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1.
Despite much research on video/computer game play, especially the relationship between such play and aggression, little attention has been directed at needs met through play. The aim of the present study was to extend Selnow’s (1984) needs’ scale, and to identify individual differences in needs among adolescents. Focus groups were conducted, followed by a content analysis, and items corresponding to emerging themes were added to reasons identified in previous research for use in a quantitative survey. Four factors emerged from a factor analysis of the results; ‘companionship’, ‘prefer to friends’, ‘fun challenge’, and ‘stress relief’, and these, with the exception of ‘companionship’, were found to be significant predictors of play.  相似文献   

2.
Intrasexual competition among males of different species, including humans, is well documented. Among females, far less is known. Recent nonexperimental studies suggest that women are intolerant of attractive females and use indirect aggression to derogate potential rivals. In Study 1, an experimental design was used to test the evolutionary-based hypothesis that women would be intolerant of sexy women and would censure those who seem to make sex too readily available. Results provide strong empirical support for intrasexual competition among women. Using independent raters, blind to condition, we found that almost all women were rated as reacting negatively ("bitchy") to an attractive female confederate when she was dressed in a sexually provocative manner. In contrast, when she was dressed conservatively, the same confederate was barely noticed by the participants. In Study 2, an experimental design was used to assess whether the sexy female confederate from Study 1 was viewed as a sexual rival by women. Results indicated that as hypothesized, women did not want to introduce her to their boyfriend, allow him to spend time alone with her, or be friends with her. Findings from both studies are discussed in terms of evolutionary theory.  相似文献   

3.
A study was conducted to assess whether individual differences in sexual activity during the past 30 days, in particular penile–vaginal intercourse (PVI; which is associated with measures of relationship quality), are related to the perception of the facial attractiveness of unknown men. Forty-five women reported the frequency of a variety of sexual behaviors and rated the facial attractiveness and friendliness of 24 men. Women who reported more frequent orgasm from masturbation rated men as less friendly. This finding might be reflective of the more anti-social attitude associated with more frequent masturbation. The results also show that women who engaged more frequently in most kinds of sexual behavior, not only PVI, considered unknown men to be less facially attractive. That is, individuals who engage more frequently in a variety of sexual behaviors with their partner perceived unknown men as less attractive and thereby may be less susceptible to the lure of other (or if the only sexual behavior is masturbation, any) men.  相似文献   

4.
A study was conducted to assess whether individual differences in sexual activity during the past 30 days, in particular penile–vaginal intercourse (PVI; which is associated with measures of relationship quality), are related to the perception of the facial attractiveness of unknown men. Forty-five women reported the frequency of a variety of sexual behaviors and rated the facial attractiveness and friendliness of 24 men. Women who reported more frequent orgasm from masturbation rated men as less friendly. This finding might be reflective of the more anti-social attitude associated with more frequent masturbation. The results also show that women who engaged more frequently in most kinds of sexual behavior, not only PVI, considered unknown men to be less facially attractive. That is, individuals who engage more frequently in a variety of sexual behaviors with their partner perceived unknown men as less attractive and thereby may be less susceptible to the lure of other (or if the only sexual behavior is masturbation, any) men.  相似文献   

5.
In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school years and directly assessed the socialization (violent video game play predicts aggression over time) versus selection hypotheses (aggression predicts violent video game play over time). Adolescents (N = 1,492, 50.8% female) were surveyed annually from Grade 9 to Grade 12 about their video game play and aggressive behaviors. Nonviolent video game play, frequency of overall video game play, and a comprehensive set of potential 3rd variables were included as covariates in each analysis. Sustained violent video game play was significantly related to steeper increases in adolescents' trajectory of aggressive behavior over time. Moreover, greater violent video game play predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. In contrast, no support was found for the selection hypothesis. Nonviolent video game play also did not predict higher levels of aggressive behavior over time. Our findings, and the fact that many adolescents play video games for several hours every day, underscore the need for a greater understanding of the long-term relation between violent video games and aggression, as well as the specific game characteristics (e.g., violent content, competition, pace of action) that may be responsible for this association.  相似文献   

6.
There is burgeoning interest in the study of video games. Existing work is limited by the use of correlational designs and is thus unable to make causal inferences or remove self-selection biases from observed results. The recent development of online, socially integrated video games (massively multiplayer online role-playing games [MMORPGs]) has created a new experience for gamers. This randomized, longitudinal study examined the effects of being assigned to play different video game types on game usage, health, well-being, sleep, socializing, and academics. One hundred 18- to 20-year-old participants (73% male; 68% Caucasian) were randomly assigned to play arcade, console, solo computer, or MMORPG games for 1 month. The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in "real-life" socializing and academic work. In contrast, this group also reported greater enjoyment in playing, greater interest in continuing to play, and greater acquisition of new friendships. MMORPGs represent a different gaming experience with different consequences than other types of video games and appear to pose both unique risks and benefits from their use.  相似文献   

7.
Past research has demonstrated the importance of color in a variety of social contexts, including human mating. For example, red increases heterosexual men's feelings of attraction toward women. In the current work, this basic red‐attraction link is qualified by the initial attractiveness of female faces. In two experiments, red enhanced men's ratings of female attractiveness, but only for faces pre‐rated as attractive; red had no influence on perceptions of initially unattractive faces. Additionally, Experiment 1 manipulated how long participants viewed attractive and unattractive faces as an exploratory test of when color and face features are integrated. The findings show that initial female attractiveness moderates the influence of red on judgments of attractiveness even when the faces are viewed for extremely short exposures. The present findings identify an important boundary condition of the red‐attractiveness effect and provide an initial indication of where in the processing stream color impacts social judgments. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

8.
Across two studies we show that engaging in violent video game play diminishes perceptions of our own human qualities. In addition, when other players are the targets of this violence it reduces our perceptions of their humanity also. In Study 1, we demonstrate that playing Mortal Kombat against another player reduces the perceived humanity of the self as well as the humanity of one's opponent (compared to playing a non-violent game). In Study 2 we replicate this effect on perceived humanity of the self when playing a violent game with a co-player. However, we find no dehumanization of co-players who are not the targets of violence. We demonstrate these effects cannot be reduced to mood, self-esteem, gender, or other characteristics of the game such as excitement and enjoyment. The findings provide a broader perspective from which to view previous work on the adverse effects of violent video games.  相似文献   

9.
10.
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   

11.
The influence of recent experience on perceptions of attractiveness   总被引:1,自引:0,他引:1  
Cooper PA  Maurer D 《Perception》2008,37(8):1216-1226
Adults rate average faces as more attractive than most of the faces used in the creation of the average. One explanation for this is that average faces appear as both more familiar and more attractive because they resemble internal face prototypes formed from experience. Here we evaluated that explanation by examining the influence of recent experience on participants' subsequent judgments of attractiveness. Participants first performed a memory task lasting 8 min in which all of the female faces to be remembered had their features placed in a low, average, or high position, depending on experimental condition. In what was described as a separate experiment, participants then moved the features of a female face with averaged features to their most attractive vertical location. The most attractive location was affected by the faces seen during the memory task, with participants who saw faces with features in the high position placing features in higher locations than participants who saw faces with features in either the low or average positions. The results demonstrate that perceptions of attractiveness are influenced by recent experience, and suggest that internal face prototypes are constantly being updated by experience.  相似文献   

12.
Song discrimination and recognition in songbird species have usually been studied by measuring responses to song playbacks. In female canaries, Serinus canaria, copulation solicitation displays (CSDs) are used as an index of female preferences, which are related to song recognition. Despite the fact that many studies underline the role of song syntax in this species, we observed that short segments of songs (a few seconds long) are enough for females to discriminate between conspecific and heterospecific songs, whereas such a short duration is not sufficient to identify the syntax rules. This suggests that other cues are salient for song recognition. In this experiment, we investigated the influence of amplitude modulation (AM) on the responses (CSDs) of female canaries to song playbacks. We used two groups of females: (1) raised in acoustic isolation and (2) raised in normal conditions. When adult, we tested their preferences for sexy phrases with different AMs. We broadcast three types of stimuli: (1) songs with natural canary AM, (2) songs with AM removed, or (3) song with wren Troglodytes troglodytes AM. Results indicate that female canaries prefer and have predispositions for a song type with the natural canary AM. Thus, this acoustic parameter is a salient cue for song attractiveness.  相似文献   

13.
ABSTRACT

Building on classic game theory, psychologists have explored the effects of social preferences and expectations on strategic behaviour. Ordinary social perceivers are sensitive to additional contextual factors not addressed by game theory and its recent psychological extensions. We review the results of a research programme exploring how observers judge “players” (i.e., individuals making strategic decisions in social dilemmas) on the dimensions of competence and morality. We explore social perception in several well-known dilemmas, including the prisoner’s dilemma, the volunteer’s dilemma, and the trust dilemma. We also introduce a novel self-presentational dilemma. In research conducted over a decade and a half, we have found that judgements of competence are sensitive to both players’ choices and the dilemma’s (expected and actual) outcomes. In contrast, judgements of morality respond strongly to players’ behaviour and little else. We discuss how these social-perceptual patterns might affect expectations, preferences, and strategic choices.  相似文献   

14.
The effect of a female's first name on subsequent judgments of her attractiveness was investigated via a Latin square design. The results indicated that the impact of a desirable or undesirable first name on attractiveness is minimal—less than 1% of the explained variance. These results appear to be a consistent extension of earlier findings on the impact of first names.An earlier version of this article was competitively selected to be presented at the fifth annual Communication, Language, and Gender Conference, Athens, Ohio, October 15–16, 1982. The authors are indebted to Lee Ann Bryan, Paul Cox, Karen Farnsworth, Karen Lemon, and Kelly Sisson for assistance in data gathering.  相似文献   

15.
Relationships between gender choices and both movement patterns and social behavior were studied in first- and second-grade boys. Three-child, structured play groups were each composed of a boy whose mother saw him as high masculine in play preference on the Games Inventory, one seen as average, and one low masculine. Behaviors rated from videotapes included gender presentation variables, (e.g., leg separation), indicators of dominance and personal comfort (e.g.,range of movements), and indicators of social skill and peer response (e.g., interaction initiations). The low masculine boys were found to be the most feminine in their gender presentation, least dominant and aggressive, and the least socially successful of the boys. The greatest difference was between the low and the high masculine boys. The average masculine boys' scores were generally intermediate,but more similar to the low masculine boys on some variables and more similar to the high masculine boys on others. These conclusions apply to a group interaction play task, but not to an initial noninteractive play task. A secondary study in which girls played with low and average masculine boys is also reported. Here it was found that low masculine boys were generally intermediate between average boys and girls on gender presentation and dominance variables, but lowest of the groups on social interaction variables. The authors appreciate the comments of Peter Bentler and Spencer Thompson on a draft of this paper, the assistance of Laura McCain in running subjects and scoring tapes, and the expertise of Shu-Yeng Wong for computer programming.  相似文献   

16.
Coupled people, those in a relationship, devaluate the attractiveness of an alternative partner compared to noncoupled people (D. J. Johnson & C. E. Rusbult, 1989). The present research tested two competing hypotheses about the mechanisms underlying this phenomenon. According to the motivational hypothesis, coupled and noncoupled people initially perceive opposite‐sex others as equally attractive. Coupled people, however, recalibrate their perceptions. In contrast, the perceptual hypothesis proposes that coupled people do not perceive opposite‐sex others as attractive. The present study tested these competing hypotheses by measuring both involuntary and self‐reported perceptions of attractiveness of opposite‐sex models. Supporting the motivational hypothesis, coupled participants (n = 38) and noncoupled participants (n = 34) exhibited the same degree of pupil dilation, however, coupled participants reported lower attractiveness ratings.  相似文献   

17.
近10年关于颜色心理效应的研究逐渐聚焦于红色性效应。在人际交互过程中,红色能够在特定情境下提高性吸引力,但受性别和配偶价值影响。这些影响本质上可用动机过程来解释。动物学和心理学的研究都表明,红色性效应更有可能是进化形成的心理适应器,并得到后天强化。未来研究应当克服当前研究方法的不足,探索动机类型、颜色属性和时空特征对红色性效应的影响,并努力应用该效应于产品设计中。  相似文献   

18.
Although a considerable amount of attention has examined potential positive and negative consequences of video game play in children, relatively little research has examined children’s motivations for using games. The current study hopes to address this gap in the literature by examining children’s motivations for video game play in a large sample of youth (n = 1254). Results indicated that video game use was common, and often a social activity. Social play was mainly predicted by motivations related to socialization, fun/challenge and current stress level. Preference for violent games was more common in males and predicted by fun/challenge motivations and beliefs such games could be cathartic for stress. Children with clinically elevated levels of depressive and ADHD symptoms did not play more games, or more violent games, but were more inclined to endorse catharsis motivations for video game use. Results from this study provide understanding of what motivates children to use games, and how the motivations of children with symptoms of psychosocial problems (as identified via subscales of the Pediatric Symptom Checklist) may differ from others.  相似文献   

19.
20.
This three‐part study examined 421 mid‐Atlantic university students' perceptions of the content of social stereotypes related to fathers‐ and men‐in‐general. College students viewed men‐in‐general as having far fewer positive parenting and personal qualities, but generally did not differ in breadwinning characteristics when compared to fathers‐in‐general. The results empirically supported the notion that younger adults generally do not view men‐in‐general as having the qualities associated with active fathering (e.g., being physically, financially, or emotionally involved with children), although they are seen as comparable providers. Men‐in‐general also are viewed much more negatively than fathers‐in‐general. Implications of the findings are discussed.  相似文献   

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