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1.
Fun activities are commonly sought and highly desired yet their affective side has received little scrutiny. The present research investigated two features of fun in two daily diary studies and one laboratory experiment. First, we examined the affective state associated with fun experiences. Second, we investigated the social context of fun, considering whether shared fun is more enjoyable than solitary fun. Findings from these studies indicated that fun is associated with both high-activation and low-activation positive affects, and that it is enhanced when experienced with others (especially friends). However, social fun was associated with increases in high-activation but not low-activation positive affect, suggesting that social interaction emphasizes energizing affective experiences. We also found that loneliness moderated the latter effects, such that lonely individuals received a weaker boost from shared compared to solitary fun. These results add to what is known about the impact of social contexts on affective experience.  相似文献   

2.
An enduring enterprise of experimental psychology has been to account for individual differences in human performance. Recent advances in neuroimaging have permitted testing of hypotheses regarding the neural bases of individual differences but this burgeoning literature has been characterized by inconsistent results. We argue that careful design and analysis of neuroimaging studies is required to separate individual differences in processing capacity from individual differences in processing speed to account for these differences in the literature. We utilized task designs which permitted separation of processing capacity influences on brain-behavior relationships from those related to processing speed. In one set of studies, participants performed verbal delayed-recognition tasks during blocked and event-related fMRI scanning. The results indicated that those participants with greater working memory (WM) capacity showed greater prefrontal cortical activity, strategically capitalized on the additional processing time available in the delay period, and evinced faster WM-retrieval rates than low-capacity participants. In another study, participants performed a digit-symbol substitution task (DSST) designed to minimize WM storage capacity requirements and maximize processing speed requirements during fMRI scanning. In some prefrontal cortical (PFC) brain regions, participants with faster processing speed showed less PFC activity than slower performers while in other PFC and parietal regions they showed greater activity. Regional-causality analysis indicated that PFC exerted more influence over other brain regions for slower than for faster individuals. These results support a model of neural efficiency in which individuals differ in the extent of direct processing links between neural nodes. One benefit of direct processing links may be a surplus of resources that maximize available capacity permitting fast and accurate performance.  相似文献   

3.
Social interaction was observed during social pretend play and nonpretend activities to determine whether positive and mature social behaviors were differentially associated with the pretend context. A within-subjects design and a semistructured play setting were used to control for individual differences, child and environmental effects. Thirty-seven 4- and 5-year-old children were observed in groups of four for 47.5 minutes, in a series of play sessions. Their interactions within social pretend play and social nonpretend activities were observed and compared. The results indicated that during pretend play, children's social interactions were more enjoyable, lasted longer, involved larger groups, and showed more play involvement and greater reciprocity. The results substantiate prior theoretical and empirical work which high- lights the educational significance of social pretend play in early childhoood. Social pretend play appears to provide a contextual framework within which mature social interaction can occur and social competencies may be acquired.  相似文献   

4.
Three studies examine the influence of varying the difficulty of reasoning on the extent of belief bias, while minimising the possibility that the manipulation would influence the way participants approach the task. Specifically, reasoning difficulty was manipulated by making variations in problem content, while maintaining all other aspects of the problems constant. In Study 1, 191 participants were presented with consistent and conflict problems varying in two levels of difficulty. The results showed a significant influence of problem difficulty on the extent of the belief bias, such that the effect of belief was more pronounced for difficult problems. This effect was stronger in Study 2 (73 participants) where the difference in the difficulty of the problems was purposely accentuated. The results of both studies stress the importance of controlling for problem difficulty when studying belief bias. Study 3 examined one consequence of this, i.e., the classic belief vs. logic interaction could be eliminated by manipulating problem difficulty. Theoretical implications for dual-process accounts of belief bias are also discussed.  相似文献   

5.
Recall accuracy and illusory memories: when more is less   总被引:9,自引:0,他引:9  
In two experiments it was revealed that manipulations that increased recall of studied list items also increased false recall of theme-related, critical nonpresented words. In Experiment 1 subjects listened to a series of short word lists, each containing items associatively related to a theme, while engaging in either semantic or nonsemantic processing. On an immediate free recall test semantic processors demonstrated greater correct recall as well as more illusory memories of critical nonpresented items than nonsemantic processors. In Experiment 2, the short study lists were combined to form longer lists that were presented either blocked by theme or in a random presentation order. Retention interval was also varied as participants were tested either immediately, one week after, or three weeks after the study phase. Presenting the target items in a blocked, as opposed to random, format increased recall accuracy, but this was at the expense of a higher intrusion rate for theme-consistent items. Interestingly, the level of false memories was not affected by retention interval even though typical decrements in the recall of study items were observed over time. The results of these experiments highlight the persistence of the false memory effect, as well as pointing to several factors, primarily semantic processing, that may lead to the creation of false memories. Interpretations are offered within the theoretical frameworks of source monitoring and fuzzy trace theory.  相似文献   

6.
Gender differences in dominance and play among preschoolers were examined. Forty-eight children in girl-girl or girl-boy dyads engaged in masculine and feminine stereotyped activities. Girl-girl dyads displayed more cooperative play than girl-boy dyads. Adventure themes predominated in boys during both activities but in girls only during the masculine activity. Boys had higher functional play compared to girls while engaged in the feminine activity, and lower constructive play overall. Girls engaged in more dramatic play during the feminine activity whereas boys engaged in more dramatic play during the masculine activity. There was a trend for boys to refuse to follow the leads of girls during the masculine activity. Implications and interventions in play are discussed. The authors wish to express appreciation to the directors of the preschools that participated in this study. We would also like to thank Sheri Wilhite for her help in the coding of the data.  相似文献   

7.
The less is more effect, an example of an affect heuristic, can be shown in humans when they give greater value to a set of six baseball cards in perfect condition, than to the same set of six perfect cards together with three additional cards each with some value but in fair condition. A similar effect has been reported in monkeys which will eat both grapes and cucumbers but prefer grapes, when they prefer a single grape over a single grape plus a slice of cucumber. In the present experiment, we tested the less is more effect with a nonprimate but social species, dogs. We used dogs that would eat a slice of carrot and a slice of cheese but preferred the cheese. When we then gave them a choice between a slice of cheese and a slice of cheese plus a slice of carrot, most dogs preferred the single slice of cheese. Thus, the less is more effect appears to occur in several species.  相似文献   

8.
Cook C  Goodman ND  Schulz LE 《Cognition》2011,120(3):341-349
Probabilistic models of expected information gain require integrating prior knowledge about causal hypotheses with knowledge about possible actions that might generate data relevant to those hypotheses. Here we looked at whether preschoolers (mean: 54 months) recognize “action possibilities” (affordances) in the environment that allow them to isolate variables when there is information to be gained. By manipulating the physical properties of the stimuli, we were able to affect the degree to which candidate variables could be isolated; by manipulating the base rate of candidate causes, we were able to affect the potential for information gain. Children’s exploratory play was sensitive to both manipulations: given unambiguous evidence children played indiscriminately and rarely tried to isolate candidate causes; given ambiguous evidence, children both selected (Experiment 1) and designed (Experiment 2) informative interventions.  相似文献   

9.
We investigated attention, play and nonplay behavior in preschool children with attention deficit hyperactivity disorder (ADHD) and a matched control group of non-ADHD children. Forty 4- to 5-year-old children (20 ADHD and 20 matched control) participated. Across a 6-week-period, children's social and play interactions as well as nonplay behaviors were videotaped in the classroom. Videotape recordings were analyzed for the level of attention, cognitive play, and social participation. In addition, children's level of attention and cooperative behavior were observed during two group activities. Findings indicated that ADHD, relative to non-ADHD, children engaged in less overall play and greater functional or sensorimotor play. ADHD children also engaged in more transitional behavior, were less competent with peers, and were less attentive and cooperative during group activities.This research was supported in part by an MCP grant awarded to Dr. Steven Alessandri. The author wishes to thank the children, parents, and the MCP/EPPI preschool staff for their assistance and cooperation.  相似文献   

10.
Bounded rationality models usually converge in claiming that decision time and the amount of computational steps needed to come to a decision are positively correlated. The empirical evidence for this claim is, however, equivocal. We conducted a study that tests this claim by adding and omitting information. We demonstrate that even an increase in information amount can yield a decrease in decision time if the added information increases coherence in the information set. Rather than being influenced by amount of information, decision time systematically increased with decreasing coherence. The results are discussed with reference to a parallel constraint satisfaction approach to decision making, which assumes that information integration is operated in an automatic, holistic manner.  相似文献   

11.
Category learning can be characterized as a process of discovering the dimensions that represent stimuli efficiently and effectively. Categories that are overlapping when represented in 1 dimensionality may be separate in a higher dimensional cue set. The authors report 2 experiments in which participants were shown an additional cue after learning to use 2 imperfect cues. The results revealed that participants can integrate new information into their categorization cue set. The authors discovered wide individual differences, however, with many participants favoring simpler, but less accurate, cue sets. Some participants demonstrated the ability to discard information previously used when new, more accurate information was introduced. The categorization model RASHNL (J. K. Kruschke & M. K. Johansen, 1999) gave qualitatively accurate fits of the data.  相似文献   

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15.
Partisan respondents evaluated a potential party leader (Study 1) or an ingroup political candidate (Study 2) who expressed normative or deviant opinions against a backdrop of public opinion that was either supportive of, or hostile toward, the ingroup's traditional beliefs (Study 1) or the normative ingroup position on a specific issue (Study 2). Across both studies, high identifiers gave stronger support to a normative candidate over a deviant candidate when public opinion was with the group, but not when public opinion was against the group. Under the latter conditions, high identifiers instead upgraded the deviant candidate. Additional analyses revealed this pattern of differential support for normative and deviant candidates among high identifiers appeared to be related to strategic considerations—specifically, the candidate's perceived chances of gaining public support and being elected. Among low identifiers, support for normative and deviant candidates was less affected by the broader context of public opinion, and was not related to such strategic considerations. These results demonstrate that responses to deviance depend on the broader context in which deviance occurs. Deviance can, at times, be a way through which groups achieve important goals. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

16.
Although a considerable amount of attention has examined potential positive and negative consequences of video game play in children, relatively little research has examined children’s motivations for using games. The current study hopes to address this gap in the literature by examining children’s motivations for video game play in a large sample of youth (n = 1254). Results indicated that video game use was common, and often a social activity. Social play was mainly predicted by motivations related to socialization, fun/challenge and current stress level. Preference for violent games was more common in males and predicted by fun/challenge motivations and beliefs such games could be cathartic for stress. Children with clinically elevated levels of depressive and ADHD symptoms did not play more games, or more violent games, but were more inclined to endorse catharsis motivations for video game use. Results from this study provide understanding of what motivates children to use games, and how the motivations of children with symptoms of psychosocial problems (as identified via subscales of the Pediatric Symptom Checklist) may differ from others.  相似文献   

17.
Gesture during speech can promote or diminish recall for conversation content. We explored effects of cognitive load on this relationship, manipulating it at two scales: individual-word abstractness and social constraints to prohibit gestures. Prohibited gestures can diminish recall but more so for abstract-word recall. Insofar as movement planning adds to cognitive load, movement amplitude may moderate gesture effects on memory, with greater permitted- and prohibited-gesture movements reducing abstract-word recall and concrete-word recall, respectively. We tested these effects in a dyadic game in which 39 adult participants described words to confederates without naming the word or five related words. Results supported our expectations and indicated that memory effects of gesturing depend on social, cognitive, and motoric aspects of discourse.  相似文献   

18.
The authors examined cultural and individual differences in the relation between daily events and daily satisfaction. In a preliminary study, they established cross-cultural equivalence of 50 daily events. In the main study, participants in the United States, Korea, and Japan completed daily surveys on the 50 events and daily satisfaction for 21 days. The multilevel random coefficient model analyses showed that (a) the within-person association between positive events and daily satisfaction was significantly stronger among Asian American, Korean, and Japanese participants than among European American participants and (b) the within-person association between positive events and daily satisfaction was significantly weaker among individuals high in global life satisfaction than among those low in global life satisfaction. The findings demonstrate a weaker effect of positive events on daily well-being among individuals and cultures high in global well-being.  相似文献   

19.
Hearsay testimony from children's interviewers is increasingly common in sexual abuse trials, but little is known about its effects on juries. In 2 studies, the authors examined college students' perceptions of 3 types of hearsay testimony (an actual interview with a child or an adult interviewer providing either the gist of what that child had said or a verbatim account of the interview). Interviewers were rated as more accurate and truthful than the children. The interview was rated as higher quality, and children's statements, including their false statements, were sometimes rated as more believable in the interviewer gist hearsay condition. Mock jurors reacted differently to various types of hearsay testimony, and interviewer gist testimony may favor a child's case.  相似文献   

20.
This research demonstrates a less-is-better effect in three contexts: (1) a person giving a $45 scarf as a gift was perceived to be more generous than one giving a $55 coat; (2) an overfilled ice cream serving with 7 oz of ice cream was valued more than an underfilled serving with 8 oz of ice cream; (3) a dinnerware set with 24 intact pieces was judged more favourably than one with 31 intact pieces (including the same 24) plus a few broken ones. This less-is-better effect occurred only when the options were evaluated separately, and reversed itself when the options were juxtaposed. These results are explained in terms of the evaluability hypothesis, which states that separate evaluations of objects are often influenced by attributes which are easy to evaluate rather than by those which are important. © 1998 John Wiley & Sons, Ltd.  相似文献   

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