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1.
Regret and disappointment have in common the fact that they are experienced when the outcome of a decision is unfavourable: They both concern “what might have been”, had things been different. However, some regret and disappointment theorists regard the differences between these emotions as important, arguing that they differ with respect to the conditions under which they are felt, and how they affect decision making. The goal of the present research was to examine whether and how these emotions also differ with respect to the way in which they are experienced. Participants were asked torecall aninstance of intense regret or disappointment andto indicate what they felt, thought, felt like doing, did, and were motivated to do during this experience (cf. Roseman, Wiest, & Swartz, 1994). Significant differences between regret and disappointment were found in every category. These differences were most pronounced for “action tendencies” (what participants felt like doing) and “emotivations” (what they were motivated to do). These results suggest that the two emotions have differential implications for future behaviour.  相似文献   

2.
Regret and disappointment are the two emotions that are most closely linked to decision making. This study compares the appraisal patterns of the two emotions. This is done in the context of the related negative emotions anger and sadness. The results show clear differences between regret and disappointment in this respect while replicating prior findings concerning the appraisal patterns of anger and sadness. The results are of interest for emotion researchers and decision researchers.  相似文献   

3.
Decision outcomes sometimes result in negative emotions. This can occur when a decision appears to be wrong in retrospect, and/or when the obtained decision outcome does not live up to expectations. Regret and disappointment are the two emotions that are of central interest in the present article. Although these emotions have a lot in common, they also differ in ways that are relevant to decision making. In this article we review theories and empirical findings concerning regret and disappointment. We first discuss how regret and disappointment differ with respect to their antecedent conditions, appraisals, and phenomenology. We also discuss possible behavioural consequences of experiencing these emotions. Next, we consider how the anticipation of regret and disappointment may influence decision making. We use regret and disappointment theory, developed by the economists Bell (1982, 1985), and Loomes and Sugden (1982, 1986, 1987), as a framework for our discussion. Finally, we argue that combining the theoretical approaches and research paradigms of behavioural decision theory with emotion theories will significantly increase our knowledge of antecedents and consequences of emotions.  相似文献   

4.
The objectives of this research were: 1) to determine whether there were differences in empathy according to gender; 2) to analyze the relationships between empathy and social behaviour, self-concept, emotional stability, social interaction strategies, capacity to analyze emotions, intelligence, and creativity; and 3) to identify predicting variables of empathy. The sample consisted of 139 participants aged 10 to 12 years. ANOVA results showed gender differences in empathy, with significantly higher scores in females. Pearson coefficients suggest that participants with high empathy showed many positive social behaviours (prosocial, assertive, consideration, self-control, leadership), few negative social behaviors (passive, aggressive, antisocial, withdrawal) and many assertive strategies of social interaction; that they were named as prosocial classmates; and that they had high self-concept, high capacity to analyze negative emotions, high emotional stability and many behaviors and traits of creative personality. Multiple regression analyses permitted identification of the following predicting variables of empathy: high level of prosocial behaviour, low level of aggressive behaviour and high self-concept.  相似文献   

5.
Regret and disappointment are emotions that can be experienced in response to an unfavorable outcome of a decision. Previous research suggests that both emotions are related to the process of counterfactual thinking. The present research extends this idea by combining it with ideas from regret and disappointment theory. The results show that regret is related to behavior-focused counterfactual thought in which the decision-maker's own actions are changed, whereas disappointment is related to situation-focused counterfactual thought in which aspects of the situation are changed. In Study 1 participants (N= 130) were asked to recall an autobiographical episode of either a regretful or a disappointing event. When asked to undo this event, regret participants predominantly changed their own actions, whereas disappointment participants predominantly changed aspects of the situation. In Study 2 all participants (N= 50) read a scenario in which a person experiences a negative event. Participants who were instructed to undo the event by changing the person's actions reported more regret than disappointment, while participants who were instructed to undo the event by changing aspects of the situation reported more disappointment than regret. Study 3 (N= 140) replicated the findings from Study 2 with a different scenario, and a design in which regret and disappointment were measured between rather than within subjects. In the discussion we address the relation among counterfactual thinking, attributions and affective reactions to decision outcomes, and the implications for decision research.  相似文献   

6.
Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents’ willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playing. In two experiments, we predicted that exclusion could increase adolescents’ preferences for violent video games and interact with violent game playing fostering adolescents’ aggressive inclinations. In Study 1, 121 adolescents (aged 10–18 years) were randomly assigned to a manipulation of social exclusion. Then, they evaluated the violent content of nine different video games (violent, nonviolent, or prosocial) and reported their willingness to play each presented video game. The results showed that excluded participants expressed a greater willingness to play violent games than nonviolent or prosocial games. No such effect was found for included participants. In Study 2, both inclusionary status and video game contents were manipulated. After a manipulation of inclusionary status, 113 adolescents (aged 11–16 years) were randomly assigned to play either a violent or a nonviolent video game. Then, they were given an opportunity to express their aggressive inclinations toward the excluders. Results showed that excluded participants who played a violent game displayed the highest level of aggressive inclinations than participants who were assigned to the other experimental conditions. Overall, these findings suggest that exclusion increases preferences for violent games and that the combination of exclusion and violent game playing fuels aggressive inclinations.
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7.
Background. Research on bullying increasingly focuses on social processes, showing that group membership affects children's responses to bullying scenarios. Additionally, correlational research has shown links between norms of cooperation and prosocial behaviour, and between competition and more aggressive forms of behaviour. Aims. This paper focuses on how children's peer group membership affects their group‐based emotions in response to an intergroup bullying incident, and the action tendencies that these emotions predict, in the context of different background norms (for competitive or cooperative behaviour). Sample. Italian schoolchildren, 10–13 years old (N= 128, 65 males) took part in this study. Methods. Participants were randomly assigned to the group of a perpetrator, target, or third‐party group member described in a scenario. Next, they played a game designed to induce a cooperative, competitive, or neutral norm, and read the scenario. They then answered a questionnaire measuring their group‐based emotions. Results. Results underscored the role of norms and group processes in responses to bullying. In particular, children exposed to a cooperative norm expressed less pride and more regret and anger about the bullying than those in other conditions. Conclusions. This study indicates that the influence peer groups have on bullying may be tempered by the introduction of a cooperative normative context to the school setting.  相似文献   

8.
We investigate how consumers manage stressful emotional experiences in purchase‐related situations. Eight coping strategies that consumers may use to deal with stressful incidents are distinguished and hypotheses are formulated about which coping strategies are linked to each of four different negative emotions (anger, disappointment, regret, and worry). The findings indicate that distinct strategies are employed by consumers to cope with different emotions, or the problem that caused these emotions, and that the emotion‐coping relations are generalizable across two samples of respondents.  相似文献   

9.
Past research has provided abundant evidence that playing violent video games increases aggressive tendencies. In contrast, evidence on possible positive effects of video game exposure on prosocial tendencies has been relatively sparse. The present research tested and found support for the hypothesis that exposure to prosocial video games increases the accessibility of prosocial thoughts. These results provide support to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of exposure to prosocial media on social tendencies. Thus, depending on the content of the video game, playing video games can harm but may also benefit social relations.  相似文献   

10.
暴力视频游戏是一种新兴的娱乐媒介, 是指含有描绘个体试图对其他个体造成伤害等内容的视频游戏。亲社会性是人类区别于动物的重要特征, 包括在人际交往中个体所表现出的利他、助人等一切使他人受益的认知、情感和行为。本文采用元分析的方法整合国内外已有研究, 分析暴力视频游戏对玩家亲社会性影响的主效应, 并重点考察各调节变量在暴力视频游戏与亲社会性的关系中产生的作用。通过文献检索, 纳入符合要求的文献24篇, 包含63个效应值(effect size), 总样本量18554人。研究结果显示:暴力视频游戏与亲社会性总效应值显著, 但相关较弱(r = -0.10)。调节效应分析表明, 暴力视频游戏与亲社会性的关系受到被试性别、被试类型、被试年龄、测量类型与亲社会性测量指标的调节。未来研究可以进一步采用一般攻击模型与一般学习模型等理论模型指导暴力视频游戏对亲社会行为影响研究, 同时优化实证研究中测量亲社会性的实验范式, 并且需要重点考察个体差异对暴力视频游戏与亲社会性关系的影响。  相似文献   

11.
近期研究表明短时接触双人电子游戏有助于促进幼儿的同伴交往与亲社会行为。本研究进一步考查了5天的双人合作类电子游戏与传统游戏干预对幼儿社会化的影响。结果显示,电子与传统游戏干预均能促进幼儿的同伴交往和亲社会行为,且两者的效果不存在差异;女孩比男孩更喜欢自己的搭档、更乐于与同伴交往和分享,游戏干预效果不存在性别差异。可见双人合作类电子/传统游戏干预对幼儿的同伴交往和亲社会行为发展都较有裨益。  相似文献   

12.
使用中性视频游戏和亲社会视频游戏,采用单次双人给予倾向困境任务和辣酱范式分别测量被试的合作倾向和攻击倾向,旨在探究竞争性视频游戏情境对玩家合作倾向和攻击倾向的影响。结果发现:(1)在对合作倾向的影响上,无论是玩中性视频游戏还是亲社会视频游戏,竞争情境相比单人情境均能显著降低玩家的合作倾向;(2)在对攻击倾向的影响上,玩中性视频游戏,竞争情境相比单人情境能显著提高玩家的攻击倾向;但玩亲社会视频游戏,竞争情境与单人情境对玩家攻击倾向的影响差异不显著。本研究表明,游戏情境是影响玩家行为倾向的重要因素之一,在非暴力视频游戏中竞争情境对玩家行为倾向会产生消极影响,亲社会视频游戏在一定程度上能抑制竞争情境的消极效应。  相似文献   

13.
以往不作为惯性领域的研究发现, 当个体没有获得先前更优机会是源于他人或外界等不可控因素时, 个体仍会倾向于继续放弃当前次优机会, 且后悔情绪未能对此进行解释。本研究认为失望情绪适用于解释此种情况下的不作为惯性, 或可成为后悔情绪解释的有效补充。本研究通过两个实验首次探讨了失望情绪在不作为惯性产生中的作用。结果发现, 各自变量对失望情绪(体验失望和预期失望)和作为可能性均具有一致的影响力, 且预期失望在不作为惯性的产生中具有中介作用。本研究表明, 失望情绪可能也是导致不作为惯性的一个重要因素。  相似文献   

14.
Playing prosocial video games increases empathy and decreases schadenfreude   总被引:1,自引:0,他引:1  
Past research provided abundant evidence that exposure to violent video games increases aggressive tendencies and decreases prosocial tendencies. In contrast, research on the effects of exposure to prosocial video games has been relatively sparse. The present research found support for the hypothesis that exposure to prosocial video games is positively related to prosocial affect and negatively related to antisocial affect. More specifically, two studies revealed that playing a prosocial (relative to a neutral) video game increased interpersonal empathy and decreased reported pleasure at another's misfortune (i.e., schadenfreude). These results lend further credence to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of media exposure on social tendencies.  相似文献   

15.
人们面临对生理或者心理产生威胁的应激事件时并不一定表现出敌意和攻击, 也可能表现出更强的亲社会性。研究发现, 基于利他动机、规则动机、策略性动机的或者基于自我报告的亲社会偏好在应激环境下都可能增强, 这可能和应激环境下直觉增强、共情提升和亲社会行为有助于改善负面情绪方面的机制有关。未来研究可以从应激的性质、诱发方式、影响机制、个体差异和发展特征等方面去理解应激增加亲社会性的条件, 从而提高群体韧性。  相似文献   

16.
利用亲社会性视频游戏和IAT测验,从内隐社会认知的角度研究亲社会性视频游戏对高中生内隐攻击性认知的影响,并分析影响是否具有性别差异和攻击特质差异。结果表明:(1)亲社会性视频游戏对高中生内隐攻击性认知的抑制效应显著;(2)游戏类型和性别对内隐攻击性认知的交互作用显著,亲社会性视频游戏更容易对女生的内隐攻击性认知产生抑制效应;(3)攻击特质对高中生的内隐攻击性认知的主效应显著,并且游戏类型和攻击特质对高中生内隐攻击性认知的交互作用显著,亲社会性视频游戏更容易对低攻击特质学生产生抑制效应。由此可见,亲社会性视频游戏能够有效抑制高中生的内隐攻击性认知水平。  相似文献   

17.
网络游戏消费研究日益受到研究者的关注。本文对网络游戏消费的影响因素进行了梳理。网络游戏消费的影响因素主要包括个体特征、网络游戏特征、社交特征、知觉特征和体验特征这五个方面。影响网络游戏消费的个体特征包括年龄、性别和人格;网络游戏特征包括游戏品质、服务质量、定制和创新;社会交往包括社交行为、社会资本和社会规范;知觉特征包括价值知觉、风险知觉、控制知觉,体验特征包括乐趣和心流。未来的研究应该关注不同品类网络游戏消费的影响因素的比较,消极社交互动以及与线上-线下社交迁移对网络游戏消费的影响。  相似文献   

18.
近年来关于社会阶层和亲社会行为关系的研究不少,但结论不一致。基于此,本研究假设亲社会行为的社会阶层差异可能与对回报水平的预期有关。实验改编自“独裁者”游戏,通过网络模拟情境进行,采用2(社会阶层:高、低)×2(回报预期:高、低)的混合设计(其中社会阶层为被试间变量),考察了不同社会阶层被试在两种不同回报预期条件下,亲社会行为的差异。实验结果表明:回报预期和社会阶层之间存在交互作用,进一步的简单效应分析表明,当预期目标有较高的回报水平时,高低社会阶层的亲社会行为差异不显著。当预期目标有较低的回报水平时,与高社会阶层相比,低社会阶层的亲社会行为明显减少。说明回报预期对不同社会阶层的亲社会行为起显著的调节作用。  相似文献   

19.
When people are confronted with the potential negative physical outcomes of their own health risk behaviour, they experience a self-threat. This threat is felt as negative self-evaluative emotions. We hypothesise that the threat will lead to more private self-evaluative emotions (e.g. regret) in a private social context, whereas more public self-evaluative emotions (e.g. embarrassment) will be felt in a public social context with negative norms. Consistent with our hypotheses, we show that participants anticipate feeling more private self-evaluative emotions when confronted with the negative consequences of their unhealthy behaviour when alone, and more public self-evaluative emotions when in a group (Study 1). They further anticipate more public self-evaluative emotions in response to a health self-threat when the group norm is negative, and more private self-evaluative emotions when the group norm is lenient (Study 2). Finally, in a cross-sectional study amongst smokers, we show that private but not public negative self-evaluative emotions concerning their own smoking habits are positively correlated with the intent to quit smoking (Study 3). These studies show that a distinction needs to be made between public and private self-evaluative emotions, in terms of their antecedents and effects. Theoretical implications and further lines of research are discussed.  相似文献   

20.
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   

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