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1.
为了解精神病态罪犯可能存在的执行功能缺陷及其是否受冲动性影响,研究采用精神病态检核表(PCL-R)筛选出30名精神病态组被试和30名非精神病态组被试,通过爱荷华赌博任务(IGT)和河内塔任务(TOH)对两组被试执行功能的特点进行分析,并结合冲动性量表(BIS-11)对其冲动性进行测量。研究发现精神病态组的冲动性显著高于控制组;精神病态组选择高风险的不利牌显著多于对照组,即对惩罚不敏感;精神病态组在河内塔任务中的错误次数及所消耗时间都显著高于控制组;冲动性水平与两任务得分均无显著相关。结果表明,精神病态暴力犯在与前额叶相关的执行功能上存在缺陷,并与个体的高冲动性无关。  相似文献   

2.
通过操纵最后通牒博弈任务中的提议者方案类型的设计,探索了在连续重复的博弈任务中提议者印象对回应者决策行为的影响,结果表明:(1)在与同一提议者完成的多轮最后通牒博弈任务中,回应者会自发地对提议者印象进行调控,提议者印象影响了回应者的决策思考过程;(2)提议方案影响回应者的决策结果,在过度受益与过度受损两种不公平方案下,回应者的决策行为相反;(3)最后通牒博弈任务中表现出的公平是一种策略性公平,而非真正信念水平的公平。  相似文献   

3.
吴红  张大均 《心理科学》2013,36(3):566-570
摘要:通过两个实验考察任务类线索(词频、关联性、学习次数)对学习难易度判断及其准确性的影响。结果表明:(1)词频和关联性对学习难易度判断均有显著影响,高频词对、有关联词对的预测成绩显著高于低频词对和无关联词对的预测成绩;(2)高频词对和低频词对的预测成绩均出现高估,但低频词对的估计更准确;有无关联词对相比,无关联词对预测成绩偏差更大,有关联词对的难易度判断更准确;(3)词频高低只影响成绩的预测,不影响实际回忆成绩;关联性既影响对成绩的预测,也影响实际回忆成绩。(4)学习次数对难易度判断没有显著影响,但随学习次数增加,判断准确性降低,出现低估现象。结论:材料因素对学习难易度判断等级具有较稳定的影响;不同材料因素(词频、关联性)对难易度判断准确性的影响方式不同;学习次数对学习难易度判断没有显著影响;学习难易度判断中存在练习伴随低估效应。  相似文献   

4.
选取60名8-10岁儿童,采用迫选式独裁者游戏,考察个体与博弈对象的社会距离以及分配差距对儿童有利不公平厌恶的影响。结果发现:(1)在有利不公平条件下,与博弈对象社会距离越近,儿童对不公平分配提议的拒绝率越高;(2)分配差距越大,儿童对不公平分配提议的拒绝率越高;(3)社会距离和分配差距交互作用显著,在中等分配差距条件下,儿童对不公平分配提议拒绝率的社会距离效应最为明显。结果表明,社会距离和分配差距对儿童有利不公平厌恶有显著影响,在中度分配差距下社会距离具有更加明显的调节作用。  相似文献   

5.
选取60名8-10岁儿童,采用迫选式独裁者游戏,考察个体与博弈对象的社会距离以及分配差距对儿童有利不公平厌恶的影响。结果发现:(1)在有利不公平条件下,与博弈对象社会距离越近,儿童对不公平分配提议的拒绝率越高;(2)分配差距越大,儿童对不公平分配提议的拒绝率越高;(3)社会距离和分配差距交互作用显著,在中等分配差距条件下,儿童对不公平分配提议拒绝率的社会距离效应最为明显。结果表明,社会距离和分配差距对儿童有利不公平厌恶有显著影响,在中度分配差距下社会距离具有更加明显的调节作用。  相似文献   

6.
陈璟  皇甫桦彦  李红 《心理科学》2012,35(3):647-653
在议价博弈中,决策者可能存在因对自己及其他参与者拥有权利的认识程度不同,从而影响其策略选择及决策行为的现象。为验证该“权利认知效应”的存在,用实验法考察了240名不同年龄被试在两种议价博弈任务——最后通牒和纳什议价中的决策表现,结果发现:(1)6到12岁儿童和大学生中均存在权利认知效应;(2)随着年龄增长,受权利认知影响的人数呈现逐渐减少的趋势;(3)在议价博弈中,儿童对分配权的认识程度高于对否决权的认知。  相似文献   

7.
以38名大学生和研究生为被试,采用Chicken Game实验范式测量合作行为,考察了单人和双人合作模式游戏后,性别和游戏习惯对玩家在博弈决策中合作行为的影响。结果表明:(1)双人合作模式游戏可以促进玩家在博弈决策中的合作行为;(2)双人合作模式游戏后,男玩家(相比女玩家)在博弈决策中的合作行为更多;(3)玩游戏的习惯影响博弈决策中的合作行为,相比于经常习惯与现实朋友玩游戏和独自玩游戏的玩家,经常习惯与网友玩游戏的玩家在双人合作模式游戏后的合作行为更多。本研究不仅证实了一般学习模型,也证实了亲社会合作类视频游戏可以有效促进博弈决策中的合作行为。  相似文献   

8.
从个体、领导和同事角度出发,采用2个时间点员工-主管配对问卷调查法对299名企业员工进行调查,探讨了管理者可信行为对员工建设性建言的影响机制。结果发现:(1)管理者可信行为对员工建设性建言有正向影响;(2)员工-领导价值一致性和员工感知凝聚力在管理者可信行为与员工建设性建言关系间起双中介作用;(3)同事消极约束显著负向调节管理者可信行为与员工感知凝聚力间的关系,即当同事消极约束水平越低,管理者可信行为对员工感知凝聚力的正向影响越高;(4)同事消极约束在管理者可信行为与员工-领导价值一致性间的负向调节作用不显著。  相似文献   

9.
采用独裁者博弈(DG)探讨了群体偏好对不同年级小学生利他惩罚行为的影响。研究1对450名小学生利他惩罚行为的年级发展特点进行了测查。研究2以168名小学生为被试,考察了在独裁者博弈中与独裁者的关系、性别与年级对小学生(第三方)利他惩罚行为的影响。研究3以180名小学生为被试,考察了在独裁者博弈中与接受者的关系、性别与年级对小学生(第三方)利他惩罚行为的影响。结果发现:(1)利他惩罚行为在1至3年级之间有显著增长,3至5年级之间不仅没有增加反而有所下降。(2)3年级小学生开始表现出明显的群体偏好。(3)利他惩罚行为的性别差异不明显,与女生比男生更利他的预期相左。结论:小学生至少在6岁就已经出现了利他惩罚行为且逐渐表现出群体偏好;小学生道德行为发展中可能存在“3年级现象”;女生可能更愿意通过非惩罚的方式达成公平。  相似文献   

10.
公平加工的情境依赖性:来自ERP的证据   总被引:1,自引:0,他引:1  
吴燕  周晓林 《心理学报》2012,44(6):797-806
公平是人类社会生活的重要概念。大量研究采用最后通牒博弈, 发现人们具有不公平厌恶倾向, 即宁愿牺牲个人的经济利益, 也要拒绝不公平的分配提议。已有研究表明, 损失情境会增强不公平厌恶, 但其神经机制尚不清楚。本实验采用ERP技术, 运用最后通牒博弈范式, 考察两个情境因素:域(损失或获益)和博弈对象(人或计算机)对公平加工的影响。发现损失域下对不公平分配的拒绝率更高, 而博弈对象对决策行为无影响; 获益域下, 对家为人比对家为计算机诱发了更负的N1; 人机博弈时, 获益域比损失域诱发了更大的P2和LPP, 损失域比获益域、不公平提议比公平提议诱发了更大的N350, 而公平提议比不公平提议诱发了更大的LPP; 人际博弈时, 这些差异均不显著。这些结果表明, 对分配提议的大脑加工受博弈对象的调节, 人际博弈时, 对损益域、公平与不公平提议的加工类似, 而人机博弈时, 损失域和不公平提议涉及更多的抑制加工和冲突解决, 获益域和公平提议则更富动机性意义, 证实公平加工具有情境依赖性。  相似文献   

11.
The present article explores the hypothesis that gambling might serve a justice-seeking function for some people, as gambling might offer a means to pursuing desirable outcomes that people feel they deserve but might be unable or unwilling to attain through conventional means. In Study 1, across two separate samples, self-reports of personal relative deprivation predict problem gambling and gambling urges over and above relevant control variables. In Study 2, the authors manipulate personal relative deprivation by informing participants that they have either less or more discretionary income than "similar others." They then give participants $20 and the opportunity to gamble. The results show that a greater percentage of participants who are "relatively deprived" (vs. "not relatively deprived") opt to gamble. Two manipulation validation studies demonstrate that the "relatively deprived" participants are preoccupied with justice during a modified Stroop task and feel resentful. Implications for understanding why people gamble are discussed.  相似文献   

12.
是风险规避还是后悔规避左右人们的冒险行为?基于风险行为跨领域特殊性,本研究假设:决策者是规避风险还是规避后悔具有领域特异性。本研究选取有涉赌经验的澳门居民为样本,以其参与13种博彩的次数为指标考察其真实风险行为。结果验证了上述假设,风险规避说或后悔规避说都不能单独解释个体的风险倾向,个体是风险规避、后悔规避,或二者皆有,取决于其所处的具体风险情境类别。该发现有助于加深对风险行为特征的认识,亦可为预防及应对问题赌博提供启发和指导。  相似文献   

13.
Two experiments were conducted to test if a prior outcome influences the likelihood to accept a current gamble. Undergraduate students participating as subjects imagined that they on a fictitious betting day at a horse-race track did not gamble in the prior race, that they gambled and won, or that they gambled and lost. Subjects rated in one session the likelihood of gambling in the current race. In another session they rated how satisfied they would be with not gambling, with winning, and with losing, respectively. The results of Experiment 1 showed that as compared to no prior outcome the ratings of likelihood of gambling increased after a gain and decreased after a loss. This was explained by the assumption, supported by the ratings of satisfaction, that the prior outcome only affected the satisfaction with the expected loss of the current choice, making it less negative after a gain and more negative after a loss. These results were replicated in Experiment 2. In addition, if subjects did not know with certainty the outcome of a previous choice to gamble, the likelihood to accept the current gamble and the ratings of the satisfaction with its expected outcomes were largely unaffected.  相似文献   

14.
This study aimed to investigate, from a gender perspective, how different features of problem gambling present in men and women who gamble regularly in Sweden were distributed in four domains based on gambling type (chance or strategy) and setting (public or domestic). Problem gambling features were based on the nine items in the Problem Gambling Severity Index (PGSI). It was hypothesized that men and women gamble in different domains. Further, it was hypothesized that male gamblers overall experienced more problems with gambling than female gamblers, although in the same domains they would report the same level of problems. A further hypothesis predicted that regular female gamblers would experience more health and social problems and men would experience more financial difficulties. Interviews with a subsample of gamblers (n?=?3191) from a Swedish nationally representative sample (n?=?8179) was used to examine how features of problem gambling correspond with gender and the domains. Only the first hypothesis was fully supported. Men were more likely to participate in forms of gambling requiring strategy in a public setting, and women were more likely to participate in chance-based gambling in a domestic setting. Male and female gamblers had similar levels of problem gambling in the bi-variate analysis, but if controlling for age and gambling in multiple domains, women were more at risk than men. Additionally, men and women presented similar health and economic situations. The differences between male and female gamblers in Sweden have implications for research and prevention.  相似文献   

15.
In everyday life, many probabilistic situations may be characterized as probabilistic waiting. A gambler, for example, bets repeatedly at the racetrack, the casino, or the card table. The gambler may not win on the first try, but if a gamble is repeated enough times, a win is almost certain to occur eventually. If repeated gambles are structured as strings of losses ending in a win (probabilistic waiting) and the amount won is discounted by the delay caused by the series of losses, then strings with many losses will be discounted more than those with fewer losses, thereby causing subjective value of the series of gambles as a whole to increase. The current study used the opposite effect that amount has on the degree of delay and probability discounting as a marker to determine whether people evaluate situations involving probabilistic waiting as they evaluate situations involving delayed outcomes or as situations involving probabilistic outcomes. We find that the more likely a probabilistic waiting situation is to end in reward (e.g., a gamble is repeated indefinitely until reward is obtained), the more that situation conforms to delay discounting; the less likely a probabilistic waiting situation is to end in reward (e.g., a fixed, small number of gambles), the more that situation conforms to probability discounting. We argue that the former situation is applicable to pathological gambling, and that people with steep delay discount functions would therefore be more likely to have gambling problems. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

16.
From an eligible population of 9,943 casino employees, 6,067 volunteered to participate in this study. Of this sample, 1,176 provided data at 3 observation points approximately 12 months apart. Using the South Oaks Gambling Screen (SOGS; H. R. Lesieur & S. B. Blume, 1987) and the CAGE (J. A. Ewing, 1984) questionnaire, the authors prospectively examined the prevalence and patterns of alcohol and gambling problems among those employees. Among the casino employees with gambling and drinking problems, a segment displayed the capacity to diminish those problems even when the difficulties had reached disordered levels. The authors also examined the comorbidity of gambling and drinking as well as the relationships among changes in SOGS scores and CAGE scores and changes in demographic and biological variables. The women were more likely to decrease their problem-drinking scores, but not their gambling scores, when compared with the men. In addition, 2 key variables (i.e., disabling depression and dissatisfaction with one's personal life) emerged as predictors of transitions to healthier levels of disordered gambling. The authors cautiously suggest, in light of the results taken together, that more fluctuation is associated with gambling and drinking problems than previously thought and that the conventional wisdom about disordered gambling as "always progressive" needs reconsideration.  相似文献   

17.
The research considers the influence of choice (the possibility for the player to choose a gamble or another) and involvement (the physical interaction with the gambling device) on risk taking in gambling games and whether this influence is mediated by illusory control over the outcome of the gamble. Results of a laboratory experiment (n = 100) show that (a) although choice does increase illusory control, this influence does not translate in increased risk taking, and (b) whilst involvement does increase risk taking, this effect is not mediated by illusory control. These results are discussed in relation to problem gambling, beliefs in the deployability of personal luck, and arousal approaches to risk taking.  相似文献   

18.
Although the Diagnostic and Statistical Manual of Mental Disorders (4th ed.; DSM-IV) does not explicitly list craving as a diagnostic criterion for pathological gambling, theories of disordered gambling and research on relapse precipitants suggest that cravings-among other factors-provoke and maintain episodes of gambling. Assessment of craving to gamble is complicated by questions regarding (a) the emotional, cognitive, behavioral, and physiological components of such craving; (b) the degree to which craving is viewed as an acute and fluctuating experience or as a relatively stable preoccupation with or inclination to gamble; (c) the threshold separating mild desire from pathological craving to gamble; and (d) the degree to which disordered gamblers are aware of, and able to report on, their experience of craving. Our literature search revealed various self-report methods that could be used to assess craving to gamble, including single-item rating scales, multi-item questionnaires, and application of the think-aloud procedure. In addition, psychophysiological reactivity (e.g., heart rate, brain activation) to gambling-related stimuli and reaction time (RT) tasks (e.g., gambling Stroop, Lexical Salience Task) may serve as proxy measures of subjective craving to gamble. Although researchers have assessed elements of reliability and validity of many measures, most require additional evaluation to examine their predictive and construct validity and their utility across different modes of gambling. The field would also benefit from further research to develop and evaluate additional self-report and proxy measures. (PsycINFO Database Record (c) 2012 APA, all rights reserved).  相似文献   

19.
We analyzed data for a national U.S. telephone survey. Most likely to have gambled in the past year were those whose friends and families looked favorably on gambling, Catholics, young adults, and those who live close to a lottery outlet. Most likely to have gambled frequently in the past year were those whose friends look favorably on gambling and those who live close to a lottery outlet. Most likely to be problem gamblers were Blacks, those who smoke or who are alcohol dependent, and those who live in disadvantaged neighborhoods. The decision to gamble is influenced by social milieu and values, while risk for problem gambling is influenced by proneness to problem behaviors and by disadvantaged status. Availability of gambling influences all gambling involvement.  相似文献   

20.
The present study examined the relationship between gambling behavior and delay discounting with Japanese residents. Japanese university students were selected into pathological gambler and non‐gambling control groups using a Japanese version of the South Oaks Gambling Screen. In a discounting task, participants chose individually between a large delayed reward and a smaller immediate reward with varied delays. The discounting rate (k‐value) and the area under the curve were significantly higher and smaller, respectively, for the gambler group than for the control group. These findings show that Japanese gamblers discount delayed rewards more steeply than non‐gambling controls, as has been found in U.S. residents.  相似文献   

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