似文献   

14.
Lying is deep‐rooted in our nature, as over 90% of all people lie. Laypeople, however, do only slightly better than chance when detecting lies and deceptions. Recently, attachment anxiety was linked with people's hypervigilance toward threat‐related cues. Accordingly, we tested whether attachment anxiety predicts people's ability to detect deceit and to play poker—a game that is based on players' ability to detect cheating. In Study 1, 202 participants watched a series of interpersonal interactions that comprised subtle clues to the honesty or dishonesty of the speakers. In Study 2, 58 participants watched clips in which such cues were absent. Participants were asked to decide whether the main characters were honest or dishonest. In Study 3, we asked 35 semiprofessional poker players to participate in a poker tournament, and then we predicted the amount of money won during the game. Results indicated that attachment anxiety, but not other types of anxiety, predicted more accurate detection of deceitful statements (Studies 1–2) and a greater amount of money won during a game of poker (Study 3). Results are discussed in relation to the possible adaptive functions of certain personality characteristics, such as attachment anxiety, often viewed as undesirable.  相似文献   

15.
Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents’ willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playing. In two experiments, we predicted that exclusion could increase adolescents’ preferences for violent video games and interact with violent game playing fostering adolescents’ aggressive inclinations. In Study 1, 121 adolescents (aged 10–18 years) were randomly assigned to a manipulation of social exclusion. Then, they evaluated the violent content of nine different video games (violent, nonviolent, or prosocial) and reported their willingness to play each presented video game. The results showed that excluded participants expressed a greater willingness to play violent games than nonviolent or prosocial games. No such effect was found for included participants. In Study 2, both inclusionary status and video game contents were manipulated. After a manipulation of inclusionary status, 113 adolescents (aged 11–16 years) were randomly assigned to play either a violent or a nonviolent video game. Then, they were given an opportunity to express their aggressive inclinations toward the excluders. Results showed that excluded participants who played a violent game displayed the highest level of aggressive inclinations than participants who were assigned to the other experimental conditions. Overall, these findings suggest that exclusion increases preferences for violent games and that the combination of exclusion and violent game playing fuels aggressive inclinations.
  相似文献   

16.
We investigated the effectiveness of self‐handicapping as an impression management strategy in college and work contexts. In contrast to past research in which college students are both targets and perceivers, we tested whether target status and perceiver status moderate perceptions of self‐handicappers. To this end, we manipulated whether the target was a college student or an adult worker, and we recruited as perceivers both college students (Study 1) and adult workers (Study 2). We additionally manipulated the target's behavior (self‐handicapping vs. control) and outcome (success vs. failure). The results revealed that self‐handicapping protected a student target (but not a worker) from negative evaluations (e.g., ability attributions) in the eyes of college students, particularly males. However, adult workers consistently judged self‐handicapping negatively.  相似文献   

17.
Two experimental studies using Elliot, Murayama, and Pekrun’s (Journal of Educational Psychology 103(3):632–648, 2011) differentiation between self-goals and task-goals, were conducted to examine the relative influence of achievement goals and motivational contexts on behavioral and emotional engagement. In Study 1, 133 college students were prompted to adopt self-goals (intrapersonal standards) or other-goals (performance standards) in one of two motivational contexts (autonomy-supportive or autonomy-suppressive) while playing a computer game. In Study 2, 129 college students performed the same assignment, this time adopting either other-goals or task-goals (absolute standards). Study 1 indicated that autonomy-support facilitated behavioral and emotional engagement in autonomy suppressive contexts, but self-goals merely promoted emotional engagement relative to other-goals. Study 2 replicated Study 1’s findings by showing that autonomy support promoted self-reported behavioral engagement and task-goals promoted emotional engagement but further revealed that only when task-goals were adopted in an autonomy-supportive context did they promote better behavioral engagement than other-goals. Thus, Study 2 highlighted the importance of the context in which the achievement goals were adopted (i.e., autonomy-supportive versus suppressive) as an important determinant of the outcome.  相似文献   

18.
Self‐control is a powerful tool that promotes goal pursuit by helping individuals curb personal desires, follow norms, and adopt rational thinking. In interdependent social contexts, the socially acceptable (i.e. normative) and rational approach to secure long‐term goals is prosocial behaviour. Consistent with that, much research associates self‐control with prosociality. The present research demonstrates that when norm salience is reduced (i.e. social relations are no longer interdependent), high self‐control leads to more selfish behaviour when it is economically rational. In three studies, participants were asked to allocate an endowment between themselves and another person (one‐round, zero‐sum version of the dictator game), facing a conflict between a socially normative and an economically rational approach. Across the studies, norm salience was manipulated [through manipulation of social context (private/public; Studies 1 and 2), measurement of social desirability (Studies 1 and 3), and measurement (Study 2) and manipulation (Study 3) of social power] such that some participants experienced low normative pressure. Findings showed that among individuals in a low normative pressure context, self‐control led to economically rational, yet selfish, behaviour. The findings highlight the role of self‐control in regulating behaviour so as to maximize situational adaptation. Copyright © 2014 European Association of Personality Psychology  相似文献   

19.
社会同步作为“社会粘合剂”,能够对社会性产生明显的影响。本研究旨在考察社会同步对内隐攻击性弱化作用的认知机制。研究将45名内隐攻击性水平不同的被试随机分配为三组,完成在模棱两可情境下基于SIP模型的对敌意线索和非敌意线索的第一遍注视。研究结果进一步支持了解释优先模型。同时也表明,社会同步能够在一定程度上减弱高内隐攻击性个体的攻击性倾向,而不会对低内隐攻击性水平的个体产生负面影响。  相似文献   

20.
Using three experiments, the present study investigates the impact of social exclusion on attention. Specifically, we investigate whether social exclusion promotes attentional bias to social acceptance cues (smiling faces) or social exclusion cues (angry faces) among an Asian population. The Cyberball game was adopted to manipulate social inclusion or exclusion, and a dot‐probe task was used to measure individuals' responses to smiling or angry faces. In Experiments 1 and 2, each trial consisted of either a smiling or angry face that was paired with a neutral face. In Experiment 1, when the stimulus onset‐asynchronies (SOA) were 500 ms, the inhibition of return emerged, indirectly indicating that social exclusion promotes sensitivity to social acceptance cues. In Experiment 2, after setting the SOA to 200 ms, we found that social exclusion promotes attentional bias to smiling faces compared to neutral faces. In Experiment 3, both smiling and angry faces were shown during each trial, and we found that social exclusion promotes attentional bias to smiling faces compared to angry faces. Therefore, the present study extends our understanding of the relationship between social exclusion and attention. Overall, it appears that after social exclusion, the desire for social reconnection trumps the desire to avoid social exclusion.  相似文献   

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