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It has been suggested that involvement in massively multiplayer online role‐playing games (MMORPGs) provides users with a sense of support and community. In the present study, we examined the possible buffering effects of MMORPGs on depression. First, we examined whether higher involvement in MMORPGs was associated with higher levels of perceived social support. Second, we examined whether, consistent with past research, higher levels of perceived social support were associated with lower levels of nonclinical depression. Using structural equation modeling, we found that involvement in MMORPGs was not associated with perceived social support. However, we further confirmed that a lack of perceived social support is associated with higher levels of depression. Implications for MMORPGs and its players are discussed.  相似文献   

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The majority of traditional students enrolled at most colleges and universities are a part of what has been termed the Millennial Generation, also known as Generation Y, which typically describes the group of individuals born in most of the 1980s and 1990s. This cohort’s life has been shaped by corporate scandals, economic instability, and worldwide tragedies. Concurrently, business ethics has become a popular topic in the news within the last 2 decades due to the increase in the number of high-profile business scandals. Unfortunately, this trend has also been accompanied by an increased number of reported incidents of academic dishonesty at many major universities. Two underresearched factors that may be related to academic dishonesty and cheating behavior are religiosity and spirituality. This article attempts to shed more light on the relationship between religious beliefs and unethical behavior, with a focus on millennial college students. It is posited that religiosity and spirituality influence an individual’s attitudes, views, decisions, and ultimately behaviors. The results of this study indicate that religiosity but not spirituality is a predictor of students’ attitudes toward cheating and cheating behavior.  相似文献   

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Criminal procedure is organized as a tournament with predefined roles. We show that assuming the role of a defense counsel or a prosecutor leads to role‐induced bias even if participants are asked to predict a court ruling after they have ceased to act in that role and if they expect a substantial financial incentive for being accurate. The bias is not removed either if participants are instructed to predict the court ruling in preparation of plea bargaining. In line with parallel constraint satisfaction models for legal decision making, findings indicate that role‐induced bias is driven by coherence effects, that is, systematic information distortions in support of the favored option. This is mainly achieved by downplaying the importance of conflicting evidence. These distortions seem to stabilize interpretations, and people do not correct for this bias. Implications for legal procedure are briefly discussed. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

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According to an “orthodox” reading proposed by Dummett and more recently endorsed by Lugg and Price, the later Wittgenstein rejects the idea of grouping together certain utterances as a single class of assertions. We offer an alternative commentary on the Philosophical Investigations §§21–24, developing what we call a Wittgensteinian role‐based account of assertion. We then examine whether this role‐based account can solve the problem of on‐stage utterances. In the course of this, the merits of the account are shown and compared to an alternative proposal offered by Searle.  相似文献   

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This article argues that there has been a general misunderstanding of the nature of role relations in Confucian role ethics. Recasting constitutive role relations in light of Beauvoir's ethics of ambiguity will aid in developing Confucian role ethics as a contemporary vision of human flourishing that can internally accommodate the need for a feminist transformation.  相似文献   

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ABSTRACT

Scott Kretchmar recently put forth a new definition of what it is to play a game. Unfortunately, it must be rejected. In this paper, I will show that this new definition is far too broad by discussing an activity that is not an instance of playing a game but is wrongfully ruled as one on this new definition.  相似文献   

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Morality is serious yet it needs to be reconciled with the free play of alternatives that characterizes rational and ethical agency. Beginning with a sketch of the seriousness of morality modeled as a constraint, this paper introduces a technical conception of play as degrees of freedom. We consider two ways to apply game theory to ethics, rationalist and evolutionary game theory, contrasting the way they model moral constraint. Freedom in the rationalist account is problematic, subverting willful commitment. In the evolutionary account, freedom is also problematic, leading to an infinity of possible social norms with dubious normative force. While these two approaches complement each other, we argue that the evolutionary approach is superior on both theoretical and practical grounds.Thanks to Fabio Paglieri, Rana Ahmad, and Patrick Lewis for comments on a draft, to the NERD team for contributions to the research in section 3.2, and to the anonymous referees for their excellent suggestions. This research is funded by SSHRC and Genome Canada/BC.  相似文献   

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This study integrates the goal‐commitment and role‐stress literatures in a model to reveal functional and dysfunctional influences of goal commitment on role performance. In a sample of headmasters, we found empirical support for a role‐clarifying process suggesting that high commitment reduces role ambiguity and is ultimately positive for role performance. Our model also supports the dysfunctional effect of commitment through a role‐complicating process in which commitment drives role overload, which is negative for role performance. By including self‐efficacy in our model, we were better able to understand the positive and negative experiences of highly committed individuals. Contributing to the existing literature on role stressors, this study's results indicate that self‐efficacy mediates the influences of role stressors on role performance.  相似文献   

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So far, a substantial amount of assessment center (AC) studies have aimed to improve the quality of the AC method by focusing on the assessors. However, systematic studies about the role‐player in AC exercises are nonexistent. This is surprising as the role‐player might serve as a key figure for consistently evoking job‐relevant behavior across candidates. Therefore, this study focused on the ‘role’ of role‐players in ACs. We examined the effects of instructing role‐players to use prompts among 233 candidates. Results suggest that role‐players are able to use prompts and that their negative impact on candidates' reactions is negligible. In addition, some AC dimensions (problem solving and interpersonal sensitivity) were better measured when role‐players used prompts. No effects on interrater reliability were found.  相似文献   

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Identity has been studied extensively in several fields including organizational behavior, sociology, and psychology. Even though there have been significant advances, 2 areas of work deserve more attention. First, most empirical investigations have looked only at 1 or 2 identities at a time despite theoretical perspectives that indicate a need to address multiple identities simultaneously. Second, limited work using identity theory has been done in the human resource management (HRM) domain. The purpose of our research is to serve as a catalyst for future work by identifying 5 work‐relevant role‐based identities and creating a parsimonious measure for each. These metrics were tested, and initial evidence of their validity is provided using 6 independent samples. The empirical results suggest that the new measures in the role‐based identity scale can be useful in representing a more realistic and richer view of identity at work by simultaneously assessing 5 distinct role‐based identities.  相似文献   

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‘Playing hard‐to‐get’ is a mating tactic in which people give the impression that they are ostensibly uninterested to get others to desire them more. This topic has received little attention because of theoretical and methodological limitations of prior work. We present four studies drawn from four different American universities that examined playing hard‐to‐get as part of a supply‐side economics model of dating. In Studies 1a (N = 100) and 1b (N = 491), we identified the tactics that characterize playing hard‐to‐get and how often men and women enact them. In Study 2 (N = 290), we assessed reasons why men and women play hard‐to‐get along with the personality traits associated with these reasons. In Studies 3 (N = 270) and 4 (N = 425), we manipulated the rate per week prospective mates went out with people they had just met and assessed participants' willingness to engage in casual sex and serious romantic relationships with prospective mates (Study 3) and the money and time they were willing to invest in prospective mates (Study 4). We frame our results using a sexual economics model to understand the role of perceived availability in mating dynamics. Copyright © 2012 European Association of Personality Psychology  相似文献   

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This article examines whether shared religious beliefs and religious social relationships (Durkheim) and belief in a personal, moral God (Stark) negatively affect attitudes toward the acceptability of white‐collar crime. In addition, using a large cross‐national sample and estimating multilevel models, we test whether effects are conditional on modernization and religious contexts characterized by belief in an impersonal or amoral God. Shared religious beliefs and the importance of God in one's life are negatively related to the acceptability of white‐collar crime. These effects, however, weaken in religious contexts characterized by belief in an impersonal or amoral God as do the effects of religious social relationships and belonging to a religious organization; modernization, on the other hand, does not have a moderating effect. In short, religious belief is associated with lower acceptance of white‐collar crime and certain types of religious contexts condition this relationship.  相似文献   

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A content analysis of top-selling video game magazines (Study 1) and of 149 video game covers (Study 2) demonstrated the commonality of overt racial stereotyping. Both studies revealed that minority females are virtually absent in game representations. Study 1 revealed that, in video game magazines, minority males, underrepresented generally, were more likely to be portrayed as athletes or as aggressive, and less likely to be depicted in military combat or using technology, than White males. Study 2 also showed evidence of the “dangerous” minority male stereotype in video game covers. Again, underrepresented overall, minority males were overrepresented as thugs, using extreme guns, and also as athletes. Study 3, an experiment, exposed players to both violent and nonviolent games with both White and Black characters. Participants were faster at classifying violent stimuli following games with Black characters and at classifying nonviolent stimuli following games with White characters, indicating that images of popular video game characters evoke racial stereotypes.  相似文献   

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