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1.
影响博弈结果的方法效应研究   总被引:2,自引:0,他引:2  
最后通谍博弈和独裁者博弈是实验经济学的经典博弈,也被心理学家用来研究人的公平和利他行为。该研究考查了经济学和心理学通常的报酬支付方式、博弈中待分配的金额是否影响博弈结果,以及两个博弈进行组内实验时是否会产生顺序效应。结果发现支付方式和金额不影响博弈结果,但有顺序效应产生。该研究对国内研究者进一步借用这两个博弈的相关研究打下了一定的方法学基础。  相似文献   

2.
电脑游戏与青少年问题行为、家庭各因素的关系研究   总被引:1,自引:0,他引:1  
李丹  周志宏  朱丹 《心理科学》2007,30(2):450-453,437
本研究着眼于探讨6、8、10年级的中学生的电脑游戏活动,以及游戏时间、游戏暴力程度、行为问题、父母教养方式、家庭收入等因素的相互作用。结果显示,6年级学生较之8和10年级学生有较少的行为问题。研究也发现,学生玩游戏时间越多,玩游戏的历史越长,具有行为问题的可能性越多。此外,那些游戏暴力指数较高的学生所得到的来自父母的温暖指数较少,有较多的问题行为。在游戏的暴力指数方面,女孩比男孩要低得多。父亲教养方式中的温暖和惩罚因子、母亲教养方式中的温暖、椎绡和惩罚因子可用于预测孩子的问题行为。  相似文献   

3.
于静  朱莉琪 《心理科学进展》2010,18(7):1182-1188
公平正义一直是人类不懈追求的目标,是心理学、经济学等多个学科共同关注的一个重要课题。发展心理学常采用故事法对儿童的公平认知进行研究,博弈范式的引入则为研究儿童的公平行为提供了新的方法和角度。该文主要介绍了独裁者博弈和最后通牒博弈中儿童公平行为的发展趋势,并对已有的矛盾性结论进行了原因分析,探讨了公平行为的内团体偏差效应、公平的本质是意图公平还是结果公平、以及心理理论与公平行为的关系等问题。最后,该文指出今后对儿童公平行为的研究应充分考虑社会情境与社会认知能力的影响。  相似文献   

4.
Recently, Haesevoets, Folmer, and Van Hiel (2015) strongly questioned the comparability and equivalence of different mixed‐motive situations as modelled in economic games. Particularly, the authors found that different games correlated only weakly on average and loaded on two separate factors. In turn, personality traits failed to consistently account for behavioural tendencies across games. Contrary to the conclusions of Haesevoets et al., these findings are actually perfectly in line with the game‐theoretic understanding of the different economic games. If one considers the variety of specific motives underlying decisions in different games, Haesevoets et al.'s findings actually support the validity of different games rather than questioning it. This, in turn, emphasizes the necessity for the plethora of different games that have been developed over decades in economics and psychology. Copyright © 2015 European Association of Personality Psychology  相似文献   

5.
People share significantly more money with others in common lab paradigms like the dictator game than they do in real life. What accounts for this difference? Paradigms like the dictator game link each recipient to a single dictator with the implication that each recipient can receive funds from only one person. We argue that this “burden” of responsibility to a single recipient helps to explain high levels of laboratory sharing. In two experiments—a modified dictator game experiment and a charitable giving experiment—participants donated significantly more to others when they were solely responsible for a recipient's outcome than when the responsibility for a recipient was potentially shared. Taken together with past findings from social psychology and experimental economics, the results show how unambiguous responsibility for a single recipient increases generosity.  相似文献   

6.
《Media Psychology》2013,16(3):239-250
This study investigated the effects of violent video game play and trait hostility on attentional bias toward negatively valenced words. Following video game play, participants completed an emotional Stroop task. Results indicated greater Stroop interference for participants high in trait hostility and for participants playing violent video games. Implications of these findings are discussed with respect to current models of aggressive behavior.  相似文献   

7.
M. Rothbart and B. Park (1986) demonstrated that, consistent with the common negativity bias, positive traits are difficult to confirm and easy to disconfirm, whereas the opposite is true for negative traits. This article extends their analysis by showing that trait (dis-)confirmability is moderated by trait content (warmth vs. competence). Study 1 identifies a trait sample representative of warmth and competence. Study 2 shows a strong negativity effect for warmth and a reduced (or absent) negativity effect for competence. Study 3 examines trait properties related to the behavioral range of the trait possessor and to the motivational goals of the perceiver as predictors of trait (dis-)confirmability. The theoretical and practical implications of the authors' findings are discussed, and avenues for future research are suggested.  相似文献   

8.
采用探测词再认范式,考察社会层级的内隐刻板印象。结果发现,在能力推理上,无论地位高低,个体对高权力推理为积极的反应时显著长于消极,对低权力推理为消极的反应时显著长于积极;在热情推理上,无论权力高低,个体对高地位推理为积极的反应时显著长于消极,对低地位推理为消极的反应时显著长于积极。这表明,权力和地位在热情和能力维度的刻板印象中起着不同的作用,其中权力正向预测能力,地位正向预测热情。  相似文献   

9.
In this paper, we explore the relationships between psychometric and behavioral measures of maximization in decisions from experience (DfE). In two experiments, we measured choice behavior in two experimental paradigms of DfE and self‐reported maximizing tendencies using three prominent scales of maximization. In the repeated consequentialist choice paradigm, participants made repeated choices between two unlabeled options and received consequential feedback on each trial. In the sampling paradigm, participants freely sampled from two options and received feedback on their sampling before making a single consequential choice. Individuals exhibited different degrees of maximizing behavior in both paradigms and across different payoff distributions, but none of the maximizing scales predicted this behavior. These results indicate that maximization scales address constructs that are different from the maximization behavior observed in DfE, and that these measures will need to be improved to reflect behavioral aspects of choice and search from experience. Copyright © 2017 John Wiley & Sons, Ltd.  相似文献   

10.
This study investigated conditions that determine subjects' preferences for information about another person's traits versus his specific past behavior in order to predict his future behavior. The similarity-dissimilarity between the situation for which past behavior was available and the one to which predictions had to be made strongly influenced the choice of specific behavioral information versus more general trait information. As expected, behavioral information was preferred most when the situation to which behavior had to be predicted was highly similar to the one for which the past behavioral data were available. On the other hand, more general trait information was preferred in predicting to situations that were not directly similar to those for which past behavioral information was available. The effect of the temporal span covered by available information was also explored.  相似文献   

11.
In interactive decisions, cues to what others will do are important in forming a strategy. Information about others' personalities appears to be potentially valuable for this purpose. We report a series of four studies examining how information about another actor's personality influences people's own choices in interactive decisions. The studies found widespread beliefs that others' personality characteristics are strongly predictive both of broad classes of decision behavior (competition/cooperation, risk‐seeking/risk‐aversion) (Study 1) and of specific choices (Study 2) in single‐agent settings. These beliefs extended to predicting others' choices in interactive decisions (Study 3) and to shaping the predictor's own decisions in interactive play in Chicken and Assurance games (Study 4). Overall, we found extensive evidence that laypeople believe that the personality traits we selected (angry‐hostility, anxiety, assertiveness, excitement‐seeking, and warmth) have substantial effects on behavior in interactive decisions and they act on those beliefs when making their own decisions. The empirical evidence supporting the predictive validity of these traits was, however, quite weak. Copyright © 2014 John Wiley & Sons, Ltd.  相似文献   

12.
From football to the ultimatum game to chess to World of Warcraft, games have been used in social and personality psychology research for decades. Games are a unique and powerful method: They are engaging and have the potential to both manipulate and measure psychological constructs. In fact, researchers have used physical games, board games, behavioral economics games, and digital games to study a range of individual differences, interpersonal processes, and social cognitive processes. Furthermore, researchers have the opportunity to create their own games that can be targeted directly toward their topic of interest. Our review provides a primer for social and personality psychologists interested in using existing games or creating new games for their research as a method for understanding attitudes, behaviors, emotions, cognitions, and perceptions.  相似文献   

13.
近年来,面孔研究已渗透进领导力研究领域,并掀起了一股领导者面孔特征的研究热潮。目前,可操作化的领导者面孔特征主要包括:面孔年龄、面孔宽高比和面孔特质,这些面孔特征不仅会影响下属的态度和行为,还能提供客观的组织绩效信息。认知心理学的内隐领导理论、原型匹配理论和进化心理学的优良基因理论、本能释放理论是上述机制的重要依据。未来研究可探讨华人领导者的娃娃脸效应及权变因素。  相似文献   

14.
Although numerous experiments have shown that exposure to violent video games (VVG) causes increases in aggression, relatively few studies have investigated the extent to which this effect differs as a function of theoretically relevant individual difference factors. This study investigated whether video game content differentially influences aggression as a function of individual differences in trait anger. Participants were randomly assigned to play a violent or nonviolent video game before completing a task in which they could behave aggressively. Results showed that participants high in trait anger were the most aggressive, but only if they first played a VVG. This relationship held while statistically controlling for dimensions other than violent content on which game conditions differed (e.g. frustration, arousal). Implications of these findings for models explaining the effects of video games on behavior are discussed.  相似文献   

15.
Do people believe that others can improve their traits and personalities? Three experiments find that the answer depends on the trait in question. People believe that others’ potential for improving warmth traits is systematically lower than others’ potential for improving competence traits (Experiments 1a–1c). Consequently, shortcomings related to one's warmth are considered harder to overcome than shortcomings related to one's competence (Experiment 2). This asymmetry is partly rooted in people's relative inability to detect gradations in warmth-related behaviors (Experiments 3–5). Enabling participants to more easily distinguish between moderate and high levels of warmth also increased their beliefs that other people can improve warmth traits. Beliefs about potential for improvement depend on how easily a trait can be evaluated.  相似文献   

16.
儿童行为与心理水平的特质推理的发展   总被引:1,自引:0,他引:1  
王美芳  陈会昌 《心理学报》2009,41(10):947-957
选取4岁组、5岁组、7岁组、10岁组、12岁组儿童和成人共192名(各年龄组32名, 男女各半)为被试, 采用个别测查法考察学前和小学儿童行为与心理水平的特质推理发展。结果表明: (1)4岁时儿童已能进行行为水平的特质推理, 5岁时才能进行心理水平的特质推理, 即使用特质引发规则进行特质推理, 10岁时两者均达到成人水平。(2)4岁、5岁时儿童心理水平的特质推理显著落后于行为水平的特质推理, 至少7岁时两者处于同一水平上。(3)儿童使用概念相似规则而不是情境匹配规则进行行为预测。(4)4岁儿童不使用简单效价规则进行行为预测, 5岁及以上儿童使用简单效价规则, 但他们是在区分同一特质范畴和不同特质范畴的基础上、在较低的确定程度上使用该规则。  相似文献   

17.
Many human cultural traits become increasingly beneficial as they are repeatedly transmitted, thanks to an accumulation of modifications made by successive generations. But how do later generations typically avoid modifications which revert traits to less beneficial forms already sampled and rejected by earlier generations? And how can later generations do so without direct exposure to their predecessors' behavior? One possibility is that learners are sensitive to cues of non-random production in others' behavior, and that particular variants (e.g., those containing structural regularities unlikely to occur spontaneously) have been produced deliberately and with some effort. If this non-random behavior is attributed to an informed strategy, then the learner may infer that apparent avoidance of certain possibilities indicates that these have already been sampled and rejected. This could potentially prevent performance plateaus resulting from learners modifying inherited behaviors randomly. We test this hypothesis in four experiments in which participants, either individually or in interacting dyads, attempt to locate rewards in a search grid, guided by partial information about another individual's experience of the task. We find that in some contexts, valid inferences about another's behavior can be made from partial information, and these inferences can be used in a way which facilitates trait adaptation. However, the benefit of these inferences appears to be limited, and in many contexts—including some which have the potential to make inferring the experience of another individual easier—there appears to be no benefit at all. We suggest that inferring previous behavior from partial social information plays a minimal role in the adaptation of cultural traits.  相似文献   

18.
本研究借助经典的最后通牒博弈范式(UG)和独裁者博弈范式(DG),将回应者/接受者作为研究对象,考察了不同公平条件、平等条件下社会排斥对社会决策的影响作用。实验结果发现:(1)在面对高不公平性的分配方案时,被排斥组比被接纳组更倾向于拒绝接受该分配方案;(2)被排斥组对高不公平性分配方案的满意度要显著低于被接纳组;(3)被排斥组在不平等的博弈(DG)条件下对分配方案的满意度显著低于平等博弈(UG)条件下对分配方案的满意度。本研究结果说明,社会排斥情境下的被试对公平与平等因素更加敏感:在高不公平条件下,被排斥的个体表现出更少的合作互惠行为,甚至不惜放弃自身经济利益,也要惩罚博弈对方的不公平行为;此外,在不平等的博弈条件下,被排斥的个体产生了更多的消极情绪体验。本文的研究结果提高了社会决策研究的生态效度和传统决策模型的预测效度,有利于更加完整透彻地了解社会决策的影响因素。  相似文献   

19.
We examined the causal relationship between playing violent video games and increases in aggressiveness by using implicit measures of aggressiveness, which have become important for accurately predicting impulsive behavioral tendencies. Ninety‐six adults were randomly assigned to play one of three versions of a computer game that differed only with regard to game content (violent, peaceful, or abstract game), or to work on a reading task. In the games the environmental context, mouse gestures, and physiological arousal—as indicated by heart rate and skin conductance—were kept constant. In the violent game soldiers had to be shot, in the peaceful game sunflowers had to be watered, and the abstract game simply required clicking colored triangles. Five minutes of play did not alter trait aggressiveness, yet an Implicit Association Test detected a change in implicit aggressive self‐concept. Playing a violent game produced a significant increase in implicit aggressive self‐concept relative to playing a peaceful game. The well‐controlled study closes a gap in the research on the causality of the link between violence exposure in computer games and aggressiveness with specific regard to implicit measures. We discuss the significance of importing recent social–cognitive theory into aggression research and stress the need for further development of aggression‐related implicit measures. Aggr. Behav. 36:1–13, 2010. © 2009 Wiley‐Liss, Inc.  相似文献   

20.
We examined whether four personality traits—trait aggression, trait industriousness, trait deceptiveness, and trait self-control—were differentially related to 11 narrow-bandwidth CWB facets: (a) property destruction, (b) inappropriate verbal actions, (c) inappropriate physical actions, (d) poor attendance, (e) poor quality work, (f) unsafe behavior, (g) theft and related behavior, (h) misuse of information, (i) misuse of time and resources, (j) alcohol use, and (k) drug use. Based on responses from 404 employed participants recruited using Mechanical Turk, we found that each narrow-bandwidth personality trait often yielded stronger relationships with overall CWB than with narrow-bandwidth CWB facets.  相似文献   

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