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1.

Traditionally, near-miss events in games of skill provide feedback to an individual regarding his or her performance. However, in games of chance, like slot machine gambling, the use fails to carry over. A near miss in slot machine gambling may still be endorsed when most of the symbols falling on a payline match, though technically this arrangement provides no real measure of skill or progress. To date, attempts to study the near miss in slot machine gambling have used resistance to extinction and preference assessment preparations, both of which unsuccessfully capture any putative reinforcement properties. The current investigation introduces a new methodology to assess putative conditioned reinforcement properties of stimuli correlated with the near miss in simulated slot machine gambling by incorporating the observing response with concurrently available schedules, termed simultaneous observing. Successful tests of the methodology regarding schedule-correlated stimuli in relation to win rates demonstrate its potential use, and failure to identify a near-miss event as producing reinforcing effects for schedule-correlated stimuli adds credibility to its ability to discriminate between functions.

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2.
In Study 1, young dependent and nondependent slot machine gamblers were interviewed, assessed for locus of control and administered the Eysenck Personality Questionnaire. Dependent gamblers were revealed as reliably more internal in terms of locus of control than their nondependent counterparts, and, in the interview, were much more likely to affirm that they could exercise control over the slot machines they played. Dependent gamblers registered higher psychoticism scores than both the nondependent gamblers and appropriate age-group norms. Their high psychoticism scores resonated well with interview revelations that boredom mitigation frequent underlay dependent gambling.
In Study 2, blood pressure was monitored in dependent and nondependent gamblers at rest and before, during and after slot machine play. Subjects were given £5 for this purpose and the time it took them to use up this money was recorded, as was the extent of any returns they received. They were also asked how much they expected to recoup. The £5 lasted a similar amount of time for the two groups, and they managed similar rates of return on their stake. However, the dependent gamblers expected to win more than the nondependent gamblers and their estimates of returns exceeded what they actually recouped. Slot machine play was associated with an increase in blood pressure, and while groups did not differ in terms of the magnitude of the rise provoked, there was a general trend for dependent gamblers to show lower basal levels of cardiovascular activity, although this was statistically reliable only in the case of diastolic blood pressure.  相似文献   

3.
Explanations involving the etiology of pathological gambling have tended to emphasize psychosocial factors. However, the possibility that psychobiological factors may be important in the development of pathological gambling behavior should not be ruled out. Psychobiological approaches are becoming ever more prominent with the three main lines of research being (a) a search for a physiological disposition and/or underlying biological substrate in pathological gamblers, (b) an examination of the role of arousal in gambling, and (c) speculation about endorphin-related explanations. The data from questionnaires and interviews with fruit machine gamblers suggest that both physiological and cognitive factors (e.g., the psychology of the near-miss) may be important in the explanation of excessive fruit machine gambling. Thus, if a gambler becomes physiologically aroused when he or she wins or nearly wins, it will stimulate further play, here termed the psychobiology of the near-miss.  相似文献   

4.
Previous research has suggested that irrational thinking may play a central role in the maintenance of behavior in slot machine gambling (M. B. Walker, 1992b). The present study is an evaluation of the validity and predictors of irrational thinking in a sample of regular gamblers (N = 20) drawn from the general community. The results were generally consistent with earlier findings; 75% of gambling-related cognitions were found to be irrational. Irrationality was unrelated to the amount of money lost or won during sessions but was positively related to risk taking. The most common irrational cognitions included false beliefs concerning the extent to which outcomes could be controlled or predicted and the attribution of human qualities (personification) to gambling devices. Gender comparisons showed that women were more likely than men to personify the machines. The validity of the speaking-aloud approach and suggestions for future research are discussed.  相似文献   

5.
Methodological and empirical issues in research on action information feedback (AIF) are discussed, with particular reference to the procedures and results of Annett (1970). Positioning responses practiced under conditions of AIF training are learned, though generally less well than under terminal IF conditions. Effects obtained as a result of AIF training may be subject to variations in movement extent required, gain and other transformations, frequency, temporal locus, and mode of augmentation, many aspects of which remain to be systematically studied.  相似文献   

6.
Play is a significant event and opportunity for experience and discovery for children to find their place in the society, to search for themselves and their identity. This study aimed to analyze how the images of children and play were reflected on impressionist painting in Europe in the 19th century. First, the works of impressionist painters were analyzed because they contain concrete and understandable images. According to the impressionist movement, the artist should give prominence to their personal interpretations and the emotions and the thoughts evoked by what they see instead of being objective and directly reflecting the reality. Children play in such a way. This qualitative study examined the images of children and play in 35 works of 10 impressionist painters within the context of the cultural play. Results indicated that, in the 35 paintings studied, children were depicted mostly in open, natural enviroments or social settings. Most of the children were depicted as girls of high socio-economical appearance and alone. Dolls, sensory toys, hoops, and animal toys were observed frequently. The most common type of play was symbolic. The findings suggest that arts also reflect the child play as a cultural value under the conditions of a certain period. This study traces the historical marks of children and play in art and offers insights for today’s early education.  相似文献   

7.
The health effects of recreational gambling are presently unclear, particularly across age groups. Theories of healthy aging suggest that social activities, including gambling, may be beneficial to the health of older adults. Using cross-sectional data from the National Epidemiologic Survey on Alcohol and Related Conditions (N=43,093), the authors examined associations between gambling (categorized as nongambling, recreational gambling, or problem/pathological gambling) and health and functioning measures stratified by age (40-64 years and >/=65). Problem/pathological gambling was uniformly associated with poorer health measures among both younger and older adults. Among younger respondents, poorer health measures were also found among recreational gamblers. However, among older respondents, recreational gambling was associated not only with some negative measures (e.g., obesity) but also with some positive measures (e.g., better physical and mental functioning). Longitudinal studies are needed to clarify the relationship between gambling and health in older adults in the context of healthy aging.  相似文献   

8.
Three experiments examined the short-term retention of order in a modified Brown-Peterson task. Our intent was to examine the loss of order memory, unconfounded by item memory, under conditions in which interference from prior trials is kept low. In previous work on the short-term forgetting of order, experimenters have tended to repeat the same items across trials or to draw from a restricted set; in our experiments, we changed the to-be-recalled items from trial to trial and used reconstruction as the retention measure. In all three experiments, very little forgetting was obtained across retention intervals that have traditionally produced dramatic and systematic loss. Our results are reminiscent of those obtained in the BrownPeterson task when performance is assessed after only the first experimental trial.  相似文献   

9.
ABSTRACT. The authors investigated whether working memory (WM) plays a significant role in the development of decision making in children, operationalized by the Children's Gambling Task (CGT). A total of 105 children aged 6–7, 8–9, and 10–11 years old carried out the CGT. Children aged 6–7 years old were found to have a lower performance than older children, which shows that the CGT is sensitive to participant's age. The hypothesis that WM plays a significant role in decision making was then tested following two approaches: (a) an experimental approach, comparing between groups the performance on the CGT in a control condition (the CGT only was administered) to that in a double task condition (participants had to carry out a recall task in addition to the CGT); (b) an interindividual approach, probing the relationship between CGT performance and performance on tasks measuring WM efficiency. The between-groups approach evidenced a better performance in the control group. Moreover, the interindividual approach showed that the higher the participants’ WM efficiency was, the higher their performance in the CGT was. Taken together, these two approaches yield converging results that support the hypothesis that WM plays a significant role in decision making in children.  相似文献   

10.
In 2 experiments, the effects of mental stress on limb stiffness were investigated. The relative contribution to arm stiffness of individual muscle activity, co-contraction, muscle reflexes, and postural adjustments were examined. In each experiment, participants (N = 24, Experiment 1; N = 16, Experiment 2) held their supinated hand under a tray that they were required to return to horizontal after it had been suddenly released. Electromyographic activity in the biceps and triceps muscles was recorded, as were elbow and wrist angles and tray displacement. In Experiment 1, mental arithmetic stress was shown to lead to decreased tray displacement (i.e., increased resistance) compared with displacements under the control, unstressed condition, as well as to increased elbow flexion before tray release. In Experiment 2, the increased resistance to perturbation caused by mental stress was found to be independent of initial elbow angle, but to vary as a function of the amount of upward force exerted before tray release. The authors conclude that stress-induced increases in limb stiffness result from changes in the initial position of the elbow, specified by its angle, together with the initial force exerted by participants to counteract the mechanical perturbations.  相似文献   

11.
The Arousability Predisposition Scale (APS) was used to assess individual differences in arousal that occur when a task is performed under conditions of environmental distraction. The APS is a brief (12-item) scale, that purportedly measures arousability as a trait or predisposition. To manipulate arousal experimentally, subjects performed a speeded search task under conditions of visual and auditory distraction. Pre- and postdistraction task measures of arousal were taken using Thayer's Activation-Deactivation Adjective Check List. The distraction task caused a general increase in arousal as compared to a control group who did not perform the task. Although there were no differences in pretest measures, subjects judged highly arousable on the APS showed a greater change in task-related arousal than subjects judged low on arousability, validating the usefulness of the APS as a measure of arousability under conditions of environmental stress.  相似文献   

12.
The performance of 14 soldiers was evaluated during 3 hr of simulated sentry duty when (a) the primary work rate was varied and (b) participants were required to intermittently perform a simple secondary task. Performance measurements included latency to detect a target, number of correct target detections, correct friend versus foe identification, targets hit, and latency to respond to the presentation of a continuous tone (secondary task). Activity monitors measured motor activity during study participation. During higher work rate sessions, participants responded to the appearance of a target more quickly, discriminated friend from foe more accurately, and hit more foe targets. The addition of a simple auditory task to the primary task did not affect performance on any of the sentry duty measures. These findings demonstrated that moderate increases in task engagement, or work rate, improved most performance metrics on a long duration (3-hr), militarily relevant vigilance task.  相似文献   

13.
This study investigated the effect of repeated evaluation and repeated exposure on grammatical acceptability ratings for both acceptable and unacceptable sentence types. In Experiment 1, subjects in the Experimental group rated multiple examples of two ungrammatical sentence types (ungrammatical binding and double object with dative-only verb), and two difficult to process sentence types [center-embedded (2) and garden path ambiguous relative], along with matched grammatical/non-difficult sentences, before rating a final set of experimental sentences. Subjects in the control group rated unrelated sentences during the exposure period before rating the experimental sentences. Subjects in the Experimental group rated both grammatical and ungrammatical sentences as more acceptable after repeated evaluation than subjects in the Control group. In Experiment 2, subjects answered a comprehension question after reading each sentence during the exposure period. Subjects in the experimental group rated garden path and center-embedded (1) sentences as higher in acceptability after comprehension exposure than subjects in the control group. The results are consistent with increased fluency of comprehension being misattributed as a change in acceptability.  相似文献   

14.
Effective therapies for pathological gambling exist, but their use is limited to about 10% of the target population. In an attempt to lower the barriers for help, Internet-based cognitive behavioural therapy (ICBT) has been shown to be effective when delivered to a non-depressed sample with pathological gambling. This study sought to extend this finding to a larger, more representative population, and also test a model to predict responder status. Following advertisement, a total of 284 participants started an 8-week ICBT programme with minimal therapist contact via e-mail and weekly telephone calls of less than 15 min. The average time spent on each participant, including telephone conversations, e-mail, and administration, was 4 h. In addition to a mixed effects model to evaluate the effectiveness of the treatment, two logistic regression analyses were performed with the following eight pre-defined response predictor variables: work-life satisfaction, primary gambling activity, debts due to gambling, social support, personal yearly salary, alcohol consumption, stage of change, and dissociative gambling. ICBT resulted in statistically significant reductions in the scores of pathological gambling, anxiety, and depression as well as an increase in quality of life compared to pre-treatment levels. Follow-ups carried out in the treatment group at 6, 18, and 36 months indicated that treatment effects were sustained. Using the eight predictor variable model rendered an acceptable predictive ability to identify responders both at post-test (AUC = .72, p < .01) and at 36-month follow-up (AUC = .70, p < .01). We conclude that ICBT for pathological gamblers, even if depressed, can be effective and that outcome can partly be predicted by pre-treatment characteristics.  相似文献   

15.
This study investigated the effects of a pretend play intervention on 45 first and second grade children 2–8 months post-intervention. It was hypothesized that pretend play would be improved in the intervention groups and that they would score higher than controls on measures of play, creativity, and emotional processes. Subjects were randomly assigned to an affect, imagination, or control group. The imagination group significantly increased on multiple play scores from baseline to follow up and compared with controls, scores on frequency of positive affect expression were significantly higher. Differences on other scores were not found. Results indicate that play skills can be improved and cognitive play skills may have a stronger impact on affective processes than anticipated.  相似文献   

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17.
An earlier empirical investigation found the interaction of negative-feedback seeking and roommate rejection to be predictive of increases in depressive symptoms. This study replicated and elaborated this finding. Participants who sought negative feedback and performed below their personal standard of success were more likely to experience a subsequent increase in depressive symptoms compared with all other students. Furthermore, the interaction of negative-feedback seeking and midterm failure was specific to predicting increases indepressive symptoms, and did not predict anxious symptoms, thus supporting the specificity of the model to depression. These findings suggest that negative-feedback seeking, combined with a negative life event, may place an individual at increased risk for depressive symptoms. Potential methods and consequences of disrupting the pattern of negative-feedback seeking are discussed.  相似文献   

18.
In a series of three experiments, subjects made risky decisions under conditions of hypothetical or real consequences. Task variations across experiments included: (1) type of risk (monetary gambles or investments of time and effort), (2) within-subject and between-subjects manipulations of consequence condition, and (3) single or multiple decisions. The hypothesis of no difference between choices in real and hypothetical consequence conditions was retained in each experiment. Supplemental analyses ruled out various “artifactual” interpretations of the null results. Discussion focused on conditions in which researchers can and cannot infer decision makers’ actual risk preferences from their responses in laboratory tasks.  相似文献   

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