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Two experiments investigated the impact of social motives or individuals' preferences for specific self—other outcome distributions, on behaviour in an n-person game. Subjects' social motives (altruistic, cooperative, individualistic, competitive) were assessed prior to the decision-making in either 7-person games (Experiment 1) or 20-person games (Experiment 2). A modification of the n-person game format normally employed is introduced in this research to permit the choices made by players on a given trial to modify the payoff matrix available to self and others on subsequent trials. The game format, a simulated social dilemma, was presented in terms of a conservation of resources problem. In Experiment 1 communication opportunities were manipulated. As predicted, there were consistent differences between the four classes of social motivation in the amount of the resources taken for self competitive subjects took the most, individualistic subjects took less than the competitive ones but more than the average, while cooperative and altruistic subjects took the smallest amount of the resources for themselves. Moreover, competitive subjects expected the others to take fewer resources than they intended to themselves, and altruistic subjects expected the others to take more resources than they intended to themselves. These findings are only partly consistent with existing theories concerning the relationship between behaviour and expected behaviour of others. In addition, when communication was allowed, significantly fewer resources were taken for self Contrary to the predictions based on previous research findings, subjects in the 20-person groups did not take more resources for self than subjects in the 7-person groups.  相似文献   

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ObjectivesThe present research sought to examine changes in psychological momentum (PM) during sport competitions through the lens of a dynamical systems approach.DesignMale regional-level cyclists competed in cycling duels on home trainers.MethodImages of moving avatars of the cyclists were projected on a wall, and were manipulated so that one cyclist was exposed to an ascending performance scenario (i.e., positive momentum) and the other to a descending performance scenario (i.e., negative momentum). Every 3 min, the cyclists answered PM items by using a keyboard that was placed on the handlebars of their bicycles. Additionally, exerted power was continuously recorded.ResultsResults revealed an asymmetrical critical boundary pattern for PM perceptions indicating that negative PM was triggered more easily than positive PM. Exerted power was generally higher during the negative momentum scenario than during the positive momentum scenario. In addition, exerted power slowly decreased over both momentum scenarios, and this decrease was faster at the very beginning of the negative momentum scenario.ConclusionResults indicate that PM perceptions possess the dynamical properties of nonlinearity and history-dependence. Moreover, the finding that exerted power was higher in the negative momentum scenario was interpreted as a resistance behavior that occurs while experiencing negative momentum. The anticipated decreases in both exerted power and PM perceptions in the negative momentum scenario converge to support the notion that negative PM is a stronger attractor than positive PM. The present study confirms that PM is a dynamical phenomenon and offers fruitful avenues for future research.  相似文献   

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A 60-trial iterated PDG was played by 24 male undergraduates. Half were Abstract Information Processors, and half were Concrete Information Processors. In addition, half of the subject pairs played the game face-to-face, while in the other pairs the game was played in separate cubicles. Rather than allowing for free play, the subjects were given the illusion of playing against one another when in reality they all played against a simulation program. It was found that concrete subjects cooperated most in the presence of another player, and competed most when not facing him. This was apparently due to the tendency for the concrete players to be “caught” by the cooperative pull of the face-to-face condition. The abstract subjects tended to use information-seeking strategies in both conditions. When the information was irrelevant to the game (e.g., presence of a false “partner”) the abstract players did not maximize to the same degree as when the feedback was more meaningful.  相似文献   

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The cardiovascular effects of embarrassment and of attempts to suppress embarrassment were examined. In 2 studies, embarrassment was associated with substantial increases in systolic and diastolic blood pressure, which monotonically increased over a 2-minute embarrassment period. In contrast, heart rate (HR) rose significantly during the 1st minute of embarrassment but returned to baseline levels during the 2nd minute. This pattern of reactivity may be distinctive. The effects of trying to suppress emotion in an interpersonal situation were also tested. Relative to the no-suppression group, suppression participants showed greater blood pressure during embarrassment and during posttask recovery. Suppression did not significantly affect HR. Possible mechanisms for these results, including passive coping, are discussed. Nonverbal behavior was also examined.  相似文献   

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Many online game players spend inordinate amounts of time in their favorite virtual worlds. A large percentage of these players are teenagers who show behaviors normally associated with physical addiction. Parents, educators, and social scientists are therefore saying that online games are sources of social problems. The authors surveyed 174 Taiwanese college-age online players to collect data on the potential effects of online games on the quality of interpersonal relationships and levels of social anxiety. According to the results, the quality of interpersonal relationships decreased and the amount of social anxiety increased as the amount of time spent playing online games increased.  相似文献   

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Embedding social dilemmas in intergroup competition reduces free-riding   总被引:1,自引:0,他引:1  
We study a class of multi-level collective actions, in which each individual is simultaneously engaged in an intragroup conflict and intergroup competition. The intragroup conflict is modeled as an n-person Prisoner’s Dilemma game, in which the dominant strategy is to contribute nothing. The intergroup competition is for an exogenous and commonly known prize shared by members of the winning group. We focus on the effects on the level of contribution of the two most common sharing rules for dividing the prize, equal and proportional. Our results show that (1) embedding the intragroup conflict in intergroup competition markedly reduces free riding; (2) the proportional profit sharing rule significantly outperforms the egalitarian rule, and the difference between the two increases with experience; (3) under egalitarian but not under proportional sharing, there is over-contribution compared to theoretical predictions, and (4) a simple reinforcement-based learning model accounts for the aggregate results of all five experimental conditions.  相似文献   

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Observing behavior in a computer game.   总被引:2,自引:1,他引:1       下载免费PDF全文
Contingencies studied in lever-pressing procedures were incorporated into a popular computer game, "Star Trek," played by college students. One putative reinforcer, the opportunity to destroy Klingon invaders, was scheduled independently of responding according to a variable-time schedule that alternated unpredictably with equal periods of Klingon unavailability (mixed variable time, extinction schedule of reinforcement). Two commands ("observing responses") each produced stimuli that were either correlated or uncorrelated with the two components. In several variations of the basic game, an S-, or bad news, was not as reinforcing as an S+, or good news. In addition, in other conditions for the same subjects observing responses were not maintained better by bad news than by an uninformative stimulus. In both choices, more observing tended to be maintained by an S- for response-independent Klingons when its information could be (and was) used to advantage with respect to other types of reinforcement in the situation (Parts 1 and 2) than when the information could not be so used (Part 3). The findings favor the conditioned reinforcement hypothesis of observing behavior over the uncertainty-reduction hypothesis. This extends research to a more natural setting and to multialternative concurrent schedules of events of seemingly intrinsic value.  相似文献   

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Previous studies have demonstrated that effortful attempts to secure positive outcomes or avoid negative outcomes produce significant increases in systolic blood pressure (SBP), diastolic blood pressure (DBP), and heart rate (HR). Although these effects of active coping on cardiovascular reactivity are central in current psychosomatic theories, virtually all of the research to date has used impersonal, asocial tasks. Our two studies examined the cardiovascular effects of effortful attempts to influence other people. In Study 1, male subjects attempting to influence the opinions of their discussion partner to improve their own chances of winning money displayed significantly greater SBP, DBP, and HR reactivity. In Study 2, we obtained similar effects on SBP and DBP reactivity in men and women, while both preparing an influence attempt and making that attempt. Furthermore, reactivity levels were larger as the magnitude of incentive for successful persuasion increased. Implications of this interpersonal equivalent of active coping for the development of cardiovascular disease are discussed.  相似文献   

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The Centipede game is an abstract model of reciprocal relationships in which two individuals alternate in helping each other at relatively small personal cost. Whereas mutual cooperation can benefit both individuals in the long run, a paradoxical but logically compelling backward induction argument suggests that cooperation is irrational. Empirical studies have reported reliable deviations from the non‐cooperative backward induction solution, but their exclusively quantitative methods allow only a limited range of predefined motives to be explored. Our study uses verbal (‘think aloud’) protocols and qualitative data analysis to identify motives for cooperation in the Centipede game. The results provide little evidence for sophisticated backward induction reasoning. Instead, a wide range of motives emerged, their relative saliences varying according to the stage of the game. Activity bias affected decisions mainly at the beginning of the game, whereas cooperative and altruistic social value orientations most frequently accounted for cooperation towards its natural end.  相似文献   

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Catastrophic interpretations of negative social events are considered to be an important factor underlying social phobia. This study investigated the extent to which these interpretative biases change during cognitive-behavioural treatment for social phobia, and examined whether within-treatment changes in different types of interpretations predict longer-term treatment outcome. Results showed that treatment was associated with decreases in various types of maladaptive interpretations of negative social events, but that social phobia symptoms 3 months after treatment were independently predicted only by within-treatment reductions in the degree to which individuals personally believed that negative social events were indicative of unfavourable self-characteristics. These findings are discussed in relation to cognitive models of the maintenance of social anxiety, and implications for treatment are considered.  相似文献   

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The current research examined the occurrence of threat and challenge in low and high status groups resulting from the stability of inter-group status differences during an inter-group competition. It was hypothesized that members of low status groups are relatively threatened when status differences are stable, but that this threat turns into a challenge when status differences become unstable. By contrast, unstable status relations were predicted to lead to threat in members of high status groups. Participants (N = 40) were categorized in minimal groups. Inter-group status differences, and the stability of these differences, were manipulated by providing feedback on three group tasks. During these tasks cardiovascular threat and challenge responses were measured following the biopsychosocial model [BPS; Blascovich, J., & Tomaka, J. (1996). The biopsychosocial model of arousal regulation. In M. Zanna (Ed.), Advances in experimental social psychology (Vol. 28, pp. 1-51). New York: Academic Press]. Results were in line with expectations and are discussed in terms of the BPS model and social identity theory.  相似文献   

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The effects of aging, chronic stress, and social support on cardiovascular functioning were examined using a cross-sectional design. Thirty-six family caregivers of Alzheimer's disease victims and 34 control Ss performed 2 active coping tasks while continuous noninvasive measures of cardiovascular activity were monitored. Results revealed that caregivers high in social support displayed typical age-related decreases in heart-rate reactivity, whereas caregivers low in social support displayed age-related increases in heart-rate reactivity. Analyses further indicated that only Ss with low social support were characterized by age-related increases in systolic blood pressure. These results suggest that social support can moderate age-related changes in cardiovascular functioning, particularly in Ss exposed to a chronic stressor.  相似文献   

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These experiments examined the cognitive processes involved in judging the quality of play of a player competing against another player and the overall interest of a competitive game as a function of the players' respective ability and motivation levels. For the quality of play of one player, a very simple information integration rule was found. Quality of play was judged almost exclusively as an additive function of the ability and motivation levels of the player. For the interest of the game, an apparently complex but fundamentally simple integration rule was found. For a game to be very interesting, players had to be both highly able and highly motivated; for a game to be somewhat interesting, each player had to be at least either highly able or highly motivated; and all other configurations corresponded to lower expected levels of interest.  相似文献   

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Cognitive models assume that social anxiety is associated with and maintained by biased information processing, leading to change in attention allocation, which can be measured by examining eye movement. However, little is known about the distribution of attention among positive, neutral and negative stimuli during a social task and the relative importance of positive versus negative biases in social anxiety. In this study, eye movement, subjective state anxiety and psychophysiology of individuals with high trait social anxiety (HSA) and low trait social anxiety (LSA) were measured during a speech task with a pre-recorded audience. The HSA group showed longer total fixation on negative stimuli and shorter total fixation on positive stimuli compared to the LSA group. We observed that the LSA group shifted attention away from negative stimuli, whereas the HSA group showed no differential attention allocation. The total duration of fixation on negative stimuli predicted subjective anxiety ratings. These results point to a negative bias as well as a lack of a positive bias in HSA individuals during social threat.  相似文献   

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