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ABSTRACT

The ubiquity of the internet, which has been extensively theorised in the social sciences, provides, for some, a radically new context in which we must rethink both the significance and the performance of being human. For others, the internet is an extension rather than revision of our pre-existing practices, meaning that what it is to be human remains largely unchanged. This is a stimulating and pressing context for theological anthropological reflection: theological doctrines do not specifically address cyberspace, but they suggest idea(l)s of being human that are, on the one hand, enduring and yet can also be read as flexible for different contexts. What, then, are the challenges and promises that digital contexts pose for models of theological anthropology, specifically ones that highlight the significance of human relationships? Do digital contexts overstretch idea(l)s of human nature? On what grounds can we assess and reflect on our conduct in cyberspace?  相似文献   

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The self in cyberspace   总被引:1,自引:0,他引:1  
Abstract: Jung's concept of the Self is compared with current theories of identity formation in post‐modern society concerning the question: is the self constituted through experience and cultural influences—as it is argued by current theories in the social sciences—or is it already preformed inside the person, as Jung argues? The impact of communication media on the formation of identity in today's societies is discussed with a focus on internet communication and virtual realities. The resulting types of identities are conceptualized as polycentric which has surprising parallels to Jung's idea of the Self. The epistemology of constructivism and parallels in Jung's thought are demonstrated. Jung's work in this respect often appears contradictory in itself but this can be dealt with by a postmodern approach which accepts a plurality of truths.  相似文献   

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This paper explores the meaning of the pregnancy of the therapist as a challenge to the maintenance of the setting for therapy. The patient I shall describe was born ‘black’ in a ‘white’ family and was thus a challenge to her father's sense of paternity and her parents as a couple. She was the visual evidence of an infidelity. The problem had been denied in various ways, going as far as the attempt to deny her very existence. The therapist's pregnancy signified a betrayal of the ideal of a stable setting which was compounded by an earlier absence through illness. This ‘breaking of rules or promises' was then the setting for a re-working of the patient's story.

Setting, it is argued, can helpfully be seen as the mental space created by the partnership within the therapist between maternal and paternal relating to the ‘baby’ of the therapy. This enables a sense of negotiation and relationship in the creation of setting, which can include disruptions and other babies. At the same time the therapy had to work with a fundamental issue of illegitimacy or lack of belonging and the therapist's response to this. The ‘rules' of setting are a means to ensure a place to belong or attach to, but this work emphasized ‘setting’ and belonging as issues of relationship supported and enabled by our rules of engagement, but not reducible to them.  相似文献   

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In modern digital applications, users often interact with virtual representations of themselves or others, called avatars. We examined how these avatars and their perspectives influence stimulus–response compatibility in a Simon task. Participants responded to light/dark blue stimuli with left/right key presses in the presence of a task-irrelevant avatar. Changes in stimulus–response compatibility were used to quantify changes in the mental representation of the task and perspective taking toward this avatar. Experiments 1 and 2 showed that perspective taking for an avatar occurred in orthogonal stimulus–response mappings, causing a compatibility effect from the avatar’s point of view. In the following two experiments we introduced a larger variety of angular disparities between the participant and avatar. In Experiment 3, the Simon effect with lateralized stimulus positions remained largely unaffected by the avatar, pointing toward an absence of perspective taking. In Experiment 4, after avatar hand movements were added in order to strengthen the participants’ sense of agency over the avatar, a spatial compatibility effect from the avatar’s perspective was observed again, and hints of the selective use of perspective taking on a trial-by-trial basis were found. Overall, the results indicate that users can incorporate the perspective of an avatar into their mental representation of a situation, even when this perspective is unnecessary to complete a task, but that certain contextual requirements have to be met.  相似文献   

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Forty-five female patients attending for treatment for bulimia nervosa completed the EPQ and an Impulsiveness Inventory (I7). An Addiction score, derived from items on the EPQ, was obtained confirming that this group of bulimic patients score almost as high as drug addicts and certainly well above the normal range. On individual personality scales, the bulimic Ss scored higher than normals on N, P, Imp and Emp, but lower on E, Vent and Social Desirability.  相似文献   

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Gender swapping and socializing in cyberspace: an exploratory study.   总被引:1,自引:0,他引:1  
Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. Given the relative lack of research in the area, the main aims of the study were to examine (a) the impact of online gaming (e.g., typical playing behavior) in the lives of online gamers, (b) the effect of online socializing in the lives of gamers, and (c) why people engage in gender swapping. A self-selecting sample of 119 online gamers ranging from 18 to 69 years of age (M = 28.5 years) completed a questionnaire. The results showed that just over one in five gamers (21%) said they preferred socializing online to offline. Significantly more male gamers than female gamers said that they found it easier to converse online than offline. It was also found that 57% of gamers had engaged in gender swapping, and it is suggested that the online female persona has a number of positive social attributes in a male-oriented environment.  相似文献   

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成瘾相关记忆长期性的脑机制一直是药物成瘾研究领域的难点与热点,该文简要介绍了成瘾记忆长期性分子机制的研究脉络,提示表观遗传学修饰可能是研究药物成瘾的新视角。成瘾药物可以调节染色体不同亚型组蛋白乙酰化水平,不同基因DNA的甲基化程度从而改变染色体的空间结构,进而调节基因的表达导致成瘾,特别是DNA甲基化改变的相对的稳定性可能是成瘾记忆长期存在的分子基础。记忆再巩固过程中学习记忆相关脑区的记忆促进基因与记忆抑制基因的表观遗传学改变可能是未来研究的新趋势  相似文献   

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Neuropsychology Review - It is well established that poor inhibitory control confers both a vulnerability to, and maintenance of, addictive behaviors across the substance and behavioral spectrums....  相似文献   

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Jung's concept of the Self is compared with current theories of identity formation in post-modern society concerning the question: is the self constituted through experience and cultural influences--as it is argued by current theories in the social sciences--or is it already preformed inside the person, as Jung argues? The impact of communication media on the formation of identity in today's societies is discussed with a focus on internet communication and virtual realities. The resulting types of identities are conceptualized as polycentric which has surprising parallels to Jung's idea of the Self. The epistemology of constructivism and parallels in Jung's thought are demonstrated. Jung's work in this respect often appears contradictory in itself but this can be dealt with by a postmodern approach which accepts a plurality of truths.  相似文献   

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成瘾行为研究中自我效能的几种类型   总被引:11,自引:1,他引:10  
马晓冬  郭本禹 《心理科学》2001,24(6):744-745
1977年,著名的心理学家班杜拉提出自我效能概念,此概念提出之后在学校教育、心理健康、情绪障碍、成瘾行为、职业选择等领域中得到了广泛的应用。在成瘾行为方面,自我效能是一个关键的变量,它通过影响个体的认知过程、动机过程、情感过程和选择过程,来影响成瘾行为的的最初发展、改变以及对这种改变的保持,因而能够对成瘾行为的预防、戒断和改变做出合理性的说明和解释。  相似文献   

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Research has shown that expressing feelings online is subject to feeling rules much like those that govern offline environments. ‘Expressing feelings’, however, is different from ‘feeling feelings’. Does emotional interaction online change how individuals feel and, if so, in what ways? This paper addresses the question by examining a group of Chinese seafarer-partners' activities in an online group. Drawing upon emotion management theory, this paper shows that seafarer-partners in the group helped each other to reframe negative experiences in positive ways in order to suppress unpleasant feelings. It also reveals a corollary process of online emotion-shaping, namely, boosting positive feelings, by drawing upon the concept of collective effervescence. Both processes served to make seafarer-partners feel positive about their relationships. This paper thus extends previous research findings by demonstrating that online support also serves to shape how individuals feel and does so through two processes.  相似文献   

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Following Belk's (1991) Consumer Behaviour Odyssey, the authors suggest the need for a new odyssey, one that focuses on consumers in virtual worlds. In this paper the authors discuss the relevance of virtual communities for marketers and how ethnographic research methods can be adapted to the online environment. The unique methodological problems, opportunities and ethical dilemmas for researchers are considered that online ethnography raises before an exploration of how discourse analysis can assist in the interpretation of data collected online. Copyright © 2002 Henry Stewart Publications.  相似文献   

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Research has shown that writing about emotional topics can positively influence physical and mental health. The current study tested the efficacy of an e-mail-based writing treatment and shows how such an implementation can aid in the search for moderators. Participants (N = 546) were randomly assigned to either a long- or short-interval traumatic writing condition or to a nonemotional writing control condition. In contrast to previous disclosure research, participants received and submitted their writing responses via e-mail. Health outcomes were assessed weekly for 5 weeks after treatment and were reported at the conclusion of the study. Results supported the effectiveness of an e-mail-based writing treatment in producing positive health outcomes and successfully identified several moderators of the writing treatment effect. The moderators implicated varied depending on the nature of the health outcome assessment.  相似文献   

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This study examined the effects of anonymity and topic intimacy on adolescents' reply intent for cyber partners' sexual disclosure on the Internet. Two hundred thirty-seven Taiwanese adolescents with sexual self-disclosure experiences on the Internet participated in an experimental study. Regardless of anonymity and topic intimacy, male adolescents were more willing than females to respond to cyber friends' sexual disclosure. The higher the anonymity was, the higher the reply intent for sexual self-disclosure. Participants exhibited higher reply intent when cyber friends self-disclosed sexual topics with higher intimacy. However, the effect of topic intimacy was moderated by anonymity. Topic intimacy displayed prominent influence on adolescents' reply intent in responding to cyber friends' sexual disclosure only when their disclosing condition was under moderate and high anonymity. Implications and future directions are discussed.  相似文献   

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虚拟化身是个体在虚拟环境中的自我呈现,化身形象是与特定刻板印象相联系的虚拟化身的外在表象。虚拟化身与攻击性的关系已得到证实,但还有一些问题尚需探讨。本研究通过2个实验,采用线索启动的方法,考察了化身形象、游戏暴力性和玩家性别对化身认同和攻击性的影响,以及化身认同和攻击性之间的关系。实验1结果表明:化身形象与游戏暴力性交互影响化身认同和攻击性。在暴力游戏中,化身形象对化身认同和攻击性有显著影响;在非暴力游戏中,化身形象对化身认同的影响边缘显著,但对攻击性无显著影响。对不同化身形象的认同会诱发不同的攻击性,但受游戏暴力性的影响。实验2结果表明:在暴力游戏中,化身形象与玩家性别交互影响化身认同和攻击性。女性在化身认同方面比男性更易受化身形象影响;男性在攻击性方面比女性更易受化身形象影响。对不同化身形象的认同会导致不同的攻击性,但受性别的影响。  相似文献   

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This article reviews the integral nature of browsing to the shopping experience and then explores the different types of browsing and searching that are supported in the online environment. Browsing contexts and episodes occur when consumers use browsers, URLs, search engines, menu categories and shopping bots to identify merchants and products. Browsing may be both intentional and unintentional, from the consumer's perspective, and controlled or uncontrolled, on the merchant's part. A matrix proposes four different categories of searching: partnership, consumer owned, merchant owned, and no‐one's land. These categories need to be taken into account when designing further research to profile browsing behaviour and to investigate the effect that it has on purchase decisions. Copyright © 2002 Henry Stewart Publications.  相似文献   

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