首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
Early investigations of guilt cast it as an emotion that prompts broad reparative behaviors that help guilty individuals feel better about themselves or about their transgressions. The current investigation found support for a more recent representation of guilt as an emotion designed to identify and correct specific social offenses. Across five experiments, guilt influenced behavior in a targeted and strategic way. Guilt prompted participants to share resources more generously with others, but only did so when those others were persons whom the participant had wronged and only when those wronged individuals could notice the gesture. Rather than trigger broad reparative behaviors that remediate one's general reputation or self-perception, guilt triggers targeted behaviors intended to remediate specific social transgressions.  相似文献   

2.
Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency).  相似文献   

3.
Fixed-interval schedule performance is characterized by high levels of variability. Responding is absent at the onset of the interval and gradually increases in frequency until reinforcer delivery. Measures of behavior also vary drastically and unpredictably between successive intervals. Recent advances in the study of nonlinear dynamics have allowed researchers to study irregular and unpredictable behavior in a number of fields. This paper reviews several concepts and techniques from nonlinear dynamics and examines their utility in predicting the behavior of pigeons responding to a fixed-interval schedule of reinforcement. The analysis provided fairly accurate a priori accounts of response rates, accounting for 92.8% of the variance when predicting response rate 1 second in the future and 64% of the variance when predicting response rates for each second over the entire next interreinforcer interval. The nonlinear dynamics account suggests that even the “noisiest” behavior might be the product of purely deterministic mechanisms.  相似文献   

4.
Forming an implementation intention or "if-then plan" promotes the attainment of different types of goals (Gollwitzer, 1999; Gollwitzer & Sheeran, 2006). So far, research on implementation intentions has focused on the initiation of goal striving, whereas the issue of shielding of ongoing goal striving has been largely neglected. In two field experiments concerned with dieting (Study 1) and athletic goals (Study 2), goal shielding was supported by implementation intentions geared at controlling potentially interfering inner states (i.e., cravings for junk food in Study 1, and disruptive thoughts, feelings, and physiological states in Study 2). In both experiments, forming if-then plans enhanced the rate of goal attainment. Thus, implementation intention formation can be used to promote the realization of desired outcomes not only by facilitating getting started with goal striving but also by preventing goal striving from straying off course.  相似文献   

5.
Samoluk  Sarah Barton  Pretty  Grace M. H. 《Sex roles》1994,30(9-10):679-699
Sex Roles - Women's thoughts and feelings in response to interpersonal and environmental sexual harassment simulations from co-workers with equal or greater organizational status were explored....  相似文献   

6.
OBJECTIVE: To determine if cues help young children discriminate among thoughts, feelings and behaviours. PARTICIPANTS: Ninety-six children aged 4-7 years from three schools in Norwich, UK. DESIGN: Within each age band (4, 5, 6, 7), children were randomised to the cue or the no cue condition on a stratified basis ensuring that equal numbers of boys and girls from each school were in each of the eight cells (cue condition x age). Cues were glove puppets and post boxes. The effect of IQ was controlled. MEASURES: A discrimination task, in which children were asked to identify a thought, a feeling and a behaviour from each of six brief stories, and a brief IQ assessment were administered to children individually. RESULTS: There was a significant effect of age and cue condition on performance; older children and those who were presented with the cue performed better. There were no gender differences and no interaction between cue condition and age. CONCLUSION: Many young children discriminated among thoughts, feelings and behaviours suggesting that they may be able to engage in this aspect of cognitive behaviour therapy. Simple cues (puppets and posting boxes) improved children's performance and these may be useful therapeutic tools with young children.  相似文献   

7.
The capacity of the infant to bear affect relies on the capacity of the caregiver until it has achieved enough strength to perform this task itself. In the case of neglect the necessary strength to contain, metabolize and think about affect so that it may be converted into differentiated feelings cannot develop because of the absence of a caregiver capable of sustaining the infant in its emotional development. Instead a system of defence against affect arises in which the affect itself is perceived as intrusive and abusive. Because of neglect a confusion between abuse and affect is to be observed, with catastrophic consequences for the growing up child. Furthermore neglected children can be seduced by external abuse in the hope of being protected from affect that threatens to feel abusive from within. Paradoxically these children are drawn toward abusive situations in the hope of finding some ongoing shelter from unmanageable affect. A corollary of this is that actual containment comes to feel abusive to them: if they are made to feel affect, they perceive the other, who put them in touch with affect, as abusive: thus affect, abuse and containment are confused. Clinical material will support this thesis.  相似文献   

8.
The General Affective Aggression Model [Anderson CA, Deuser WE, DeNeve KM (1995): Personality and Social Psychology Bulletin 21:434–448; Anderson CA, Anderson KB, Deuser WE (1996): Personality and Social Psychology Bulletin 22:366–376] suggests that violent movies may increase aggression by increasing hostile feelings and the accessibility of aggressive thoughts. It also suggests that trait hostility may similarly influence affect and cognition. Experiment 1 explored the effects of viewing violent movie clips on affect and cognition. Participants who viewed a violent movie clip later reported higher levels of state hostility than did those who viewed a nonviolent clip. Experiment 2 added trait hostility to the design as a potentially important individual difference variable. The state hostility results of Experiment 1 were replicated. In addition, the relative accessibility of aggressive thoughts was increased by the violent clip, but only for low irritable participants. Discussion focused on the relevance to aggressive behavior. Aggr. Behav. 23:161–178, 1997. © 1997 Wiley-Liss, Inc.  相似文献   

9.
Women are often depicted as sex objects rather than as human beings in the media (e.g., magazines, television programs, films, and video games). Theoretically, media depictions of females as sex objects could lead to negative attitudes and even aggressive behavior toward them in the real world. Using the General Aggression Model (Anderson & Bushman, 2002) as a theoretical framework, this meta-analytic review synthesizes the literature on the effects of sexualized media (both violent and nonviolent) on aggression-related thoughts, attitudes, and behaviors. Our sample includes 166 independent studies involving 124,236 participants, which yielded 321 independent effects. Overall, the effects were “small” to “moderate” in size (r = .16 [.14–.18]). Significant correlations were found in experimental, cross-sectional, and longitudinal studies, indicating a triangulation of evidence. Effects were stronger for violent sexualized media (r = .25 [.19–.31]) than for nonviolent sexualized media (r = .15 [.13–.17]), although the effects of nonviolent sexualized media were still significant and nontrivial in size. Moreover, the effects of violent sexualized media on aggression were greater than the effects of violent non-sexualized media on aggression obtained in previous meta-analyses. Effects were similar for male and female participants, for college students and non-students, and for participants of all ages. The effects were also stable over time. Sensitivity analyses found that effects were not unduly influenced by publication bias and/or outliers. In summary, exposure to sexualized media content, especially in combination with violence, has negative effects on women, particularly on what people think about them and how aggressively they treat them.  相似文献   

10.
Previous research has shown that playing violent video game exposure can increase aggressive thoughts, aggressive feelings, and physiological arousal. This study compared the effects that playing a realistic violent, unrealistic violent, or nonviolent video game for 45 min has on such variables. For the purpose of this study, realism was defined as the probability of seeing an event in real life. Participants (N=74; 39 male, 35 female) played either a realistic violent, unrealistic violent, or nonviolent video game for 45 min. Aggressive thoughts and aggressive feelings were measured four times (every 15 min), whereas arousal was measured continuously. The results showed that, though playing any violent game stimulated aggressive thoughts, playing a more realistic violent game stimulated significantly more aggressive feelings and arousal over the course of play. Aggr. Behav. 35:213–224, 2009. © 2009 Wiley‐Liss, Inc.  相似文献   

11.
W M Nelson  S N Cholera 《Adolescence》1986,21(84):855-862
The purpose of this study is to examine the interrelationships among coping statements, a self-report measure of anxiety and maladaptive overt behavior in a real-life stressful situation. Measures of these variables (interviews using TAT-like cards, State-Trait Anxiety Inventory for Children, Behavior Profile Rating Scale) were taken from 23 adolescents prior to and during their dental visit. Results indicated that as disruptive "in-chair" overt behavior increased, so did the percentage of coping statements. In addition, as self-report levels of anxiety increased, the percentage of coping statements significantly decreased. Interestingly, there was no significant relationship between self-report levels of anxiety and disruptive in-chair behavior. It was also noted that the subjects' self-report levels of anxiety significantly decreased following their opportunity to verbalize their coping/noncoping statements via the TAT-like procedure. The implications of these interrelationships to cognitive-behavioral theory are discussed.  相似文献   

12.
Many philosophers suggest (1) that our emotional engagement with fiction involves participation in a game of make-believe, and (2) that what distinguishes an emotional game from a dispassionate game is the fact that the former activity alone involves sensations of physiological and visceral disturbances caused by our participation in the game. In this paper I argue that philosophers who accept (1) should reject (2). I then illustrate how this conclusion illuminates various puzzles in aesthetics and the philosophy of mind.  相似文献   

13.
Emotions, I will argue, involve two kinds of feeling: bodily feeling and feeling towards. Both are intentional, in the sense of being directed towards an object. Bodily feelings are directed towards the condition of one's body, although they can reveal truths about the world beyond the bounds of one's body – that, for example, there is something dangerous nearby. Feelings towards are directed towards the object of the emotion – a thing or a person, a state of affairs, an action or an event; such emotional feelings involve a special way of thinking of the object of the emotion, and I draw an analogy with Frank Jackson's well-known knowledge argument to show this. Finally, I try to show that, even if materialism is true, the phenomenology of emotional feelings, as described from a personal perspective, cannot be captured using only the theoretical concepts available for the impersonal stance of the sciences.  相似文献   

14.
Subjects made predictions about the likely cognitions or affective reactions that they, a well-known other, and a prototypic other, would have to ink-blot and pictorial stimuli. Their responses were categorized using Karniol's (1986) 10 transformation rules. No differences between the targets of prediction were found on any of the measures when ink-blot stimuli were used. For pictorial stimuli, a greater variety of transformation rules was used to make predictions about a well-known other than about self, and a greater variety of transformation rules was used for self than for a prototypic other. Again, for pictorial stimuli, more predictions about a well-known other were made using associations, transformation rules that represent personalized knowledge than about self, and more predictions using associations were made about self than about a prototypic other. Finally, the specific transformation rules used to make predictions about self and a prototypic other were more often the same than were the rules used to make predictions about self and a well-known other. The implications of the findings for the way procedural and declarative knowledge are represented are discussed within the context of the transformation rule model. © 1997 by John Wiley & Sons, Ltd.  相似文献   

15.
The focus and organization of attention in perception-action coupling is systematically examined in two studies involving 9 and 10 -month-old infants engaged in learning goal-directed behaviors. Experiment 1 (discrimination study) observed the influence of an attentionally demanding motor task on learning and cognition, while Experiment 2 (means-ends study) observed the influence of an attentionally demanding goal on motor planning and reaching performance. Taken together the results of these two experiments revealed that when mental processing resources were directed to thinking about movement, discrimination performance became compromised; conversely, when processing resources were directed to thinking about the goal-state, the motor planning and execution became compromised. These results suggest a “spilling forward” of thoughts onto actions and goal-states and thus an attention-driven cognition/action trade-off for infants’ goal-directed actions. Findings highlight the ultimate importance of emerging motor skills on cognition and are contextualized within the on-going dialogues and developmental debates surrounding perceptual-motor skill development and problem-solving strategies during the first year.  相似文献   

16.
Five experiments examined effects of songs with violent lyrics on aggressive thoughts and hostile feelings. Experiments 1, 3, 4 and 5 demonstrated that college students who heard a violent song felt more hostile than those who heard a similar but nonviolent song. Experiments 2-5 demonstrated a similar increase in aggressive thoughts. These effects replicated across songs and song types (e.g., rock, humorous, nonhumorous). Experiments 3-5 also demonstrated that trait hostility was positively related to state hostility but did not moderate the song lyric effects. Discussion centers on the potential role of lyric content on aggression in short-term settings, relation to catharsis and other media violence domains, development of aggressive personality, differences between long-term and short-term effects, and possible mitigating factors.  相似文献   

17.
In the past, the study of the allocation of scarce medical resources centered around high-technology forms of health care such as the artificial heart, haemodialysis, et cetera. A major controversy considered in this study concerns the use of non-biomedical criteria (i.e., whether the social worth or financial status of a particular patient should dictate preferential medical treatment over another patient in times of shortage) in the allocation decision-making process. This article suggests that the study of allocation need not only focus on the dramatic realm of the high-tech, but should also concern itself with less dramatic everyday situations. Decisions concerning treatment based upon social worth and financial status are made almost daily by most practitioners; a thorough awareness of this phenomenon is prerequisite to the proper practice of medicine. Interviews with physicians disclose that most of these everyday allocation decisions are made tacitly, with non-biomedical criteria playing a role even in decisions that appear to have been prompted only by benign (even-guided) intentions.  相似文献   

18.
For a surprising number of analysands, many with above‐average intelligence and facility with language, words do not adequately capture or convey emotion or symbolize experience. This often subtle difficulty can have a powerful impact on the ability to verbally communicate emotions, process affect, and utilize traditional psychoanalytic interventions. Analysands with these problems therefore often have difficulty using analysis to explore and understand their own experience, yet the reasons for such difficulties are often not recognized by either analyst or analysand. In this article, I suggest that the concept of alexithymia can provide a valuable tool for understanding this gap between affects and language and, in its broadest interpretation, can aid therapists in their pursuit of meaningful approaches to the analytic process. Using the concept as a starting point, I describe and illustrate an approach in which paying attention to apparently insignificant aspects of an analysand's experience gradually helps analysands identify and explore personal symbols and meanings in their lives.  相似文献   

19.
An examination of the influence of routine behaviour on people's feelings of safety, confidence, and well-being shows, as hypothesized, that these positive emotions increase with routine behaviour. Five studies were conducted on flights, in different neighbourhoods of the city, in the laboratory performing a routine or a non-routine task, and in seating behaviour in university classrooms. In all studies, participants reported more feelings of safety, confidence, and well-being in routine situations. Thus, routine enhances feelings of safety, confidence, and well-being in many aspects of everyday life.  相似文献   

20.
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号