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1.
Costly individual participation in intergroup conflict can be motivated by “in‐group love”—a cooperative motivation to help the in‐group, by “out‐group hate”—an aggressive or competitive motivation to hurt the out‐group, or both. This study employed a recently developed game paradigm (Halevy, Bornstein, & Sagiv, 2008) designed specifically to distinguish between these two motives. The game was played repeatedly between two groups with three players in each group. In addition, we manipulated the payoff structure of the interaction that preceded the game such that half of the groups experienced peaceful coexistence and the other half experienced heightened conflict prior to the game. Enabling group members to express in‐group love independently of out‐group hate significantly reduced intergroup conflict. Group members strongly preferred to cooperate within their group, rather than to compete against the out‐group for relative standing, even in the condition in which the repeated game was preceded by conflict. Although both “in‐group love” and “out‐group hate” somewhat diminished as the game continued (as players became more selfish), choices indicative of the former motivation were significantly more frequent than choices indicative of the latter throughout the interaction. We discuss the implications of these findings for conflict resolution. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   

2.
Complex problem solving is often an integration of perceptual processing and deliberate planning. But what balances these two processes, and how do novices differ from experts? We investigate the interplay between these two in the game of SET. This article investigates how people combine bottom‐up visual processes and top‐down planning to succeed in this game. Using combinatorial and mixed‐effect regression analysis of eye‐movement protocols and a cognitive model of a human player, we show that SET players deploy both bottom‐up and top‐down processes in parallel to accomplish the same task. The combination of competition and cooperation of both types of processes is a major factor of success in the game. Finally, we explore strategies players use during the game. Our findings suggest that within‐trial strategy shifts can occur without the need of explicit meta‐cognitive control, but rather implicitly as a result of evolving memory activations.  相似文献   

3.
The effects of trash talk and competition outcome on self‐efficacy and affect were examined in 40 Madden? NFL 08 football video game players randomly assigned to two conditions: silence talk, where they played the first game in complete silence; and the second trash talking. Measures of self‐efficacy, positive affect (PA), and negative affect (NA) were administered. Results revealed that players enforced to be silent in the first game instantaneously exhibited lower self‐efficacy, lower PA, and higher NA than players permitted to talk in Game 1. However, players subsequently instructed to remain silent in the second game showed markedly decreased self‐efficacy compared to players permitted to talk in Game 2. Results are interpreted in light of the social‐cognitive‐motivational theory.  相似文献   

4.
This article investigates the ways in which players of massively multiplayer online role‐playing games (MMORPGs) internalize being a player into their self‐concept. In accordance with the social identity framework, we assume that being a player and being a member of a guild within the game can both shape the social identity of members. In two studies, we survey players inside or outside the MMORPG. Players are interviewed either at an interguild comparison level or at the more inclusive level of MMORPG players. Study 1 (n = 84) reveals favoritism for the in‐group guild in a within‐game context, and Study 2 (n = 200) shows that valuation of and identification with the in‐group are moderated by the interview context and the level of category inclusion: Inside the game, the guild is more valued and identification is emphasized. In contrast, valuation of and identification with MMORPG players is not influenced by the interview context. Together, by examining both valuation and identification processes, this research reveals that playing online games may be self‐involving because being a player, but also being a member of a guild, directly contribute to the social identity. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

5.
The results of existing research indicate higher levels of visuospatial and pattern recognition abilities in experts in the game of Go compared to novices. However, the tasks included in the research have been focused only on Go‐game situations. This study aimed to verify the hypothesis that experts in the game of Go would achieve higher scores, compared to novices, on behavioral tests measuring visuospatial abilities and that pattern recognition tests would be a predictor of group membership (experts, low‐skill players, novices). We consider that the game of Go can be treated as a special case of tasks related to visuospatial abilities and pattern recognition. Sixty men participated in the study, including 17 experts in the game of Go, 13 low‐skill players, and 30 novices. The results of behavioral tests—the advanced version of Raven's Progressive Matrices and the APIS‐Z Test's Visuospatial Abilities subscale, which measure pattern recognition and visuospatial abilities, respectively—confirmed the hypotheses.  相似文献   

6.
This research examines adults', and for the first time, children's and adolescents' reaction to being ostracized and included, using an on‐line game, ‘Cyberball’ with same and opposite sex players. Ostracism strongly threatened four primary needs (esteem, belonging, meaning, and control) and lowered mood among 8‐ to 9‐year‐olds, 13‐ to 14‐year‐olds, and adults. However, it did so in different ways. Ostracism threatened self‐esteem needs more among 8‐ to 9‐year‐olds than older participants. Among 13‐ to 14‐year‐olds, ostracism threatened belonging more than other needs. Belonging was threatened most when ostracism was participants' first experience in the game. Moreover, when participants had been included beforehand, ostracism threatened meaning needs most strongly. Gender of other players had no effect. Practical and developmental implications for social inclusion and on‐line experiences among children and young people are discussed.  相似文献   

7.
Self‐control was studied in an iterated one‐player Prisoner's Dilemma game in which students' choices affected the payoff matrix on the next trial. The frequency of self‐control responses (choice of the smaller payoff now, but with the more generous payoff matrix more likely on the next trial) and defection responses (choice of the larger payoff now, but with the less generous payoff matrix more likely on the next trial) were measured. In Experiment 1, players achieved a criterion of five consecutive self‐control responses more quickly as a positive function of trial spacing, the presence between trials of a discriminative stimulus associated with the upcoming payoff matrix, and the probability that the self‐control or defection response would be reciprocated by the computer. Experiment 2 replicated the effect of trial spacing except when there was an interfering task during the interval, suggesting that trial spacing permits better appreciation of the contingencies. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

8.
Background: Orthographic‐motor integration refers to the way in which orthographic knowledge is integrated with fine‐motor demands of handwriting. A strong relationship has shown to exist between orthographic‐motor integration and students' ability to produce creative and well‐structured written text (De La Paz & Graham, 1995). This relationship is thought to be due to the cognitive load resulting from lack of automaticity in orthographic‐motor integration so that writers do not have sufficient resources to accomplish the more demanding aspects of writing. Interventions to improve children's orthographic‐motor integration result in improved written text (Jones & Christensen, 1999). Aim: This study first extended findings related to handwritten text to the relationship between typing and the length and quality of computer‐based written text. Second, it examined the efficacy of an intervention to develop proficiency in typing skills on the length and quality of students' written language. Sample: Participants in the first study were 276 Grade 8 and 9 students. In the second study 35 students in Grades 8 and 9 who exhibited very low levels of proficiency in typing were the participants. Methods: In Study 1, orthographic‐motor integration related to typing as well as handwriting was assessed for all students. They were asked to complete a piece of handwritten and computer‐based text. Students in the intervention study completed the same measures as Study 1, at pre‐ and post‐test. During the intervention half the students completed a daily typed journal and half completed a program designed to facilitate their typing skills. Results: There was a significant relationship between orthographic‐motor integration — handwriting and the length and quality of handwritten text, and a stronger relationship between orthographic‐motor integration — typing and length and quality of computer‐based text. Both intervention groups in the second study showed significant differences in writing skills from pre‐ to post‐test. However, the typing skills group showed significantly better scores on typing and quality of typewritten text than the journal group at post‐test. The impact of the intervention was specific to typewritten text. There was no difference in length or quality of handwritten text. Conclusion: It is suggested that developing proficiency in orthographic‐motor integration related to typing allows writers to employ their cognitive resources more flexibly when working on a computer, so that they can devote attention to higher‐order processes involved in ideation, syntactic and semantic monitoring and pragmatic awareness.  相似文献   

9.
Background . Research has demonstrated that working collaboratively can have positive effects on children's learning. While key factors have been identified which influence the quality of these interactions, little research has addressed the influence of children's achievement goals on collaborative behaviour. Aims . This paper investigates the influence of mastery and performance goals on the nature of children's collaborative participation while playing a problem‐solving computer game with a peer. Sample . Forty‐eight primary schoolchildren aged 8–10 years were divided into two groups: those displaying strong personal goal preferences (dispositional group: N = 14) and those whose goal preferences were context‐dependent, displaying no consistent bias for either mastery or performance goals (context‐dependent: N = 34). Children were paired on the basis of same gender, year group, and goal orientation. Method . Context‐dependent pairs were assigned to either a mastery or a performance condition in which they received goal‐focused instructions. Dispositional pairs received only the instructions to collaborate given to all groups. Collaborative sessions were videotaped and interactions coded. Results . Children who were assigned mastery goals engaged in significantly more elaborated problem‐solving discussion whilst children who were assigned performance goals engaged in more executive help seeking and displayed lower levels of metacognitive control. Dispositional pairs shared some similar patterns, according to goal orientation, as context‐dependent pairs. Conclusions . Goal‐focused instructions can be used to influence the nature and quality of children's paired interactions. Instructing children towards mastery goals appears to promote a more collaborative style of interaction.  相似文献   

10.
Spanish‐English bilinguals were taught academic‐type information about History, Biology, Chemistry and Mythology in their two languages. Upon testing, it was found that memory was more accurate and retrieval was faster when the language of retrieval and the language of encoding matched than when they did not match. For accuracy, the pattern of results was influenced by bilinguals' language proficiency, so that only balanced bilinguals whose high proficiency levels were similar in both languages showed language‐dependent recall. For reaction time, bilinguals were faster to retrieve information when the languages of retrieval and encoding matched than when they mismatched, but only for material encoded in Spanish. The influence of encoding and retrieval languages on error patterns was also examined. Together, the study's findings suggest that bilingual learning may be subject to language dependency and that experience with a language may increase the strength of linguistic cues in producing language‐dependent memory. The results are consistent with previous findings of language‐dependent memory in autobiographical narratives, carry applied implications for bilingual education, and are discussed within the theoretical framework of the relationship between language and memory. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

11.
Women's self‐identification with social power was assessed in three studies using the Implicit Association Test (IAT; Greenwald, McGhee, & Schwartz, 1998 ). In Experiment 1, women held weaker implicit and explicit associations between self and power than did men. Experiment 2 demonstrated that women assigned to a high power group have stronger implicit self‐power associations than do women in a low power group. Experiment 3 showed that women assigned to a high power role have stronger implicit self‐masculine associations than do women assigned to a low power role, but social power did not affect explicit associations with masculinity. These studies suggest that gender differences in implicit self‐concept may be malleable depending on context and social roles. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   

12.
We present an experiment in which the relative status of an in‐group and the discriminatory nature of a decision maker's intergroup behaviour (in‐group‐favouring/out‐group‐favouring/even‐handed) were independently manipulated to observe their effects on self‐esteem. Adopting a Social Identity Theory framework, and following from previous empirical work, we predicted that discrimination against one's in‐group would lead to lower self‐esteem among members of a low‐status group but not among members of a high‐status group. This prediction was confirmed. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   

13.
In social interactions, decision makers are often unaware of their interdependence with others, precluding the realization of shared long‐term benefits. In an experiment, pairs of participants played an Iterated Prisoner's Dilemma under various conditions involving differing levels of interdependence information. Each pair was assigned to one of four conditions: “No‐Info” players saw their own actions and outcomes, but were not told that they interacted with another person; “Min‐Info” players knew they interacted with another person but still without seeing the other's actions or outcomes; “Mid‐Info” players discovered the other's actions and outcomes as they were revealed over time; and “Max‐Info” players were also shown a complete payoff matrix mapping actions to outcomes from the outset and throughout the game. With higher levels of interdependence information, we found increased individual cooperation and mutual cooperation, driven by increased reciprocating cooperation (in response to a counterpart's cooperation). Furthermore, joint performance and satisfaction were higher for pairs with more information. We discuss how awareness of interdependence may encourage cooperative behavior in real‐world interactions. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

14.
Computer games are now a significant consumption activity in consumer culture. Informed by interdisciplinary studies and drawing on data from in‐depth interviews with players of the Warcraft III computer game, we explore the relationship between play and storytelling during digital play. Understanding that such play is determined by systems of game rules and that computer game characters and settings are capable of conveying cultural meanings to players, we found that the rules of play in computer games can be designed in ways that encourage consumers to co‐create meaningful story plots derived from their knowledge of myth and fiction. In the case of Warcraft, these plots resembled the archetypal plot of the hero's journey. We conclude that computer games immerse consumers in a form of playful consumption that engages them in memorialised, co‐authored storytelling. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

15.
胡瑜  黄和林 《心理科学》2013,36(3):616-621
为了探寻弈棋风格大局观维度存在的生理证据,研究使用1.5T功能型磁共振仪,采用被试间设计,记录并比较不同风格的围棋业余棋手在思考围棋问题时脑区激活情况。结果表明:大局观高分组被单独激活的Brodmann区有右BA1、右BA6、右BA17、右BA19,而低分组被试被单独激活的Brodmann区是左BA7、左BA9、右BA25、右BA37、右BA46、左BA47。这种差异为弈棋风格大局观维度的存在提供了生理性证据。  相似文献   

16.
Concerns about the relationship between computer games and children's aggression have been expressed for decades, but it is not yet clear whether the content of such games evokes aggression or a prior history of aggression promotes children's interest in aggressive games. Two hundred and sixty‐six 7‐year‐old children from a nationally representative longitudinal sample in the UK played a novel computer game (CAMGAME) in which the child's avatar encountered a series of social challenges that might evoke aggressive, prosocial or neutral behaviour. Aggressive choices during the game were predicted by well‐known risk factors for aggressive conduct problems and the children's own early angry aggressiveness as infants. These findings suggest that children who are predisposed to aggression bring those tendencies to virtual as well as real environments.  相似文献   

17.
When performing under severe time constraints, sports performers use kinematic and contextual information to facilitate anticipation. We examined the relative importance of these two information sources and their impact on cognitive load and anticipation performance. Cognitive load theory predicts that adding more information sources to a task will increase cognitive load in less‐skilled but not skilled performers. Skilled and less‐skilled cricket batters anticipated deliveries from bowlers on a life‐size screen under 4 conditions that manipulated access to contextual information and included a secondary task. The presence of context enhanced anticipation accuracy for both skilled and less‐skilled groups, without affecting cognitive load. Skilled performers used sequencing and game‐related contextual information in addition to kinematic information to facilitate anticipation, whereas both groups reported using information pertaining to opponent positioning. Findings highlight the importance of context in anticipation and suggest that the addition of context may not necessarily negatively impact cognitive load.  相似文献   

18.
White American adults assume that Blacks feel less pain than do Whites, but only if they believe that Blacks have faced greater economic hardship than Whites. The current study investigates when in development children first recognize racial group differences in economic hardship and examines whether perceptions of hardship inform children's racial bias in pain perception. Five‐ to 10‐year‐olds (N = 178) guessed which of two items (low versus high value) belonged to a Black and a White child and rated the amount of pain a Black and a White child would feel in 10 painful situations. By age 5, White American children attributed lower‐value possessions to Blacks than Whites, indicating a recognition of racial group differences in economic hardship. The results also replicated the emergence of a racial bias in pain perception between 5 and 10. However, unlike adults', children's perceptions of hardship do not account for racial bias in pain perception.  相似文献   

19.
People who need help can be reluctant to seek it. This can be due to social image concerns. Here, we investigate if these concerns may be prompted by a salient negative meta‐stereotype: the belief that one's group is judged negatively by another group. Specifically, we researched group members' help‐seeking behaviour in the context of a dependency‐related meta‐stereotype. In a two‐condition study (N = 45), we manipulated participants' belief that their national group was judged dependent by a significant out‐group. We then examined their subsequent help‐seeking behaviour on a real‐world task. Participants whose social identity as a group member was salient showed greater reluctance to seek help when the meta‐stereotype was made prominent compared with when it was not. This suggests that, in a context where social image and social identity concerns are relevant, group members are willing to sacrifice the possibility of accessing needed help in order to avoid confirming a negative stereotype of their group. The implications of these results for helping transactions and community development are discussed. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

20.
The aim of this paper is to critically review the game‐theoretic discussion of Hobbes and to develop a game‐theoretic interpretation that gives due attention both to Hobbes's distinction between “moderates” and “dominators” and to what actually initiates conflict in the state of nature, namely, the competition for vital goods. As can be shown, Hobbes's state of nature contains differently structured situations of choice, the game‐theoretic representation of which requires the prisoner's dilemma and the assurance game and the so‐called assurance dilemma. However, the “state of war” ultimately emerges from situations that cannot be described by any of these games because they represent zero‐sum games in which the outcome of mutual cooperation does not exist.  相似文献   

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