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.
Abstract

The purpose of the study was, first, to identify the strategies people use when imagining different emotions, and secondly, to test the hypothesis that persons high in role-playing (acting) ability are better able to become ideationally involved in emotional situations than are persons low in role-playing ability. Seventy-two female subjects, preselected on role-playing ability, were asked to imagine situations of fear, sadness, anger, and joy. Emotional involvement was assessed through self-reports and physiological responses. Situations of sadness were the easiest to imagine, followed by anger, joy, and fear. Although there were some commonalities in the strategies subjects used to become involved, there also were significant differences as a function of the particular emotion imagined. Finally, good role-players showed greater physiological reactivity during emotional imagery than did poor role-players.  相似文献   

2.
Two moderately retarded boys, ages 11 and 12 yr, who resided in an inpatient unit for emotionally disturbed children, were treated for deficits in social skills. The deficits included physical gestures, facial mannerisms, eye contact, words spoken, and intonation and content of speech. The treatment package consisted of instructions, performance feedback, social reinforcement, modeling, and role-playing. The effects of the treatment in developing appropriate social performance were evaluated in separate multiple-baseline designs across behaviors for each child. The training improved social skills and brought children up to or beyond the level of normal control subjects who were the same age and gender.  相似文献   

3.
A parent training program involving reading assignments, practice assignments, role-playing and contingent reinforcement was implemented for two parents identified as child abusers. Measures selected from the Patterson Coding System served as the dependent variables. Several constructive changes in parent-child interactions were observed, some of which were maintained for as long as five months post-training.  相似文献   

4.
Abstract

This study examined the effectiveness of anger awareness training (i.e., self-monitoring) and role-playing (i.e., modeling and behavioral rehearsal) in reducing participants’ angry behavior and angry feelings. Male participants (N = 57) from intact soccer teams were randomly assigned to a role-playing, an anger awareness, or a control group. Pretreatment anger scores indicated that all three groups exhibited similar anger dispositions before the study began. Following pretreatment assessment, angry behavior and self-reported anger were observed and measured during a 15-game round-robin soccer season. Analyses revealed that although angry feelings remained consistent across the duration of the study, the role-playing group was more effective than both the anger awareness and control groups in controlling angry behavior. Findings indicate that although the use of anger awareness and role-playing interventions can reduce angry behavior, the role-playing intervention was a more effective method.  相似文献   

5.
Mirrored-self misidentification is the delusional belief that one’s own reflection in the mirror is a stranger. In two experiments, we tested the ability of hypnotic suggestion to model this condition. In Experiment 1, we compared two suggestions based on either the delusion’s surface features (seeing a stranger in the mirror) or underlying processes (impaired face processing). Fifty-two high hypnotisable participants received one of these suggestions either with hypnosis or without in a wake control. In Experiment 2, we examined the extent to which social cues and role-playing could account for participants’ behaviour by comparing the responses of 14 hypnotised participants to the suggestion for impaired face processing (reals) with those of 14 nonhypnotised participants instructed to fake their responses (simulators). Overall, results from both experiments confirm that we can use hypnotic suggestion to produce a compelling analogue of mirrored-self misidentification that cannot simply be attributed to social cues or role-playing.  相似文献   

6.
A series of studies investigating the psychometric and conceptual properties of the Survey of Ethical Attitudes (SEA), a paper-and-pencil measure of moral reasoning, is reported. The results of these studies indicate that the scale is clearly susceptible to the influence of response dissimulation in the form of both role-playing and impression management, and is also confounded with sources of stylistic variance in the form of social desirability. Previous proposals concerning the relationships among moral development, moral reasoning, and personality structure are reviewed in light of these findings, and an alternative conceptualization of the measure in terms of political and social attitudes is offered.  相似文献   

7.
Evans and Kihlstrom (1973) have proposed that the phenomenon of “disrupted retrieval” may be an unobtrusive measure of post-hypnotic amnesia not readily explicable in terms of role-playing or task motivational paradigms of hypnotic behaviour. An attempt was made to test the viability of a role-playing explanation of hypnotic disrupted retrieval by giving equivalent role-playing instructions to carry out hypnosis scale suggestions to unhypnotised subjects. When given the instruction to “pretend” to remember on a few items, unhypnotised subjects recalled items in a random and disorganised manner similar to Evans' and Kilstrom's “hypnotised” subjects; when not given this instruction the unhypnotised subjects showed the sequential organised recall of Evan's and Kihlstrom's hypnotically insusceptible subjects. It was concluded that the phenomenon of disrupted retrieval in post-hypnotic amnesia can readily be explained in terms of the role-playing behaviour implicitly demanded of hypnotically susceptible subjects.  相似文献   

8.
This article engages with a recent view that the Daoist Classic Zhuangzi advances an alternative to the Confucian role-ethics. According to this view, Zhuangzi opposes the Confucian idea that we should play our social roles with sincerity and instead argues that we should take the liberty to detach ourselves from the roles we play and ‘pretend’ them. It is argued in this article that Zhuangzi’s ideal of role-playing is based neither on sincerity nor on pretense. Instead, it is akin to the excellence of theatre actors when they enact a role: they are able, for a limited time, to restructure their personality into a particular role, but de-structure it again when the performance is over. The prerequisite for this ability is to keep one’s self fundamentally unstructured, or, as Zhuangzi puts it, ‘empty’ (xu 虛). This reading of Zhuangzian role-playing provides a fresh perspectives on ‘playing’ or ‘rambling’ (you 遊) as the central philosophical concept in the Zhuangzi.  相似文献   

9.
This article maintains that there is a cycle existent between common stereotypes about strippers and the images that strippers themselves put forth at work. Each of these elements reinforces the other. For some strippers, this cycle involves role-playing at work in order to put forth a profitable image, coupled with either additional role-playing outside of the club in the avoidance of stigmatization or the endurance of social maltreatment. The stigmatization that comes with common stereotypes is yet another form of disempowerment stemming from this profession.  相似文献   

10.
影响大学生自我监控能力的情境因素的实验研究   总被引:4,自引:0,他引:4  
采用角色表演法,通过实验考察了冲突中影响大学生自我监控能力的情境因素。实验研究了冲突对方说话的态度对自我监控的影响。通过比较高、低自我监控者在两种态度(礼貌或粗鲁)对待下策略的使用,证实冲突中对方的说话态度显著影响了大学生在冲突中的自我监控行为:在礼貌说话态度下,高、低自我监控的大学生间在综合策略、分散策略和敌对策略的使用上有显著差异,而在粗鲁的说话态度下,两者无显著差异。  相似文献   

11.
12.
Assertiveness and social anxiety in Chinese-American women   总被引:1,自引:0,他引:1  
The notion that Chinese Americans, compared to Caucasian Americans, are passive and nonassertive was examined with self-report and behavioral measures. Chinese-Americans (n = 36) and Caucasian (n = 19) female college students were randomly assigned to one of two conditions: role-playing a series of 13 situations requiring assertion with an Asian experimenter or role-playing the same situations with a Caucasian experimenter. The Chinese-American students were as assertive as the Caucasian subjects on all behavioral measures. Only one self-report measure, the Fear of Negative Evaluation Scale (Watson & Friend, 1968), revealed a significant difference between the two groups; Chinese-American students were more apprehensive about social situations than Caucasian students.  相似文献   

13.
Rorschach responses of three subjects were used to stimulate the type of role-playing popularized by Fritz Perls' Gestalt therapy. The standard Rorschachs were given first. Afterwards, each subject was presented with certain of his or her own images as a stimulus for the role-playing. The subjects consisted of a 19-year-old female with severe anxiety attacks, an 11-year-old lad diagnosed as having minimal cerebral dysfunction, and a 46-year-old man who had undergone two years of successful psychotherapy. It is proposed that the resulting data are valuable in expanding and clarifying the psychological meaning of the Rorschach images. Further, the procedure can be utilized, if desired, as a spur to therapeutic involvement.  相似文献   

14.
Moyer, Burkhardt, and Gordon found in 2002 that some individuals could fake PTSD on the MMPI-2. In light of these results, a follow-up study was conducted to assess whether attributes such as empathy, intelligence, subjectivity, or insightfulness influenced ability to fake a PTSD profile on the MMPI-2. 35 subjects from the previous study were divided into two groups, successful fakers and unsuccessful fakers. Analysis indicated no significant differences between groups on the measures of empathy or intelligence. However, a significant difference was found between groups on the Schizophrenia and Cynicism scales and falling just short of significance on the Hypochondriasis scale. These results suggested that individuals able to fake PTSD are more insightful and less subjective, which makes them better at role-playing.  相似文献   

15.
Abstract

This article describes how standardized patients (SPs), people trained to portray a patient role in a consistent fashion, view their role-playing experiences. Focus groups with 37 SPs (63% participation rate) were used to explore what impact, if any, playing a number of fixed roles had on them and their lives. Personal insights and changes reported by SPs are examined in terms of personal construct theory. The implications of these findings for both teaching clinicians and for therapeutic work with clients are discussed. The findings illustrate continuing relevance of G. Kelly's (1955) observations about the usefulness of role-playing and enactment techniques.  相似文献   

16.
Schizophrenia is a devastating mental illness and is characterized by hallucinations and delusions as well as social skills deficits. Generally, social skills training designed to help patients develop social skills includes role-playing, but this form of training has typical shortcomings, which are largely due to a trainer's difficulties to project emotion. Virtual reality (VR)-based techniques have the potential to solve these difficulties, because they provide a computer-generated but realistic three-dimensional world and humanlike avatars that can provide emotional stimuli. In this paper, we report on a method of implementing virtual environments (VEs) in order to train people with schizophrenia to develop conversational skills in specific situations, which could overcome the shortcomings of or complement conventional role-playing techniques. The paper reports the efficacy of the proposed approach in a preliminary clinical trial with 10 patients with schizophrenia.  相似文献   

17.
The present investigation examined the effects of covert modeling in developing assertive behavior and the effects of verbal coding of the modeling stimuli on treatment outcome. In a 2 × 2 design, modeling (imagining an assertive model versus imagining scenes without an assertive model) and summary coding (developing verbal codes of the modeled material versus not developing codes) were combined. The results indicated that modeling and coding enhanced behavior change across self-report inventories and a behavioral role-playing test. Superior performance on these measures was achieved by the modeling group that both imagined an assertive model and engaged in summary coding. These effects transferred to novel role-playing situations at post-treatment and were maintained at a 6-month follow-up assessment. The results suggest that coding of treatment stimuli affects acquisition and maintenance of the modeled behaviors in treatment in a way that resembles findings from laboratory research on modeling.  相似文献   

18.
Although joblessness is a major problem, no method of job-counseling has been demonstrated to be superior to usual job-finding practices. The present study describes a new type of program, which has now been evaluated experimentally in a matched-control design. The new program was conducted in a group and stressed such distinctive techniques as mutual-assistance among job-seekers, a ‘buddy’ system, family support, and sharing of job leads. In addition, the program arranged special ways of using such common practices as searching want-ads, role-playing, telephoning, motivating the job-seeker, constructing a resume and contacting friends. Within 2 months 90 per cent of the counseled job-seekers had obtained employment vs. 55 per cent of the non-counseled job-seekers. All clients who attended the program regularly obtained employment. After 3 months, 40 per cent of the non-counseled job-seekers were still unemployed. The average starting salary was about a third higher for the counseled job-seekers. The present procedure appears to be an effective method of assisting a greater proportion of the unemployed to obtain jobs and more quickly, and at a higher salary than they could obtain when they used the usual job finding procedures.  相似文献   

19.
A social skills training program consisting of instructions, modeling, behavior rehearsal, performance feedback, and programmed generalization set was used to teach conversational behavior to four socially isolated children. Effects of training were assessed in a multiple-baseline analysis across behavior. Subjects were selected on the basis of peer sociometric ratings, a behavioral role-playing task, naturalistic observation, and teacher ratings. All subjects demonstrated noticeable improvement in the target behavior as well as in overall conversational ability. However, these gains were maintained unequally in the children at follow-up probe administrations (4-and 8-weeks). Generalization assessment revealed some transfer of treatment effects to the school setting for all children. Results are discussed in terms of the complexity of social isolation in children and factors which influenced generalizability of the treatment program.  相似文献   

20.
We developed a comprehensive training program to teach young parents what symptoms to look for to judge the severity of their children''s illnesses, what to do at home to comfort their children, and when to consult their children''s physician or take them for emergency treatment. Three pairs of subjects received training that included written handouts, verbal instructions, modeling, positive practice, and verbal reinforcement. Skill acquisition was assessed by a behavioral test in which parents assessed, treated, or reported a simulated illness in a child. Written materials when used alone did not improve the parent''s ability to identify and report children''s illnesses. Modeling and role-playing followed by positive practice were successful in teaching these parents skills that were maintained for 3 months without additional training or instruction.  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