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1.
Playing violent video games is related to increased negative affect and cardiovascular reactivity. We examined the influence of high and low aggressive priming during video‐game training on violence during game play (e.g., shooting, choking), hostility, frustration with game play, blood pressure, and heart rate. Male undergraduates ( N= 36) were assigned to a high aggressive or low aggressive video‐game priming condition. After training, they played Metal Gear Solid(tm), which allows players to advance by using stealth, violence, or both. Participants in the high aggressive priming condition used significantly more violent action during game play and reported more hostility than those in the low aggressive priming condition. Heart rate was correlated with feelings of hostility. These findings indicate that both aggressive priming and use of game violence influence arousal and negative affect and might increase behavioral aggression. 相似文献
2.
In this paper we provide an interpretation of Aristotle's rule for the universal quantifier in Topics Θ 157 a34–37 and 160 b1–6 in terms of Paul Lorenzen's dialogical logic. This is meant as a contribution to the rehabilitation of the role of dialectic within the Organon. After a review of earlier views of Aristotle on quantification, we argue that this rule is related to the dictum de omni in Prior Analytics A 24 b28–29. This would be an indication of the dictum’s origin in the context of dialectical games. One consequence of our approach is a novel explanation of the doctrine of the existential import of the quantifiers in dialectical terms. After a brief survey of Lorenzen's dialogical logic, we offer a set of rules for dialectical games based on previous work by Castelnérac and Marion, to which we add here the rule for the universal quantifier, as interpreted in terms of its counterpart in dialogical logic. We then give textual evidence of the use of that rule in Plato's dialogues, thus showing that Aristotle only made explicit a rule already implicit in practice, while providing a new interpretation of ‘epagogic’ arguments. Finally, we show how a proper understanding of that rule involves further rules concerning counterexamples and delaying tactics, stressing again the parallels with dialogical logic. 相似文献
3.
While the emergence of the Internet and mobile telephone has allegedly changed our concept of self and emotions, the fundamental idea of a character seems to remain unchanged since literary characters came into ??stock?? in the early modern imagination. Focusing on the early modern literary sphere, this commentary examines how the contemporary avatar stems from the early modern concept of character. Taking some examples from the writings of Thomas Overbury, Ben Jonson and Shakespeare amongst others, it investigates the concept of character and the self in the literary, legal, and medical discourses. It then analyses the practical application of characters in the theatrical spheres. Following these findings, the study examines the dramatic texts and argues the importance of face in the character creation and apprehension, finding a curious correlation to the indispensable use of avatars on the Internet. The research thus indicates that the concept of characters is not only fundamental to the contemporary virtual life but also equally vital to the early modern literary experience, offering an alternative view to Simon Evans??s paper that examines the continuities of selves in the virtual and the physical worlds, as well as in the present and the past. 相似文献
4.
An experiment focused on the effects of platform (desktop computer, immersive virtual environment; IVE), content (violent, nonviolent), and player gender on video game play outcomes. Results revealed an interaction such that participants reported higher levels of aggressive feelings when playing a violent video game in an IVE compared to violent game play on a desktop platform or nonviolent game play on either platform. Physiological results supported these findings. No gender effects were found, nor did platform intensify any effects for nonviolent game play. The findings suggest that the intensifying effects of IVEs for game play and aggression are content specific and provide further evidence that attention to playing platform is crucial in understanding violent video game effects. 相似文献
6.
This study examines the experience of being ignored when social interaction is chronically at high or low levels. Subjects in these studies resided in either traditional corridor dormitories or in suite-type apartments. Previous research has shown that the corridor arrangement leads to an excess of unwanted contacts with other residents. Hence, corridor residents should desire less interaction with strangers than suite residents. It was hypothesized that corridor residents would be less adversely affected if they were ignored during a group discussion. The results of two experiments reported here support this hypothesis. They also demonstrate the generally negative effects of being ignored. Results are discussed in terms of Altman's (1975) model of contact regulation. 相似文献
7.
Many of us believe that, after writing about a subject, we understand it more deeply. Studies in education indicate that writing does indeed enhance comprehension. Three experiments examined whether similar “exposition effects” exist for decision making. In these experiments, subjects were confronted with standard framing problems. Positive exposition effects would require that the influence of alternative frames on subjects' choices be diminished by exposition demands. Control subjects made choices under customary, non-exposition instructions. Others chose after writing rationales for their selections (exposition), after explicitly planning to write such rationales, or merely in anticipation of writing the rationales. Exposition reduced framing effects in each of the experiments. The magnitudes of the effects were greatest for subjects who wrote before choosing. Also, exposition markedly increased subjects' confidence that their choices were appropriate. Theoretical and practical implications are discussed. 相似文献
8.
基于信息加工过程视角, 本研究采用眼动技术检验风险决策整合模型和占优启发式模型。结果表明, 自主决策任务条件下决策过程反应时及信息搜索模式均不同于期望价值(EV)迫选任务条件下的决策过程反应时及信息搜索模式; 自主决策任务条件下决策过程反应时并未随着选项间整体值(CPT值)差值的变大而变快, 且基于特征(attribute-based)的信息搜索多于基于选项(option-based)的信息搜索, 不符合整合模型预期。此外, 决策者亦未按照占优启发式模型所假定的决策步骤进行决策。基于信息加工过程的检验结果既不利于以累积预期理论为代表的整合模型, 亦不利于占优启发式模型。文章建议从决策过程视角检验已有决策模型及建立新的启发式决策过程模型(process model)。 相似文献
9.
In a study concerned with factors affecting career aspirations, 37 Muslim and 32 non-Muslim secondary-school girls were interviewed and their responses compared in four areas: career aspirations and the extent to which these matched examinations being sat; influences on career choice; when respond-entfirst considered her choice; and attitudes to work. In general, there were minimal differences on aspirations and general influences on careers, but Muslim girls reported more parental involvement, thought about choices later, and were somewhat more instrumental in attitudes to work. These results are discussed in the context of culturally mediated attitudes to education and the interrelationships of career and family life. 相似文献
10.
ABSTRACTFacebook use has become habitual to social network site (SNS) users, yet little is known about the psychological processes at play while using this platform. This study explored how psychophysiological responses vary as a function of liking, commenting, sharing, or posting status updates interactions on Facebook’s newsfeeds. Participants were instructed to enact common Facebook activities or viral behaviors (like, share, comment, and update a status) in brief segments, while their psychophysiological responses were recorded. Our results showcase different approaches to dealing with psychophysiological responses for undefined, uncontrolled (organic) stimuli. We contrasted Facebook organic use segments that ended with pressing on the like button to those that did not end with liking the Facebook post. In the second method of data analysis, we analyzed psychophysiological data at the participant level using the 10 sec preceding the enactment of the 4 viral behaviors. Our findings showed that, indeed, the pathways leading up to performing online behaviors are diverse, thus indicating different underlying psychological processes. Findings’ theoretical and practical implications are discussed within the broader context of understanding social media behaviors. 相似文献
11.
Most research on violent video game play suggests a positive relationship with aggression‐related outcomes. Expanding this research, the current study examines the impact group size, game motivation, in‐game behavior, and verbal aggression have on postgame play hostility. Consistent with previous research, group size and verbal aggression both displayed a significant positive relationship with hostility. From these results, avenues for future research on anti‐ and prosocial outcomes from group gaming are offered. 相似文献
13.
For three decades nondirectiveness has served as the central ethos for genetic counseling. It has evolved from narrow definitions defining what should not be done to broad definitions that promote active counseling skills in support of client autonomy and informed decision making. As broad definitions have been formulated, the term nondirective has become largely irrelevant to their content; it persists primarily as a historic relic. It has thus become an impediment to creative theory and clinical practice. I propose that nondirectiveness be replaced as the central ethos, while relevant components (providing balanced information, not imposing the counselor's values) are retained as elements of practice and ethics. This raises the question of what principle(s) should be adopted as a new guiding ethos. To promote a discussion of that issue I propose that the central ethos of genetic counseling should be to bring the psychosocial component into every aspect of the work. 相似文献
14.
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
15.
千百年来,《庄子》一书一直成为中国思想家们不断获得新的思想启示意义的宝库。今天,在比较哲学的视域里,《庄子》一书中的诸多哲学命题将会获得广泛的现代意义,从而对当今人们的生活方式产生极有价值的启迪意义。本文将着力阐发《庄子·大宗师》篇“且有真人而后有真知”命题的现代启示意义。 相似文献
16.
In this age of HIV (human immunodeficiency virus) disease, counselors struggle with the dilemma of whether to breach therapeutic confidence in the instance when a client who is HIV infected has informed the counselor of continued sexual activity or injectable substance-using activity without informing his or her partner(s) of this HIV-positive sero-status (being infected with HIV). As more of the one million people infected with HIV become aware of their sero-status, many will seek psychotherapeutic services. Thus, such ethical dilemmas will become intensified. Ethics of covenant have much to contribute to professional consideration of such dilemmas. 相似文献
17.
The current study implements the drive theory of social facilitation to explain the influence of audience presence in video game play. This integration is an important one for research aiming to understand the experience of video game play, as the social aspect of video game play is a relevant dimension of the technology often ignored in research on gaming experiences. The study finds a significant positive association between non-gaming cognitive abilities (such as hand–eye coordination and mental rotation ability) and performance at a first-person shooter. Data also support the social facilitation hypothesis: Game play in the presence of a physical audience significantly predicts increased game performance. Social facilitation effects are only found for low-challenge games where the drive-inducing capacity of task challenge is minimized. Resultant influences on game enjoyment are less clear. 相似文献
18.
The paper addresses the question of the nature and limits of philosophical thought experiments. On the one hand, experimental philosophers are right to claim that we need much more laboratory work in order to have more reliable thought experiments, but on the other hand a naturalism that is too radical is incapable of clarifying the peculiarity of thought experiments in philosophy. Starting from a historico-critical reconstruction of Kant’s concept of the “experiments of pure reason”, this paper outlines an account of thought experiments in philosophy that tries to reconcile the thesis of a principled difference between scientific and philosophical TEs with the position of a methodological naturalism that does not admit any difference in kind between the methods of science and of philosophy. 相似文献
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