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 31 毫秒
1.
随着网络的日益普及,网络交往已成为一种新的人际交往方式,但网络人际关系成瘾的问题也日益凸显。本研究旨在探讨大学生的人际归因倾向、网络交往动机与网络人际关系成瘾的关系,使用问卷法对447名大学生的调查结果发现:(1)人际关系的内外归因倾向都和网络交往动机都呈显著正相关,但只有人际关系外归因倾向和网络人际关系成瘾呈显著正相关。(2)网络交往动机在人际关系外归因倾向对网络人际关系成瘾的影响中起部分中介作用。  相似文献   

2.
从社会心理学视角、以社交媒体信任为切入点,基于新冠肺炎疫情,考察公众在重大突发公共卫生事件中网络谣言自治行为的心理机制。采用问卷方法对963名成年居民进行调查。结果表明:(1)公众对官方社交媒体的信任既能直接促进公众的辟谣行为,也能通过增强公众对战胜疫情的信心产生间接影响;(2)公众对官方社交媒体的信任影响公众对自媒体的信任,但自媒体信任不能独立于官媒信任影响辟谣行为。因此,我国社交媒体存在着两个舆论场且官方舆论占主导地位,及时、有效的官方报道不仅能提高公众对战胜疫情的信心,也能促进公众网络谣言自治,进而实现网络谣言治理主体的多元化。  相似文献   

3.
从网络环境的视角来看, 同一性实验是指青少年以互联网为媒介, 通过自我表征和自我探索来构建同一性的一系列行为。网上交际的优越性、青少年的人格特征、同一性状态和动机等因素促使青少年进行同一性实验。青少年在参与同步聊天、社交网站和网络游戏的过程中实现同一性实验, 并对其同一性发展产生重要影响。未来的研究应关注网络环境差异和社会比较对青少年同一性实验影响的同时, 还应通过追踪研究和跨文化研究等, 探索同一性实验的深层机制。  相似文献   

4.
Research examining online games often focuses on their potential to negatively impact players. One of the most common concerns is that playing online with others can displace offline relationships and, consequently, detrimentally affect one’s level of “offline” social support. However, there has been little empirical evidence supporting these causal claims. The current study addresses this by outlining a longitudinal analysis between gaming- and non-gaming-related friendships and social support among a representative sample of social online players (i.e., people who play online video games with others). The results indicate that social online video game play with online or offline friends is not related to perceived social support, positively or negatively, cross-sectionally or longitudinally. Taken together, these results dispute the long-held claims of the social displacement hypothesis and instead suggest that social online video game play does not have negative real-world consequences on players’ offline friendships or levels of offline social support.  相似文献   

5.
6.
采用问卷调查法,以4372名中学生为研究对象,考察核心自我评价和心理需求网络满足在亲子间科技干扰与青少年智能手机成瘾之间的中介作用。结果表明:(1)亲子间科技干扰可显著正向预测青少年智能手机成瘾;(2)在控制了性别、年龄之后,科技干扰可分别通过核心自我评价和心理需求网络满足间接地影响青少年智能手机成瘾。  相似文献   

7.
从网络同一性实验与自我同一性间关系的分歧出发,提出相应的理论模型,考察网络社交倾向的调节作用及强迫性网络使用的中介作用。本研究采用网络同一性实验量表、自我同一性实验问卷以及强迫性网络使用量表对275名大学生进行了测量,结果表明:(1)网络社交倾向对网络同一性实验与自我同一性的关系具有调节作用。对于线下社交倾向的大学生,网络同一性实验对自我同一性有消极预测作用;但对于线上社交倾向的大学生,中等程度的网络同一性实验会积极预测自我同一性的发展;(2)强迫性网络使用在网络同一性实验与自我同一性的关系中起完全中介作用。总之,网络同一性实验整体上不利于大学生自我同一性的发展,但若把握好"度"也可以发挥其积极作用。  相似文献   

8.
《Military psychology》2013,25(2):135-147
This work was designed to examine the effects of contextually relevant stress on personal computer (PC)-based game training. Off-the-shelf PC-based games are being applied to many training situations because of their affordability, flexibility, and teaming capabilities. The ultimate purpose of training is to transfer superior performance to the real world. In this respect, 1 of the major drawbacks to using games as training tools, especially for military applications, is the absence of the surrounding context. In response to this omission, we examined the effects of adding context-rele-vant stress to infantry game-based training by exposing 1 group of participants to a graphically intense and stressful experience while the control group viewed an unstressful analog. Pre–post self-reported stress levels confirmed the efficacy of this manipulation. The stress condition produced significantly higher scores on “mission success”; however, no differences were evident in participants’ use of trained tactics or game functions. Supplementing context-relevant stress in game training shows promise for enhancing individuals’ motivation to succeed.  相似文献   

9.
Each of the major engineering societies has its own code of ethics. Seven “common core” clauses and several code-specific clauses can be identified. The paper articulates objections to and rationales for two clauses that raise controversy: do engineers have a duty (a) to provide pro bono services and/or speak out on major issues, and (b) to associate only with reputable individuals and organizations? This latter “association clause” can be justified by the “proclamative principle,” an alternative to Kant’s universalizability requirement. At the heart of engineering codes of ethics, and implicit in what it is to be a moral agent, the “proclamative principle” asserts that one’s life should proclaim one’s moral stances (one’s values, principles, perceptions, etc.). More specifically, it directs engineers to strive to insure that their actions, thoughts, and relationships be fit to offer to their communities as part of the body of moral precedents for how to be an engineer. Understanding codes of ethics as reflections of this principle casts light both on how to apply the codes and on the distinction between private and professional morality.  相似文献   

10.
Providing an entry on the history of psychology for the online encyclopaedia, Wikipedia has proved to be more problematic than one might expect. In particular, someone who goes under the internet name, ‘Jagged_85’ inserted claims to the effect that most of the major developments in the history of psychology have their origins in the medieval Arab world. Similar claims and at least one attempt to challenge those claims have appeared in the professional literature. A special issue of the online newsletter, Advances in the History of Psychology devoted to this topic has also appeared under the title, “Presentism in the Service of Diversity?” The term, “presentism” has several meanings but it usually refers to projecting the views of the present onto the past instead of making a serious attempt to understand how historical figures themselves understood the world. The present paper endorses the view that the claims of authors like ‘Jagged_85’ constitute presentism in the usual sense of the term. It also offers suggestions for how diversity without this type of presentism might be achieved.  相似文献   

11.
Risk perception and distribution of visual attention while driving are crucial elements for accident prevention and new-driver improvement. This study investigates how racing videogames could shape the visual exploration of virtual and real road in male pre-drivers. The visual performance of players of racing video games with and without driver’s license was tested in virtual vs. real scenarios. Attention to specific elements of different types of road interactions was monitored using an eye-tracking system. Results showed that habitual use of racing video games was not found to foster a positive effect on users’ distribution of visual attention, supporting visual patterns typical of novice drivers. Gamers without driving experience replicated the same patterns in a real road scenario, ignoring road signs and potential areas of interactions with other drivers, while experienced drivers gamers explored video games roads like real roads. The fact that the gamers’ driving performance was not comparable to drivers in the virtual scenario suggests that there are other variables in the gameplay that create a less complex traffic scene, still the visual complexity of different real road interactions is kept in video game interactions, opening new perspectives towards gamers’ visual exploration of the road.  相似文献   

12.
为探讨社交网站真实自我呈现、线上积极反馈、一般自我概念和青少年生活满意度的关系,采用社交网站真实自我呈现问卷、线上积极反馈问卷、一般自我概念量表和生活满意度量表对554名中学生进行调查,结果发现:(1)社交网站真实自我呈现、线上积极反馈、一般自我概念和生活满意度两两之间显著正相关;(2)社交网站真实自我呈现对生活满意度没有直接预测作用,但能通过三条路径的间接作用影响青少年生活满意度:通过线上积极反馈的中介作用;通过一般自我概念的中介作用;通过线上积极反馈和一般自我概念的链式中介作用。研究结果进一步揭示社交网站真实自我呈现对生活满意度的作用机制,能为社交网络时代的青少年发展自我概念与提升生活满意度提供有益建议。  相似文献   

13.
This article raises the question of whether in both the United States and in France, an individual’s autonomy and private decision-making right(s) in matters of health care and access to reproductive technologies can be conciliated with the general interest, and more specifically, the role of the State. Can a full-fledged right to privacy, the ability to exercise one’s autonomy, exist alongside the general interest, and depend neither on financial resources like in the United States nor on centralised government decisions or the medical hierarchy like in France? The contrast between these two modern democracies justify the importance of comparing them. I will demonstrate that overlaps do exist: the free exercise of religion and opinion, freedom of expression, the inherent value of each individual. What differs, however, are the institutions and how they provide, protect, promote, or frame access to and expressions of these democratic principles. The impact of the global economy, the exposure of people around the world to each other via the internet, and the mirror effects of social media, blogs, and other such forums, have created new perspectives that countries project onto one another. For example, does France now seem to tout ‘autonomy’ as a new and important value because it appears to be an ‘American success story’? Does the United States now seem to value human rights and a social-democratic approach because of the ‘French model’? There seems to be some truth behind these assertions, but as this article will demonstrate, the portrayals of what the ‘right to privacy’ is in the United States and what ‘socialised medicine’ is in France are not necessarily fully accurate.  相似文献   

14.
Poker has penetrated mainstream popular culture in recent years with the emergence of internet poker sites and television coverage of poker’s largest events. However, not only do images of seedy, back alley poker games and riverboat gamblers persist in popular culture but the language of addiction has been attached to gambling. We draw on the research on identity, stigma and “dirty work” to examine how poker players negotiate an identity on poker and how that identity is managed both within and outside of the poker community. We show how the strategies players use for deflecting stigma are continually renegotiated.  相似文献   

15.
Testing technology and research instruments in the study of family process are still generally entrenched in the assumption of the “pathological individual.” One innovative approach to the study of interpersonal process is the use of simulation games. A brief summary of the potential value of simulation for the study of the family and marriage precedes a factor analytic study of the Ravich Interpersonal Game/ Test (RIG/T), a simulation game designed to study dyadic decision-making. Seventy-five married couples seeking marital therapy in private-practice settings compose the study sample. The goal of the study is to investigate the degree to which the RIG/T is representative of the process aspects of marital decision-making, i.e., to assess content validity. Three clear factors account for a major portion of the variance: “Husband's Losing and Withdrawing While Wife Impedes,”“Wife's Losing and Withdrawing as Husband Impedes,” and “Open Conflict and Withdrawal from It.” The pattern of factor intercorrelations suggests that the RIG/T is tapping at least two separate aspects of marital decision-making: the degree to which a person actively impedes the spouse's activity and the extent to which conflict is characteristic of a couple as they negotiate. It is concluded that the RIG/T, as currently constituted, may not be discriminating enough a simulation problem presented to dyads.  相似文献   

16.
Anonymous speech plays a fundamental role in America’s political history. However, that long tradition of anonymous communications faces an image problem in today’s age of spam, computer viruses, spyware, denial-of-service attacks on websites, and identity theft. The criminals and hackers who perpetrate these insults on the commercial Internet are, for the most part, anonymous; we simply do not know the identities of these bad guys. Yet, the promise of anonymous communications is vital to the preservation of political liberty across the globe. Therefore, how should we regard anonymity in a digital age? And how should we strike the right balance between security and anonymity online? To begin, we should not consider the outlawing of anonymous communications as the answer to today’s cybersecurity threats. Commercial sector “regulation” of anonymity, so to speak, can play a significant role in combating these problems. Increasingly, online authentication has become important to both personal security and to cybersecurity in general. Some recent proposals toward bolstering security have included greater authentication of the source of emails to deal with spam and the requirement that those who conduct transactions online reveal their identities – seeming violations of online culture. Policymakers also want a say in the matter, and as the process unfolds, they might feel increasingly tempted to intervene whenever issues impacting privacy and authentication emerge in debates over telecommunications, intellectual property, biometrics, cybersecurity, and more. Regardless, government should not strip us of our anonymity online. Cybersecurity concerns may instead call for the marketplace – not regulators – to deal with the fact that many threats stem from that very lack of authentication. The inclusion of greater authentication standards into online services by private vendors will lead to their working in concert in unprecedented ways that may draw attention from regulatory and antitrust authorities. But these private, experimental efforts have no implications for political liberty – nor are they anticompetitive. Private solutions are the only real hope we have for decreasing cybersecurity threats, given that previous government efforts to regulate the Internet – for example, outlawing spam in 2004 – have not lived up to expectations. Political anonymity and commercial anonymity are not the same thing, and the distinction requires better appreciation. Over the coming tumultuous period of dealing with online threats, policymakers should allow the experimentation necessary to cope with today’s lack of online authentication to proceed with minimal interference.  相似文献   

17.
对637名3-6年级小学生施测网络行为调查问卷、伊利诺斯孤独问卷、艾森克儿童人格问卷和家庭富足量表,以探讨互联网与儿童孤独感的关系及人格的调节作用。结果发现:1)儿童从事信息获取和休闲娱乐类网络活动较多,参与社会交往类网络活动较少。2)网上信息获取活动显著预测儿童孤独感的降低。3)在网上社会交往及休闲娱乐活动对儿童孤独感的影响中,人格特征起到了调节作用。  相似文献   

18.
Eros is like a huge spark that ignites our passion and then confronts us with the problem of living out this fire in ordinary space and time. What do we each know of this spark, this flame? Who or what was it’s object? Where have we felt this force for unity in ourselves, with another person, with life itself? Where are we unlived erotically? Where are the chinks in our erotic life? In focusing on the erotic in clinical work, we usually begin with the analysand’s transference. I want to explore eros in the life of the analyst for our relation to eros influences the clinical work we do. When eros is constellated, two possibilities of relationship present themselves: to an actual other who must be reckoned with as real, and to a psychic content, equally real, which we do not invent or control. How do we experience this electricity? What is our desire like? What does it take us back to, and toward what unseen purpose does it propel us? Eros brings with it a sense of purpose, of going somewhere important, something that enlists body, soul, and spirit.  相似文献   

19.
张国华  雷雳 《心理科学》2015,(4):883-888
该研究采用青少年网络游戏体验量表和网络游戏成瘾量表,对北京某中学初一、初二、初三和高二年级247名中学生进行为期四个月的追踪研究,考察被试在追踪期间网络游戏成瘾倾向的变化,以及网络游戏体验与网络游戏成瘾的因果关系及其内在心理机制。结果表明:(1)青少年的网络游戏成瘾倾向在追踪研究期间保持相对稳定。(2)网络游戏体验与网络游戏成瘾相关显著。(3)交叉滞后分析结果表明,网络游戏体验是网络游戏成瘾的预测变量。进一步的回归分析表明,网络游戏体验对青少年网络游戏成瘾为同时性的预测。  相似文献   

20.
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   

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