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1.
The phenomenon of women enjoying sexualized male attention has recently been operationalized and found to be related to primarily traditional and sexist beliefs, but some argue that enjoying sexiness can be a feminist act. This study assessed the extent to which 326 self‐identified heterosexual feminist women reported that they enjoyed sexualization and how this related to beliefs about the need for social change. Results indicated that enjoying sexualization was related to a mix of feminist and traditional beliefs. Paradoxically, feminists who enjoyed sexualization felt empowered but were less likely to notice personal social injustice or continued gender inequity. Whether embracing empowered sexuality is related to a more general gender empowerment is discussed.  相似文献   

2.
A growing number of Mexican Americans are leaving the Catholic Church to join Pentecostal and Evangelical congregations. The purpose of this study is to explore the benefits that are associated with joining Pentecostal and Evangelical congregations. A latent variable model is specified that contains the following core relationships: (1) older Mexican Americans who affiliate with Pentecostal/Evangelical congregations will attend worship services more often; (2) older Mexican Americans who attend church more often will receive more spiritual support from their fellow church members; (3) older Mexican Americans who receive more spiritual support will develop a closer relationship with God; and (4) older Mexican Americans who have a close relationship with God will develop a stronger sense of God-mediated control. Findings from a nationwide survey of older Mexican Americans provide support for each of these linkages.  相似文献   

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The purpose of the present study was to clarify the influence of neuroticism on the sensation of spatial presence and enjoyment in films. We presented participants (N = 64) a fearful, sad, and funny movie sequence. Across all media, individuals scoring high on neuroticism experienced more presence than those scoring low. In contrast, no main effect was found on enjoyment. In terms of enjoyment, however, neuroticism interacted with the valence of the sequences: in the two conditions with negative valence (fearful and sad sequence), participants scoring high on neuroticism reported less enjoyment than those scoring low on neuroticism. Opposite results were observed in the funny sequence: participants scoring high on neuroticism enjoyed the funny sequence more than those scoring low on neuroticism. Thus, neuroticism increased presence within all conditions, whereas individuals scoring high on neuroticism only experienced increased enjoyment in positive media contents.  相似文献   

5.
Recent findings from person–situation studies suggest that primary control is a major factor underlying cross-situational consistency of individual behaviour. To provide evidence, we studied behaviour reflecting primary control in two modes: self-reports and observations of overt behaviour. Study I examined self-reports of 147 Ss in 15 interpersonal situations. In study II, 25 Ss were observed during role playing in five situations. The analysis focused on the degree to which Ss maintain consistent patterns of behaviour across different situations. Both studies revealed considerable degrees of consistency, thus confirming our conjecture. In the discussion attention is paid to the dispositional nature of primary control and the connections with secondary control. © 1998 John Wiley & Sons, Ltd.  相似文献   

6.
The role of sensation seeking in the realm of enjoyment of humour was investigated. It was hypothesized that the personality trait sensation seeking (SS) is able to predict both, the structure and content of jokes and cartoons. Seven hypotheses were derived and tested for four samples comprising a total of 448 Ss. The hypotheses were related to both components in appreciation of humour, funniness (representing the positive feelings induced by humour) and aversiveness (representing the negative feelings). Experience seeking (ES) and boredom susceptibility (BS) were predictive of low appreciation of humour in which the punchline is mildly surprising and the surprise can easily be overcome by resolving the incongruity (i.e. incongruity-resolution humour). Furthermore, ES and BS were predictive of funniness and (low) aversiveness of humour in which the punchline is largely unpredictable and the incongruity can only partly be resolved or not resolved at all (i.e. nonsense humour). Disinhibition (DIS) was correlated with funniness and (low) aversiveness of sex humour. These correlations were especially high when the sexual content was embedded in the nonsense structure and when DIS was related to an index representing the content of humour only. Sensation seekers yielded lower aversiveness ratings to nonsense and sex humour whereas low disinhibition appeared to represent the tendency to find all kinds of humour aversive.  相似文献   

7.
Some evidence suggests that positive mood influences cognitive control. The current research investigated whether positive mood has differential effects on two aspects of cognitive control, working memory and prepotent response inhibition. In Study 1, following either a positive or neutral mood induction, participants completed the Running Memory Span (RMS), a measure primarily of working memory storage capacity, and the Stroop task, a measure of prepotent response inhibition. Results were that the positive mood group performed worse on the RMS task but not on the Stroop task. In Study 2, participants completed the RMS and another measure of prepotent response inhibition, the Flanker task. Results were that when in a positive mood state participants performed worse on the RMS but not on the Flanker task. Overall, this research suggests that positive mood has differential effects on cognitive control, impairing working memory but having no effect on prepotent response inhibition.  相似文献   

8.
Effectance and control as determinants of video game enjoyment.   总被引:1,自引:0,他引:1  
This article explores video game enjoyment originated by games' key characteristic, interactivity. An online experiment (N=500) tested experiences of effectance (perceived influence on the game world) and of being in control as mechanisms that link interactivity to enjoyment. A video game was manipulated to either allow normal play, reduce perceived effectance, or reduce perceived control. Enjoyment ratings suggest that effectance is an important factor in video game enjoyment but that the relationship between control of the game situation and enjoyment is more complex.  相似文献   

9.
Previous research studies on spatial presence point out that the users' imagery abilities are of importance. However, this influence has not yet been tested for different media. This is surprising because theoretical considerations suggest that mental imagery comes into play when a mediated environment lacks vividness. The aim of this study was to clarify the influence mental imagery abilities can have on the sensation of presence and enjoyment in different mediated environments. We presented the participants (n?=?60) a narrative text, a movie sequence, and a computer game. Across all media, no effect of mental imagery abilities on presence and enjoyment was found, but imagery abilities marginally interacted with the mediated environment. Individuals with high imagery abilities experienced more presence and enjoyment in the text condition. The results were different for the film condition: here, individuals with poor imagery abilities reported marginally higher enjoyment ratings, whereas the presence ratings did not differ between the two groups. Imagery abilities had no influence on presence and enjoyment within the computer game condition. The results suggest that good imagery abilities contribute to the sensations of presence and enjoyment when reading a narrative text. The results for this study have an applied impact for media use because their effectiveness can depend on the individual mental imagery abilities.  相似文献   

10.
The purpose of this study is to examine the mechanisms by which personality traits influence performance and satisfaction. Specifically, the authors examined how 3 personality characteristics derived from self-determination theory (autonomy, control, and amotivated orientations) influence performance and enjoyment through achievement goal patterns, goal level, and mental focus. Data were collected from 284 students at 5 points in time. In particular, mental focus emerged as an important aspect of the self-regulation process. The results suggest that global personality traits can help researchers to understand and predict the motivational strategies that people use while working toward goals in achievement settings.  相似文献   

11.
Using a novel variant of dichotic selective listening, we examined the control of auditory selective attention. In our task, subjects had to respond selectively to one of two simultaneously presented auditory stimuli (number words), always spoken by a female and a male speaker, by performing a numerical size categorization. The gender of the task-relevant speaker could change, as indicated by a visual cue prior to auditory stimulus onset. Three experiments show clear performance costs with instructed attention switches. Experiment 2 varied the cuing interval to examine advance preparation for an attention switch. Experiment 3 additionally isolated auditory switch costs from visual cue priming by using two cues for each gender, so that gender repetition could be indicated by a changed cue. Experiment 2 showed that switch costs decreased with prolonged cuing intervals, but Experiment 3 revealed that preparation did not affect auditory switch costs but only visual cue priming. Moreover, incongruent numerical categories in competing auditory stimuli produced interference and substantially increased error rates, suggesting continued processing of task-relevant information that often leads to responding to the incorrect auditory source. Together, the data show clear limitations in advance preparation of auditory attention switches and suggest a considerable degree of inertia in intentional control of auditory selection criteria.  相似文献   

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Self-pity is a frequent response to stressful events. So far, however, empirical research has paid only scant attention to this subject. The present article aims at exploring personality characteristics associated with individual differences in feeling sorry for oneself. Two studies with N = 141 and N = 161 university students were conducted, employing multidimensional measures of personality, control beliefs, anger, loneliness, and adult attachment. With respect to personality, results showed strong associations of self-pity with neuroticism, particularly with the depression facet. With respect to control beliefs, individuals high in self-pity showed generalized externality beliefs, seeing themselves as controlled by both chance and powerful others. With respect to anger expression, self-pity was primarily related to anger-in. Strong connections with anger rumination were also found. Furthermore, individuals high in self-pity reported emotional loneliness and ambivalent-worrisome attachments. Finally, in both studies, a strong correlation with gender was found, with women reporting more self-pity reactions to stress than men. Findings are discussed with respect to how they support, extend, and qualify the previous literature on self-pity, and directions for future empirical research are pointed out.  相似文献   

14.
This paper is simultaneously a test and refinement of the E-Z Reader model and an exploration of the interrelationship between visual and language processing and eye-movements in reading. Our modeling indicates that the assumption that words in text are processed serially by skilled readers is a viable and attractive hypothesis, as it accounts not only for "normal" reading data, but also for the pattern of decrements that occur when text is withheld from view during certain periods of time, such as in the boundary paradigm and the disappearing text paradigm. Our analyses also indicate (a) that lexical processing during reading is essentially continuous and (b) that the trigger for eye movements has to be a different (and prior) event to the trigger for shifts of covert spatial attention. In addition, the parameter values in our model are in accordance with what is known about such processes and should be taken as serious hypotheses for how long these processes last. Although a parallel model may be able to duplicate the predictions of the E-Z Reader model, we think that it is likely to be far less parsimonious and not nearly as good a heuristic device for using eye movements to understand language processing in reading.  相似文献   

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As a consequence of numerous extreme-right terror attacks in which the perpetrators posted their manifestos and attack life streams on online platforms adjacent to the video gaming community, as well as radicalized within that environment to a significant degree (e.g., Christchurch, New Zealand; Halle, Germany), increasing scholarly and policymaker interest is focusing on far-right radicalization and recruitment within online video game environments. Yet little empirical insights exist about the specific engagement between right-wing extremists and their potential recruits on these platforms. This study presents findings from a qualitative exploration of German police-investigation files for two children who radicalized on gaming platforms to become involved in extreme-right criminal behavior, including the plotting of a terrorist attack. The study demonstrates the importance of online and offline factor interaction, especially regarding the role of familiar criminogenic factors, as well as the social–emotional bonding between potential recruits and extremist gamers created through shared gaming experiences that lead to high-intensity extremist radicalization aimed at offline behavioral changes. The study did not find evidence for strategic organizational far-right recruitment campaigns, but rather multidirectional social-networking processes which were also initiated by the potential recruits.  相似文献   

17.
Ann R. Eisenberg 《Sex roles》1988,19(3-4):205-217
The study examines the relation between gender of grandchildren, parents and grandparents and grandchild-grandparent relationships. Subjects were 120 young adult grandchildren (ages 18–23) who provided information on the 375 grandparents they had known. Subjects reported how close they felt to their grandparents, how much they liked them, and what activities they engaged in with them. Strong effects were found for sex of grandparent and sex of parent. Grandchildren had closer relationships with grandmothers, particularly maternal grandmothers, and they tended to prefer maternal grandmothers over other grandparents. Maternal grandmothers seem to make themselves particularly accessible to grandchildren. The results suggest that the gender of the grandparent can be more important than proximity in determining the quality of grandchild-grandparent relationships.An earlier version of this paper was presented in March of 1986 at the annual meeting of the Southwestern Society for Research in Human Development. The authors thanks Richard Wenzlaff for his assistance in the analysis of the data, Billy Hoover for his assistance in collecting and coding the data, and Judith Loftus for her comments on earlier drafts of the paper.  相似文献   

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Extraversion is a broad, multifaceted trait, yet researchers are still unsure of its defining characteristics. One possibility is that the essential feature of extraversion is the tendency to enjoy social situations. An alternative possibility is that extraversion represents sensitivity to rewards and the tendency to experience pleasant affect. In three studies, participants rated situations that varied on two dimensions: (a) whether they were social or nonsocial and (b) whether they were very pleasant, moderately pleasant, moderately unpleasant, or very unpleasant. Extraverts only rated social situations more positively than introverts did when the situations were pleasant, and extraverts also rated nonsocial situations more positively than introverts did if the situations were pleasant. Thus, the pleasantness of situations was more important than whether they were social or nonsocial in determining extraverts' and introverts' enjoyment.  相似文献   

20.
Parents commonly use rewards to encourage children to eat healthfully, but this practice remains controversial because rewards are suspected of undermining children's intrinsic motivation. A cluster-randomized trial examined children's acceptance of a disliked vegetable over 12 daily taste exposures. These exposures were paired with a tangible reward, a social reward, or no reward, and the findings were compared with the results from a no-treatment control condition. Liking and intake of the vegetable were assessed in a free-choice consumption task at preintervention, postintervention, 1 month after intervention, and 3 months after intervention. Liking increased more in the three intervention conditions than in the control condition, and there were no significant differences between the intervention conditions. These effects were maintained at follow-up. Children in both reward conditions increased consumption, and these effects were maintained for 3 months; however, the effects of exposure with no reward became nonsignificant by 3 months. These results indicate that external rewards do not necessarily produce negative effects and may be useful in promoting healthful eating.  相似文献   

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