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This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activities with parents, and attitudes toward gaming (those of self, parents, friends, and teachers) with the degree of game addiction. In addition, we conducted ANOVA tests to determine the differences among three groups: non-addicts (NA), possible (mild or moderate) addicts (PA), and Internet addicts (IA). The results show that social self-efficacy in the real world (offline) was negatively related with the degree of game addiction, whereas social self-efficacy in the virtual world (online) indicated a positive association. Social activities with parents are negatively associated with game addiction, although no relationship is found between gaming activities with parents and game addiction. Parental attitude toward gaming has a negative relationship with the addiction. Results and implications are discussed.  相似文献   

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On the imitation game   总被引:1,自引:0,他引:1  
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Experimental games have previously been used to study principles of human interaction. Many such games are characterized by iterated or repeated designs that model dynamic relationships, including reciprocal cooperation. To enable the study of infinite game repetitions and to avoid endgame effects of lower cooperation toward the final game round, investigators have introduced random termination rules. This study extends previous research that has focused narrowly on repeated Prisoner's Dilemma games by conducting a controlled experiment of two‐player, random termination Centipede games involving probabilistic reinforcement and characterized by the longest decision sequences reported in the empirical literature to date (24 decision nodes). Specifically, we assessed mean exit points and cooperation rates, and compared the effects of four different termination rules: no random game termination, random game termination with constant termination probability, random game termination with increasing termination probability, and random game termination with decreasing termination probability. We found that although mean exit points were lower for games with shorter expected game lengths, the subjects' cooperativeness was significantly reduced only in the most extreme condition with decreasing computer termination probability and an expected game length of two decision nodes.  相似文献   

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This study investigated the effects of the nature of music and a concurrent task on measures of task performance and musical preference. Subjects completed 5 laps of a computer motor racing game whilst listening to either arousing or relatively unarousing music in either the presence or absence of a backward-counting task. Both these manipulations affected performance on the game with arousing music and backward-counting leading to slower lap times than relatively unarousing music and the absence of the backward-counting task. Backward-counting led to lower liking for the music than did the absence of this task. These results support the idea that music and the concurrent task competed for a limited processing resource. The results also indicated that liking for the music was positively related to task performance, and in conjunction these findings seem to suggest a direct link between music and the listening context.  相似文献   

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Scorekeeping in a language game   总被引:26,自引:0,他引:26  
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有一天我去西湖游玩,在玉泉出来的路口等人,忽见一人前来搭话:“先生,你好福相哪!”看那人装扮和语气,知道面前之人是看相测字者无疑,原想不予理睬。可这人很有沾劲,继续朝向我说:“我眼睛从来不会看错人,先生耳朵大又均称,显示福路通达,额角那里有官场纹路,还有手掌纹路可看财……”我是个已经退休之人,谈福路还有音头,谈官路财路已经毫无意义。看面前之人叽叽不休,不由“哈”地一声笑起来,“我这个年纪,看官路财路还有意义吗?”那人连连说:“有意义,有意义,不说古时朱买臣老年运转做官,就说现代人,老年升官和发财的例子有的是。”我摇着头…  相似文献   

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Complementarity games are explorative games between two players. The deterministic rules of the game are known to both players. The first player freely chooses among a finite number of states of the game but tells nobody of this decision. The second player accesses the game only by primitive, symbolic input‐output interfaces. The task of the second player is to find out the unknown state by input‐output experiments. The logic resulting from this scenario resembles‐ quantum logic in many aspects. It is the empirical logic of choice for virtual realities.  相似文献   

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博弈中的反社会惩罚是指博弈者对表现出亲社会行为的高贡献或高合作性他人实施有代价经济惩罚、消极评价或排斥打压的现象。已有研究用带惩罚的经典博弈范式证明了反社会惩罚受到多种个体与环境因素的影响, 并分别从侵犯、报复、社会比较、偏离群体规范、进化策略视角提出了解释其产生机制的5种假说。未来研究可在进一步厘清概念与测量指标、创新研究方法、拓展影响因素研究、明确产生机制、开展针对性干预研究方面做深入探索。  相似文献   

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本研究用两人和三人最后通牒博弈任务探究男性嗓音吸引力对决策的影响。实验1发现, 高吸引力的嗓音会提高被试对不公平分配方案的接受率。实验2发现, 即使分配方案对第三方接受者公平, 对被试不公平, 第三方接受者的高吸引力嗓音仍然会提高被试对方案的接受率。综上, 嗓音吸引力可以诱发类似面孔吸引力的“美貌津贴”效应。  相似文献   

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Personnel selection as a signaling game   总被引:1,自引:0,他引:1  
Personnel selection involves exchanges of information between job market actors (applicants and organizations). These actors do not have an incentive to exchange accurate information about their ability and commitment to the employment relationship unless it is to their advantage. This state of affairs explains numerous phenomena in personnel selection (e.g., faking). Signaling theory describes a mechanism by which parties with partly conflicting interests (and thus an incentive for deception) can nevertheless exchange accurate information. We apply signaling theory to personnel selection, distinguishing between adaptive relationships between applicants and organizations, among applicants, and among organizations. In each case, repeated adaptations and counteradaptations between actors can lead to situations of equilibrium or escalation (arms races). We show that viewing personnel selection as a network of adaptive relationships among job market actors enables an understanding of both classic and underexplored micro- and macro-level selection phenomena and their dynamic interactions.  相似文献   

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In this paper, we present a discussion game for argumentationunder stable semantics. Our work is inspired by Vreeswijk andPrakken, who have defined a similar game for preferred semantics.In the current paper, we restate Vreeswijk and Prakken's workusing the approach of argument labellings and then show howit can be adjusted for stable semantics. The nature of the resultingargument game is somewhat unusual, since stable semantics doesnot satisfy the property of relevance.  相似文献   

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Pastoral Psychology -  相似文献   

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This paper explores the relationship between play and interpretative verbalization in child analysis. Through examination of a clinical case, the paper distinguishes between two different modes of interpretative interventions in play. It is the contention of the paper that the analyst’s capacity to tolerate tension and respond to the roles the child assigns him widens the area of play, facilitating a space for thinking through. Interpretation is formulated in two distinct ways: (a) interpreting from the context of the roles the analyst assumes within play, respecting the games and facilitating the patient’s understanding; (b) interpreting at a distance from play, on the one hand distinguishing the area of play, and on the other hand analyzing that which occurs verbally and non‐verbally.  相似文献   

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To increase game loyalty but decrease game addiction, this study examines online game social migration and tests the mediating effects of offline social value and maladaptive cognition on the basis of the theory of consumption value and the cognitive behavioral model of pathological Internet use. The results are as follows: (i) Overall, online game social migration is associated with greater game loyalty and less game addiction; (ii) The positive association between online game social migration and game loyalty was mediated by offline social value; and (iii) Online game social migration is associated with lower game addiction. This paper provides a new perspective (taking into account both business interests and players' psychological health) for online game research and also offers practical guidance for cooperation between game companies and the public. Copyright © 2017 John Wiley & Sons, Ltd.  相似文献   

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Bicchieri (The grammar of society: The nature and dynamics of norms, 2006, xi) presents a formal analysis of norms that answers the questions of “when, how, and to what degree” norms affect human behavior in the play of games. The purpose of this paper is to apply a variation of the Bicchieri norms analysis to generate a model of norms-based play of the traditional deterrence game (Zagare and Kilgour, Int Stud Q 37:1–27, 1993; Morrow, Game theory for political scientists, 1994), the paradigmatic model of conflict initiation in International Relations. The deterrence game is modeled here as a sequential decision problem. As such, our analysis is an adaptation of Bicchieri’s game-theoretic formalization of norms to what we will call the norms account of the game. We find that the standard account of the traditional deterrence game is a special case of the norms account of the game. We also show that the adaptation of Bicchieri’s analysis of social norms yields new and interesting claims regarding when, how, and to what degree norms operate as a constraint on risk-related behavior in the traditional deterrence game. Moreover, we discuss how the results of the model provide testable propositions of relevance to the role of norms in international interactions.  相似文献   

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