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1.
While the relationship between personality, hostility, and hostile attribution bias (HAB) has been explored in previous studies, their longitudinal relationship is unclear, and no related study has utilized the indigenous Chinese personality. This research explored the longitudinal relationships of interpersonal openness (IO; an indigenous Chinese personality construct), hostility, and HAB. The 942 valid participants (38.5% male, mean age = 20.83, standard deviation = 1.04) were from six different provinces in China. Measurements were completed on two separate occasions (Times 1 and 2), with a 6-month interval. Results showed that IO has longitudinal effects on hostility, after controlling for the Big Five, and HAB could be longitudinally predicted by IO and hostility as well. Moreover, hostility served as a mediator in the relationship between IO and HAB. These results suggest that IO can affect the development of hostility and HAB, and some indigenous Chinese personality factors may complement Western personality theories.  相似文献   

2.
Human beings have a strong fundamental need to form and maintain relationships. Social exclusion therefore evokes social pain in excluded individuals, whereas social inclusion evokes pleasure in those individuals who are included. The present study used near-infrared spectroscopy (NIRS) to investigate whether individual differences in personality, specifically differences in behavioral inhibition and activation system (BIS and BAS) functioning, affect the experiences of social pleasure and pain. Thirty-seven undergraduates participated in an NIRS session that involved both social rejection and inclusion during an online ball-tossing game. People with greater BIS sensitivity experienced more social pain during social exclusion, while people with greater BAS sensitivity reported more social pleasure during social inclusion. BIS sensitivity was negatively correlated with ventrolateral prefrontal cortex (VLPFC) activity during social exclusion. Finally, VLPFC activity partially mediated the relationship between BIS sensitivity and social pain experienced during social exclusion.  相似文献   

3.
Severe, compared to mild, harm results in harsher punishment. According to the model of people as intuitive prosecutors, the severity effect is a deterrence message. The authors tested this hypothesis in two studies in Singapore. In Study 1, participants learnt about the severity of harm arising from an accidental or intentional act, and expressed anger, made attributions, assigned blame, recommended compensation by and imprisonment of the offender, and indicated the degree to which they were guided by the punishment goals of deterrence and retribution. As hypothesized, the prosecutorial mindset was multidimensional, and the deterrence goal mediated the severity effect on punishment. In Study 2, the severity effect held when the punishment goal was unspecified but not when it was experimentally specified as deterrence.  相似文献   

4.
This study examines how the mechanisms underlying moral disengagement serve as a mediator between anger and hostility and physical and verbal aggression. The study was carried out on 424 participants (61.1% females), aged 15 to 25 years, assessing the direct and indirect effects of the distinct variables using a hierarchical multiple regression analysis and structural equation modeling. The findings suggest that anger and hostility contribute independently and positively to physical and verbal aggression. Moreover, the relationships between anger, hostility, and aggression appear to be mediated by moral disengagement. Indeed, this process of mediation was invariant across sexes, and it tended to be stronger for physical – as opposed to verbal – aggression.  相似文献   

5.
Based on the General Aggression Model (GAM), the current study investigated the interactive effect of personal factors (e.g., sensation-seeking) and situational factors (e.g., violent video games exposure [VVGE]) on the trait aggressive behavior, and the mediating role of individual difference trait (e.g., moral disengagement, anger, and hostility). We recruited 547 undergraduates (48.45% male) from five Chinese universities. The results showed that VVGE was positively associated with moral disengagement, disinhibition, and the four aggressive traits (physical aggression, verbal aggression, anger, and hostility), which were positively associated with each other. Moral disengagement was positively associated with both the disinhibition and the four aggressive traits. Disinhibition was positively associated with the four aggressive traits as well. When controlled for gender, moral disengagement, anger, and hostility wholly mediated the relationship between VVGE and aggression, but the moderation effect of disinhibition was not significant. These findings support the framework of GAM and indicate that moral disengagement, anger, and hostility may be the factors that increase the risk of a higher level of aggression following repeated exposure to violent video games.  相似文献   

6.
Social aggression is widely emerging among young adults and can cause social and psychological adjustment problems. Although trait anger is believed to affect aggression, the longitudinal effect of trait anger on social aggression has not been tested, and the underlying mechanisms are unclear. A temporal path model (TPM) was constructed to explain how trait anger longitudinally predicts social aggression. Three-wave data were collected in five provinces of China from 1209 valid young adults. The results showed that trait anger predicts social aggression through both hostile attribution tendency (an in-process tendency) and anger rumination tendency (a post-process tendency), and these tendencies may predict each other. The present study supports the idea of TPM for aggression and develops General Aggression Model.  相似文献   

7.
李芮  夏凌翔 《心理学报》2021,53(7):788-797
特质愤怒是影响反应性攻击的重要人格因素, 反应性攻击的提出是基于攻击动机, 但是特质愤怒影响反应性攻击的动机机制尚不清楚。本研究假设特质愤怒可以通过增强反应性攻击的特异性动机(即敌意性动机)以及反应性攻击与主动性攻击的共同性动机(即道德准许动机)来纵向预测反应性攻击。为了检验该假设, 对5个省市共1007名大学生的特质愤怒、敌意归因偏向(代表敌意性动机)和道德推脱(代表道德准许动机)、反应性攻击与主动性攻击进行了3次追踪调查。结果显示:(1)在控制性别后, 第一个时间点的特质愤怒可以通过第二个时间点的敌意归因偏向和道德推脱预测第三个时间点的反应性攻击; (2)敌意归因偏向只能纵向预测反应性攻击, 而不能跨时间预测主动性攻击; (3)道德推脱可以纵向预测反应性攻击和主动性攻击。这一结果支持了特质愤怒影响反应性攻击的动机模型, 发展了人格与攻击关系的理论与研究, 对于揭示反应性攻击形成的动机机制具有积极作用。  相似文献   

8.
The purpose of this study was to examine the effects of gender on the relationship between multidimensional hostility and psychosomatic symptoms in Chinese culture. The participants in this study were 398 Chinese college students (40% female) recruited from Taiwan. Four dimensions of multidimensional hostility-hostility cognition, hostility affect, expressive hostility behavior, and suppressive hostility behavior-were measured by the Chinese Hostility Inventory. After controlling for the effects of depression and anxiety, the results of path analysis revealed that the multidimensional hostility predicted psychosomatic symptoms directly, and predicted psychosomatic symptoms indirectly through negative health behavior. Furthermore, gender moderated the relationships between multidimensional hostility and health outcomes. Expressive hostility exacerbated psychosomatic symptom in females but buffered it in males, while affective hostility exacerbated psychosomatic symptoms in males. Additionally, suppressive hostility behavior was correlated to psychosomatic symptoms indirectly through negative health behavior in females. Moreover, expressive hostility was correlated to psychosomatic symptoms indirectly through negative health behavior more in males than in females.  相似文献   

9.
基于具体情绪理论——评价倾向框架理论(ATF),采用两项研究考察负性情绪愤怒和悲伤对助人决策的影响,并探究人际责任归因在这一关系中的作用。两项研究均采用自传体情绪记忆任务诱发情绪,研究一中自变量情绪为组间变量,包括愤怒、悲伤和中性三个水平,因变量助人决策操作为为他人花费时间;研究二中自变量1为组间变量情绪,包括愤怒和悲伤,自变量2为组内变量人际责任归因,操作为模糊归因、不可控的情景归因、可控的自我归因三种情境,因变量助人决策操作为为他人花费金钱。结果发现:(1)与愤怒情绪相比,悲伤情绪下个体为他人花费的时间和捐助的金钱更多;(2)在模糊的人际责任归因条件下,悲伤个体会比愤怒个体捐助更多的钱。研究表明:同为负性情绪的愤怒和悲伤在助人决策上的作用不同,悲伤个体比愤怒个体做出更多的助人决策;人际责任性归因会影响附带情绪和助人决策的关系。研究结论有助于理解附带情绪对助人决策的影响,进一步丰富并延伸ATF理论的证据和领域,对发挥情境中人际责任归因在助人决策中的作用具有一定的现实意义。  相似文献   

10.
The self-conscious emotions of guilt and shame are commonly distinguished by the self-reflective processes that foster these emotions. Distinctions based on resulting behavioral reactions, however, have been questioned in recent studies highlighting the role of different self-motivations. The current work draws on the self-construal literature to further clarify the antecedents and consequences of guilt and shame. We hypothesized that conceptualizing the self as independent from (vs. interdependent with) others fosters behavior-related (vs. self-related) cognitions typically associated with guilt (vs. shame). Additionally, we predicted that the deleterious consequences of shame for externalizing blame are more characteristic of independent (vs. interdependent) selves. These hypotheses were supported across two studies that measured (Study 1) and primed (Study 2) self-construals. Overall, our results suggest that the cognitive reactions associated with guilt and shame are differently encouraged by independent and interdependent self-construals.  相似文献   

11.
The current study utilized the General Aggression Model, with an emphasis on aggression-related priming, to explore the different effects on hostility, physiological arousal, and state aggression in those who played a violent video game (Mortal Kombat: Deadly Alliance) with differing levels of blood (maximum, medium, low, and off). Simple effects analyses showed that those in the maximum blood and medium blood conditions had a significant increase in hostility and physiological arousal, while those in the low blood and no blood conditions did not have such an increase in arousal and hostility. Further analyses indicated that those in the maximum and medium blood conditions used the character’s weapon significantly more often than those in the low and blood absent conditions. Implications and future research are discussed.  相似文献   

12.
Previous research on computer games has tended to concentrate on their more negative effects (e.g., addiction, increased aggression). This study departs from the traditional clinical and social learning explanations for these behavioral phenomena and examines the effect of personality, in-game reinforcement characteristics, gender, and skill on the emotional state of the game-player. Results demonstrated that in-game reinforcement characteristics and skill significantly effect a number of affective measures (most notably excitement and frustration). The implications of the impact of game-play on affect are discussed with reference to the concepts of "addiction" and "aggression."  相似文献   

13.
14.
15.
3个实验逐步深入地考察了囚徒困境博弈中, 对手的高兴、中性和愤怒面部表情对个体合作行为的影响及相关变量的中介和调节作用。实验1的结果表明, 对手的高兴表情比愤怒表情诱发了更高的合作水平, 且高兴和中性表情均比愤怒表情产生了更高的合作预期, 合作预期中介了面部表情与合作行为的关系; 实验2引入指导语操纵被试的直觉或理性决策模式, 发现实验1的结果仅出现在直觉条件下, 却未出现在理性条件下, 且整体而言直觉决策模式下比理性决策模式下更合作; 实验3采用更加严格的时间压力范式操纵被试的直觉或理性决策模式, 发现除了高兴表情比中性表情也诱发了更多的合作行为外, 其他几乎复制了实验2的结果。基于这些结果, 建立了有调节的中介模型, 以期揭示他人面部表情、合作预期、合作行为及个体决策模式之间的复杂关系。  相似文献   

16.
Abstract

This study investigated the reactions of Canadian unionized production workers following a plant closing announcement. Workers who had been transferred reported significantly greater job security, more trust in the company, greater commitment to the company, and higher job performance than workers who remained at the plant. They also reported less trust in their union than the remaining workers. Perceived supervisor support was positively related to company trust and company commitment and perceived union support was positively associated with union trust and union commitment. High stress appraisal (perceived injustice and job insecurity) was associated with increased strain, lower job performance, reduced trust in the company, and reduced company commitment, but had no significant effect on the union-related outcomes. The implications of these findings for companies and unions are discussed.  相似文献   

17.
The effect of violent video games on aggressive behavior is an important topic in the field of game research. Recently, growing evidence suggests that justified game violence decreases feelings of guilt caused by in-game immoral behavior. However, little is known about the impact on aggressive behavior, and whether other factors moderate this effect. In a two-factor experiment, we tested the impact of justification of video game violence on aggressive behavior, and whether this effect would be enhanced by game immersion. Pilot experiment 1 (N = 60) and pilot experiment 2 (N = 40) demonstrated that the justification of violence and game immersion was successfully controlled by avatar and graphics quality. In the Main experiment, 123 participants played one of four conditions of a video game (2 [justification: justified vs. unjustified violence] × 2 [immersion: high vs. low immersion]) and it was found that participants who played in the justified violence condition reported greater aggressive behavior than those in the unjustified violence condition. In addition, participants who played in high immersion reported greater aggressive behavior than those in low immersion. However, game immersion did not moderate the effects of justified violence. This unexpected effect is likely due to participants' distancing themselves from and identifying less with their violent avatars.  相似文献   

18.
Due to the low quality of life (QoL) in patients with heart failure, many researchers attempted to find new ways to improve the QoL in these patients. This study was conducted to determine the relationship between QoL and religious attitudes of patients with heart failure. In this cross-sectional study, 130 male and female patients with heart failure were selected based on the inclusion criteria. Data were collected using 36-item short form Quality of Life and structured Religious Attitude Questionnaires. The average age of subjects was 59.50?±?12.29; also, 52.3% of them were female. A significant relationship was observed between patients’ QoL and their religious attitudes in mental (p?=?.03) and general health (p?=?.04) dimensions, but religious attitude had no significant correlation with physical health dimension (p?=?.66) and the total score of QoL (p?=?.30). At the end, it was concluded that religious beliefs can improve patients’ quality of life.  相似文献   

19.
Drawing from the literature on the interpersonal functions of self‐control, we examined longitudinal associations between trait self‐control and social desirability, using a survey of the general population in the Netherlands. Trait self‐control at baseline was positively associated with social desirability at a follow‐up, even when controlling for prior levels of social desirability. That is, high self‐control contributed to individuals' tendency to give socially desirable responses in self‐reports. This effect was moderated by individual differences in agreeableness. Highly agreeable individuals were more likely to “use” their self‐regulatory resources to respond in a socially desirable manner, compared to less agreeable individuals, suggesting that individuals might use self‐regulatory resources in a way consistent with the motivational bases of their personality.  相似文献   

20.
This study investigated the effects of positive feedback paired with success on motivation to do a task, and examined whether this differed according to whether the person performing the task had a high or low initial level of interest in that task. Subjects (448 junior college students) were asked to rate (from 0–10) the level of motivation of characters in four different stories. Subjects believed that positive feedback would encourage the character to do a task regardless of initial level of interest. However, when positive feedback could not be expected, ratings for motivation fell. Ratings for motivation were further analyzed when no positive feedback could be expected, either after an earlier experience of positive feedback paired with success or after success only (no feedback). In the case of a low initial level of interest, it was assumed that motivation would be increased after positive feedback, but in the case of a high initial level of interest motivation was assumed to be decreased by an earlier experience of positive feedback paired with success. These results suggest that the effect of positive feedback paired with success will differ according to the level of a person's initial interest.  相似文献   

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