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1.
本研究采用重复囚徒困境实验范式,考察了社会距离和合作指数对不同年龄青少年(初中生、高中生和大学生,且每个年龄段的被试数为40名)在博弈决策中的合作行为的影响。结果发现:(1)随着年龄的增加,青少年合作行为的总体趋势表现为下降;(2)社会距离对大学生的合作行为的正向作用显著,而中学生的合作行为却不受其影响;(3)个体合作率会受到合作指数的促进作用,但这种促进作用在大学生中表现的更为显著。即随年龄增长,个体会更少的采取合作行为,并且个体是否采取合作在更大程度上基于当前博弈中的收支情况和与博弈对象之间的社会距离。  相似文献   

2.
The present study attempted to evaluate experimentally the relationship between two response classes: cooperative play and speech. One child was observed in a preschool free-play setting. Base rates of speech and play with peers indicated that the child never spoke to or played with peers during free-play periods. Base rates of teacher attention were observed to fluctuate directly with the child's isolate play. When differential attention and extinction operations were presented, removed and presented again, the frequency of cooperative play with peers increased, decreased and increased accordingly. Moderate fluctuations in verbal behavior also correlated with the presence and absence of the differential attention and extinction operations, even though the operations were applied only to cooperative play. The results suggest that some nonverbal isolate children may begin producing speech when play behaviors with peers are reinforced by teachers.  相似文献   

3.
Research on video games has yielded consistent findings that violent video games increase aggression and decrease prosocial behavior. However, these studies typically examined single-player games. Of interest is the effect of cooperative play in a violent video game on subsequent cooperative or competitive behavior. Participants played Halo II (a first-person shooter game) cooperatively or competitively and then completed a modified prisoner's dilemma task to assess competitive and cooperative behavior. Compared with the competitive play conditions, players in the cooperative condition engaged in more tit-for-tat behaviors-a pattern of behavior that typically precedes cooperative behavior. The social context of game play influenced subsequent behavior more than the content of the game that was played.  相似文献   

4.
选取幼儿园大、中、小12个自然班,共317名幼儿为被试,进行为期四周的观点采择合作认知故事及游戏形式的合作行为训练。结果表明:①合作认知故事及游戏形式的合作行为训练,对提高学前儿童合作认知及合作行为水平影响显著,两者结合的训练方式最有效。②合作认知故事的培养训练对不同年龄儿童合作认知水平的提高影响显著;合作游戏训练对中班儿童合作水平的提高影响显著。③合作认知及合作行为训练的性别差异不显著。  相似文献   

5.
Social skills training and desensitization interventions were conducted with 41 institutionalized aggressive children aged 7–13. Subjects were randomly assigned after blocking by aggression and cooperative play to either of the treatments. Dependent measures were direct observations of playground play and teacher ratings. Subjects in the social skills program mastered the basic cognitive skills presented to them. Observational data indicated that both groups experienced marked reduction in aggressive behavior and increases in cooperative play. The social skills training intervention engendered incremental improvement in aggression in comparison to the desensitization condition. However, none of the behavioral changes evident in the observations were reflected in teacher ratings.  相似文献   

6.
7.
Male and female subjects played a mixed-motive game against a male confederate under either a 20% cooperative or an 80% cooperative strategy while cardiovascular responses were computer monitored. Females had larger heart rate responses than males during play against the competitive strategy, and the opposite was true during play against the cooperative strategy. Subjects who were more competitive during the game or who scored higher on a coronary-prone (Type A) behavior scale or who reported having an action orientation toward life stress tended to have larger heart rate responses during the game than the remaining subjects. The results draw attention to the importance of covert autonomic responses for understanding overt behavioral choices in mixed-motive games and to the potential utility of this behavioral model for studying the role of psychosocial factors in psychosomatic illnesses.  相似文献   

8.
This study examined the effects of a tactile prompting device (the Gentle Reminder) as a prompt for a student with autism to make verbal initiations about his play activities. A multiphase multielement design was used to assess the effects of the device in prompting initiations toward an adult in three different play contexts. Follow-up probes were conducted during cooperative learning activities with typically developing peers in the student's regular education class. The results suggest that the device serves as an effective, unobtrusive prompt for verbal initiations during play contexts and during cooperative learning activities.  相似文献   

9.
The study aimed to design and evaluate a program for the prevention of childhood depression (“Pozik-Bizi” [in English, “Live-Happily”]), comparing its effects with a socio-emotional intervention program based on cooperative play. The sample comprised 420 students aged 7 to 10?years from the Basque Country, 51.9% were randomly assigned to the experimental condition (“Pozik-Bizi”) program and 48.1% to the control group (“Play program”). Using a pretest-posttest repeated measures experimental design, 7 evaluation instruments were administered. When comparing the two interventions, it was confirmed that those who participated in the “Pozik-Bizi” program significantly decreased their level of clinical maladjustment, school maladjustment, emotional, and behavioral problems, and they increased positive behaviors that inhibit depression. However, the cooperative play program improved self-concept and social skills significantly more than the “Pozik-Bizi” program. The effect size in all the variables was small. The discussion analyzes the effectiveness of specific programs of prevention of childhood depression versus global programs of social-emotional development. This work provides a program to prevent childhood depression that has been shown to be effective in the reduction of clinical variables. In addition, this study confirms the positive potential of programs of cooperative play, to increase self-concept and social skills.  相似文献   

10.
Detecting cooperative partners in situations that have financial stakes is crucial to successful social exchange. The authors tested whether humans are sensitive to subtle facial dynamics of counterparts when deciding whether to trust and cooperate. Participants played a 2-person trust game before which the facial dynamics of the other player were manipulated using brief (<6 s) but highly realistic facial animations. Results showed that facial dynamics significantly influenced participants' (a) choice of with whom to play the game and (b) decisions to cooperate. It was also found that inferences about the other player's trustworthiness mediated these effects of facial dynamics on cooperative behavior.  相似文献   

11.
Two severely retarded boys, each a member of a different play group, experienced three regimes of reinforcement from adults [contingent, noncontingent, and mixed (contingent and noncontingent)]. The agent of contingent reinforcement acquired stimulus control of the subjects' behavior; the noncontingent agent did not. The agent of the mixed schedule of reinforcement did not gain control, but aspects of his behavior came to function as cues. The mixed adult's withholding reinforcement in the absence of the target behavior (cooperative play) evoked cooperative play, whereas his presenting free reinforcement resulted in the subjects' remaining in their inactive, baseline positions.  相似文献   

12.
The purpose of this study was to examine the ability of two different measures of preschool children's social strategy knowledge to predict classroom behavior with peers. Thirty-two 4- and 5-year-old children attending a university sponsored preschool were administered the Preschool Interpersonal Problem-Solving Tests (PIPS) and an enactive assessment of strategy knowledge. Observational and teacher-rating measures of children's positive and aggressive peer behavior were also obtained. Significant correlations were obtained between (a) the number of strategies produced in the enactive measure and cooperative play ratings by teachers, (b) the number of strategies produced in the PIPS and observations of positive peer behavior, and (c) ratings of friendliness in the PIPS and teacher-rated cooperative play and aggression and observations of aggression. Results are discussed in terms of implications for social skill training.  相似文献   

13.
    
The effect of challenge on the cooperative and competitive behavior of 120 urban American children was assessed using two experimental game apparatuses, one of which provided a challenging cooperative response. Significantly more cooperation was observed when the subjects were presented with a challenging cooperative response. In addition, a reliable age effect was found indicating that the older subject group (10–12 years old) was more cooperative than the younger two age groups (5–7 and 8–10 years old). Finally, a significant game condition x order interaction was discovered suggesting that under some conditions the order in which the games were played affected the degree of subject cooperation. Results are related to a theory of competence motivation. It is argued that cooperation among American children may be increased if the task involves the presence of challenge. A portion of this research was presented at the biennial meetings of the Society for Research in Child Development, Detroit, Michigan, 1983.  相似文献   

14.
The present study was designed to assess the behavioral orientations and peer-contact patterns of relationally aggressive girls. Based on teachers' assessments of relational aggression, 16 preschool girls were assigned to either a relationally aggressive group or a nonaggressive group and then observed in a free play setting. Several aspects of their interactive behaviors, e.g., cooperative play and social conversation, and noninteractive behaviors, e.g., solitary play and transition, were observed. Analysis indicated the relationally aggressive group spent more time engaged in social conversation and transition and less time in cooperative play than did the nonaggressive group. Further, findings indicated that the relationally aggressive group spent more time with one particular peer than did the nonaggressive group.  相似文献   

15.
The effect of challenge on the cooperative and competitive behavior of 120 urban American children was assessed using two experimental game apparatuses, one of which provided a challenging cooperative response. Significantly more cooperation was observed when the subjects were presented with a challenging cooperative response. In addition, a reliable age effect was found indicating that the older subject group (10–12 years old) was more cooperative than the younger two age groups (5–7 and 8–10 years old). Finally, a significant game condition x order interaction was discovered suggesting that under some conditions the order in which the games were played affected the degree of subject cooperation. Results are related to a theory of competence motivation. It is argued that cooperation among American children may be increased if the task involves the presence of challenge. A portion of this research was presented at the biennial meetings of the Society for Research in Child Development, Detroit, Michigan, 1983.  相似文献   

16.
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   

17.
Exergames are videogames that require gross motor activity, thereby combining gaming with physical activity. This study examined the role of competitive versus cooperative exergame play on short-term changes in executive function skills, following a 10-week exergame training intervention. Fifty-four low-income overweight and obese African American adolescents were randomly assigned to a competitive exergame condition, a cooperative exergame condition, or a no-play control group. Youths in the competitive exergame condition improved in executive function skills more than did those in the cooperative exergame condition and the no-play control group. Weight loss during the intervention was also significantly positively correlated with improved executive function skills. The findings link competitive exergame play to beneficial cognitive outcomes for at-risk ethnic minority adolescents.  相似文献   

18.
The present research tests the idea that playing a team‐player video game in which players work together as teammates and assist each other in achieving a common goal increases cooperative behavior toward a new partner. In fact, relative to a single‐player mode, cooperatively playing a video game increased cooperation in a mixed‐motive decision dilemma task. Because the players were exposed to the same video game content in both experimental conditions, the effect on cooperative behavior can only be accounted for by the different way the game was played. Mediation analyses revealed that cooperative team play promoted feelings of cohesion, which activated trust (i.e., the expectation of reciprocal cooperation), which in turn increased cooperative behavior. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

19.
利用囚徒困境范式,考察了合作指数CI(0.1~0.9)与社会距离(亲密、陌生)对个体合作行为的影响。结果发现,社会距离和合作指数均会对合作行为产生影响,两者的交互效应不显著;合作率会受到合作指数的促进作用,但不会随合作指数的增高立即增长;在CI = 0.1~0.9这9个水平下,亲密被试间的合作率均显著高于陌生被试间的合作率。这一结果说明,合作指数对合作行为的促进作用存在阈值;社会距离缩小可促进个体的合作倾向增强,并更快地达到合作水平;合作指数与社会距离相互独立地影响合作行为。  相似文献   

20.
电子游戏颇受儿童青睐,其用户日趋低龄化,它对幼儿的影响不容小觑。本实验以双人合作/竞技游戏为载体,考查了短时接触电子游戏对60名4~6岁幼儿的同伴交往与亲社会行为的影响,结果发现:1)幼儿与非好友玩伴共同接触双人电子游戏后会变得更喜欢自己的搭档,将其视为新好友并更希望未来与其交往;2)合作比竞技游戏更能促使幼儿喜爱玩伴,竞技游戏的获胜者比失败者更喜欢其搭档;3)年长比年少幼儿更喜欢与同伴交往;4)与其他非好友同伴相比,幼儿更愿意帮助自己的搭档。这表明短时接触内容适宜的双人电子游戏对幼儿的同伴交往和亲社会行为发展较为有益。  相似文献   

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