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1.
When inexperienced solvers play consecutive Mastermind games, they begin to use a strategy in which specific hypothetical types are offered in response to specific feedback types, a strategy known as the modal hypothesis strategy. When participants who had learned that strategy were shifted onto Mastermind games whose code format was different from, and easier than, that they had experienced, their use of the strategy was degraded despite their familiarity and experience in dealing with the specific feedback types occurring in the new code. The results suggest that the use of a domain-specific strategy is at least somewhat influenced by the match between the context in which the strategy has been acquired and the context in which it is being put to use.  相似文献   

2.
In two experiments, the strategies used by subjects playing the logical-deduction game, Mastermind, were examined. In the first experiment, subjects showed improvement resulting from the continued use of a particular strategic action, and the data suggested that the subjects learned the strategy from their transactions with the task. In the second experiment, the question of changes in underlying strategic knowledge of Mastermind was examined. The accuracy and complexity of the subjects' deductions and their use of the previously identified strategy were used to generate a model of the cognitive operations involved in Mastermind. Although there were improvements in the accuracy and complexity of the subjects' deductions resulting from continued play, these improvements were unrelated to the use of the strategy. Moreover, the likelihood of making accurate and complex deductions was well accounted for by a Markovian model, suggesting that the deployment of the strategy was not driven by any change in the subject's underlying knowledge structures. Rather, the subjects seemed to use the strategy to create Mastermind situations whose interpretation was fairly easy. The implications for previous work on the issue of Mastermind strategies and the development of logical-deduction strategies are discussed.  相似文献   

3.
The problem of ambiguity in games is discussed, and a class of ambiguous games is identified. A total of 195 participants played strategic-form games of various sizes with unidentified co-players. In each case, they first chose between a known-risk game involving a co-player indifferent between strategies and an equivalent ambiguous game involving one of several co-player types, each with a different dominant strategy, and then they chose a strategy for the preferred game. Half the players knew that the ambiguous co-player types were equally likely, and half did not. Half expected the outcomes to be known immediately, and half expected a week's delay. Known-risk games were generally preferred, confirming a significant strategic ambiguity aversion effect. In the delay conditions, players who knew that the ambiguous co-player types were equally likely were significantly less ambiguity averse than those who did not. Decision confidence was significantly higher in 2 × 2 than in larger games.  相似文献   

4.
The problem of ambiguity in games is discussed, and a class of ambiguous games is identified. A total of 195 participants played strategic-form games of various sizes with unidentified co-players. In each case, they first chose between a known-risk game involving a co-player indifferent between strategies and an equivalent ambiguous game involving one of several co-player types, each with a different dominant strategy, and then they chose a strategy for the preferred game. Half the players knew that the ambiguous co-player types were equally likely, and half did not. Half expected the outcomes to be known immediately, and half expected a week's delay. Known-risk games were generally preferred, confirming a significant strategic ambiguity aversion effect. In the delay conditions, players who knew that the ambiguous co-player types were equally likely were significantly less ambiguity averse than those who did not. Decision confidence was significantly higher in 2 × 2 than in larger games.  相似文献   

5.
This paper studies ‘minority’ initiatives to organize sports games. A meta-analysis of published data in the literature identifies the formal appearance taken by each of these initiatives under the Olympic model. But it also conduces to build a number of indicators to answer a series of questions about their logic and strategies. All the initiatives studied are based on an ambivalent posture that, while based on the denunciation of a discriminating space, claim access to it. By an astonishing paradox, ‘non-normative’ actors are driven to reclaim a model that, under cover of Universal, aims to establish a norm that is situated and dated. In practice, they use two types of strategies: a strategy for participation in the Olympics to transform them into a space which represents a fight against exclusion, or a strategy to create alternative events. Whatever the strategy, these initiatives are implemented according to their objectives. Differentiated in their forms—participatory or autonomy—they are also in their purpose. The comparison of these initiatives shows that ultimately, beyond strategies and logic inherent in different social, historical and organizational contexts, the mobilizations of the actors reveal the same ambivalence about the sports model conveyed by the Olympic institution.  相似文献   

6.
Ninety‐five dental care patients participated in a quasi‐experiment in which they were interviewed twice about dental visits they had made during the past ten years. Objective truth was established by analysing their dental records. The main purpose of the study was to investigate to what extent context‐specific cues could facilitate particularization (i.e., recollection of events and details) of repeated and similar events. A mixed design was employed and the effects of three types of cues were explored: two types of context‐specific cues vs. cues commonly used in police practise when interviewing plaintiffs. In line with our hypothesis, context‐specific cues tended to be more effective for recollection of individual events than the comparison cues. In addition, context‐specific cues generated more details than the comparison cues and the difference was marginally significant. Rehearsal of the memories by telling them to others was associated with an increased number of recollected events and details. The results are discussed from a legal psychology perspective with focus on recollection of repeated abuse.  相似文献   

7.
We studied transfer of learning across two games of strategic interaction. We found that the interpersonal relation between two players during and across two games influence development of reciprocal trust and transfer of learning from one game to another. We show that two types of similarities between the games affect transfer: (1) deep similarities facilitate transfer of an optimal solution across games; (2) surface similarities can either facilitate or hinder transfer depending on whether they lead players toward an optimal or sub-optimal solution in the target game. Learning an optimal solution in a context of interdependence between players is associated with development of reciprocal trust, which in turn mediates transfer of learning across games. The results can be used to inform the design of training exercises to develop strategic interaction skills.  相似文献   

8.
In emotion regulation (ER) research, participants are often trained to use specific strategies in response to emotionally evocative stimuli. Yet theoretical models suggest that people vary significantly in strategy use in everyday life. Which specific strategies people choose to use, and how many, may partially depend on contextual factors like the emotional intensity of the situation. It is thus possible – even likely – that participants spontaneously use uninstructed ER strategies in the laboratory, and that these uninstructed choices may depend on contextual factors like emotional intensity. We report data from four studies in which participants were instructed to use cognitive reappraisal to regulate their emotions in response to pictures, the emotional intensity of which varied across studies. After the picture trials, participants described which and how many strategies they used by way of open-ended responses. Results indicated that while a substantial proportion of participants in all studies described strategies consistent with cognitive reappraisal, a substantial proportion also endorsed uninstructed strategies. Importantly, they did so more often in the context of studies in which they viewed higher-intensity pictures. These findings underscore the importance of considering uninstructed ER choice in instructed paradigms and situational context in all studies of ER.  相似文献   

9.
We conjecture that the thought processes used to solve dominant strategy games and mixed strategy games are quite distinct. Two-person games with dominant strategies can be treated as simple decision problems that involve no assessment of one's partner. By contrast, two-person games with mixed strategies require that one think about one's partner. We measure differences in electroencephalogram (EEG) activity while a human subject is playing two-person games. We time-lock the EEG to a common event and use the average across many trials and subjects to find an Event Related Potential (ERP) associated with the common event. The ERP is the brain's response to events—in this case our different games. Our findings lend modest support for the idea that subjects respond to types of games differently.  相似文献   

10.
Computer games were conceptualized as a potential mode of entry into computer-related employment for women. Computer games contain increasing levels of realism and violence, as well as biased gender portrayals. It has been suggested that aggressive personality characteristics attract people to aggressive video games, and that more women do not play computer games because they are socialized to be non-aggressive. To explore gender identity and aggressive personality in the context of computers, an online survey was conducted on women who played computer games and women who used the computer but did not play computer games. Women who played computer games perceived their online environments as less friendly but experienced less sexual harassment online, were more aggressive themselves, and did not differ in gender identity, degree of sex role stereotyping, or acceptance of sexual violence when compared to women who used the computer but did not play video games. Finally, computer gaming was associated with decreased participation in computer-related employment; however, women with high masculine gender identities were more likely to use computers at work.  相似文献   

11.
This article explores the unique philosophical challenges that video games pose as forms of interactive fiction and examines the different types of fictional truth which they present in order to lay the groundwork for further discussion of video games as fictions not only by generating useful vocabulary and an ontological framework to aid continued study but also by using the fictional truths found in video games to challenge one of the most influential models of fictional truth: that of Kendall Walton. I argue that Walton's definition of fictional truth cannot account for all of the fictional content presented by video games and use video games to provide two counterexamples to his claims. By shedding light on these challenges, this article establishes video games as an interesting and unique form of narrative art worthy of the attention of philosophers not only for the fictional content which they present but also for the way in which they present it.  相似文献   

12.
The goal of the current research was to assess whether children can make strategic use of morphological relations among words to spell. French-speaking children in Grade 4 spelled three word types: (a) phonological words that had regular phoneme-grapheme correspondences, (b) morphological words that had silent consonant endings for which a derivative revealed the silent ending, and (c) lexical words that had silent consonant endings for which no familiar derivative revealed the ending. Children were also asked to provide immediate retrospective reports of the strategies used to spell each word. Two experiments (Ns = 46 and 39) were conducted. As expected, children in Grade 4 spelled phonological words more accurately than they did words with silent consonant endings. In addition, children spelled morphological words more accurately than they did lexical words. Reports of using retrieval were associated with accurate performance across word types. Importantly, reports of using morphological strategies to spell morphological words were associated with a similar level of accuracy, as were reports of using retrieval. Even though children reported using a phonological strategy frequently across all word types, this strategy was associated with accurate performance only for spelling phonological words. Experiment 2 replicated the results of Experiment 1 with another set of stimuli and also showed that children's morphological awareness predicted their spelling accuracy for morphological words as well as the reported frequency of morphological strategy use. In sum, the findings revealed that most children showed evidence of adaptive strategy use.  相似文献   

13.
摘要:以问题性网络游戏使用青少年为研究对象,基于锚定效应助推国民身心健康的理论前提和态度改变理论视角,通过实验1和实验2分别建立未来取向内部锚和未来取向外部锚,检验未来取向内部锚和外部锚对减少问题性网络游戏使用青少年游戏时间的有效性。结果表明,未来取向内部和外部的助推方式,均能够有效促进问题性网络游戏使用青少年游戏时间的减少,提高了决策效用。  相似文献   

14.
Mathematics education and assessments increasingly involve arithmetic problems presented in context: a realistic situation that requires mathematical modeling. This study assessed the effects of such typical school mathematics contexts on two aspects of problem solving: performance and strategy use. Multidigit arithmetic problems presented in two conditions—with and without a realistic context—were solved by 685 sixth graders from The Netherlands. Regarding performance, the same (latent) ability dimension was involved in solving both types of problems, and the presence of a context increased the difficulty level of the division problems but not of other operations. Regarding strategy use, strategy choice and strategy accuracy were not affected by the presence of a problem context. In sum, the presence of a typical context in multidigit arithmetic problems had no marked effects on students' problem-solving behavior, which held for different subgroups of students with respect to language ability and gender.  相似文献   

15.
Women are surprisingly underrepresented in the chess world, representing less that 5% of registered tournament players worldwide and only 1% of the world's grand masters. In this paper it is argued that gender stereotypes are mainly responsible for the underperformance of women in chess. Forty‐two male–female pairs, matched for ability, played two chess games via Internet. When players were unaware of the sex of opponent (control condition), females played approximately as well as males. When the gender stereotype was activated (experimental condition), women showed a drastic performance drop, but only when they were aware that they were playing against a male opponent. When they (falsely) believed to be playing against a woman, they performed as well as their male opponents. In addition, our findings suggest that women show lower chess‐specific self‐esteem and a weaker promotion focus, which are predictive of poorer chess performance. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

16.
It has often been reported that subjects prefer to use a strategy in which they vary movement velocity and peak amplitude in a linear fashion. In this study, control of velocity and amplitude in rapid reciprocating movements of the interphalangeal joint of the thumb was investigated by examining movement trajectories and patterns of activity in the extensor pollicis longus (EPL) and flexor pollicis longus (FPL) muscles. In controlling either amplitude or peak flexion velocity without constraint, subjects always used a strategy in which peak extension velocity and peak flexion velocity had strong linear correlations with movement amplitude. When they were required to keep either amplitude or peak flexion velocity fixed their movements were still biased toward a strategy in which peak velocity and movement amplitude covaried. It is suggested that the preferred strategy is related to a basic principle of scaling the magnitude and duration of a velocity profile in order to achieve different movement amplitudes.  相似文献   

17.
K D White  J C Pearson  L Flint 《Adolescence》1989,24(95):595-621
This investigation determined choice of compliance-resisting behaviors on the basis of compliance-gaining strategy, gender of parent, and gender of adolescent. One hundred and eighteen 9th- through 12th-grade students identified resistance strategies they would use when confronted with five compliance-gaining attempts: manipulation, nonnegotiation, emotional appeal, personal rejection, and empathic understanding. Each compliance-gaining attempt was associated with a specific parent and a specific compliance-gaining strategy. The results demonstrate significant differences in resistance strategy selected on the basis of parent's gender, adolescent's gender, and compliance-gaining strategy. When mothers employed personal rejection or empathic understanding, the adolescent was most likely to use nonnegotiation. When the mother used an emotional appeal, adolescents used identity management. Fathers who employed manipulation by using an emotional appeal were resisted with justification. When fathers used nonnegotiation or personal rejection, adolescents used nonnegotiation. The father's use of empathic understanding was countered with identity management. Adolescents are more likely to use identity management with their mothers and justification with their fathers. Female adolescents are more likely to use identity management than are male adolescents, while males are more likely to use nonnegotiation and negotiation than are females. Nonnegotiation occurs most often from son to mother, followed by son to father, daughter to father, and daughter to mother.  相似文献   

18.
Solution concepts for game play implicitly assume what information is relevant for choosing moves. Maximin and Eliminating Dominated Strategies use payoff order; mixed strategies and Harsanyi??s risk dominance use payoff values. ??Cooperative?? strategies use previous choices, ignoring payoffs altogether. We first define the 12 symmetric 2 × 2 games as a continuous payoff space then use this space to evaluate strategies based on different types of information. Strategic success is shown to be sensitive to actual payoffs and seldom consistent for all games of an ordinally defined category such as Chicken. A new hybrid strategy using both payoff and choice information is introduced and shown to produce efficient outcomes in all symmetric 2 × 2 games when employed by both players. It does well in evolutionary tournaments against strategies of other types, especially in the difficult distribution games including Battle-of-the-Sexes.  相似文献   

19.
First, third, and fifth graders who had been instructed to use an interaction strategy and a repetition strategy on two separate paired associate tasks were asked on which task they had remembered better and why. Subjects were then given another paired associate task and told they could use any way they wanted to remember. Memory performance was better when the interaction strategy was used than when the repetition strategy was used. A significant majority of third and fifth graders correctly judged which task they had performed better on, and the number of subjects doing so increased with grade. Only among fifth graders, did the majority of subjects explain their judgments by referring to the use of the interaction strategy. Use of the interaction strategy on Task 3 did not increase with grade but was shown by a significant majority of first and fifth graders. Use of the interaction strategy on Task 3 was more frequent among subjects who referred to the use of the interaction strategy in explaining their choice of their more successful task than among those who did not.  相似文献   

20.
The authors examined the degree to which competitive basketball players in Australia were consistent in their cognitive appraisals and coping strategies in response to 4 types of stressful situations that they had experienced during previous basketball games as functions of perceived stress intensity. The authors predicted that both approach and avoidance coping strategies would be dependent on the type of stressful event, in accord with the transactional model. The results supported that prediction: Approach strategies were more prevalent than avoidance strategies following 3 of the 4 events. Cognitive appraisals and perceived stress intensity also strongly influenced the participants' use of coping strategies, accounting for 34% of the variance.  相似文献   

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