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1.
Altruistic behavior is known to be conditional on the level of altruism of others. However, people often have no information, or incomplete information, about the altruistic reputation of others, for example when the reputation was obtained in a different social or economic context. As a consequence, they have to estimate the other's altruistic intentions. Using an economic game, we showed that without reputational information people have intrinsic expectations about the altruistic behavior of others, which largely explained their own altruistic behavior. This implies that when no information is available, intrinsic expectations can be as powerful a driver of altruistic behavior as actual knowledge about other people's reputation. Two strategies appeared to co-exist in our study population: participants who expected others to be altruistic and acted even more altruistically themselves, while other participants had low expected altruism scores and acted even less altruistically than they expected others to do. We also found evidence that generosity in economic games translates into benefits for other social contexts: a reputation of financial generosity increased the attractiveness of partners in a social cooperative game. This result implies that in situations with incomplete information, the fitness effects of indirect reciprocity are cumulative across different social contexts.  相似文献   

2.
The standard theories of cooperation in humans, which depend on repeated interaction and reputation effects among self-regarding agents, are inadequate. Strong reciprocity, a predisposition to participate in costly cooperation and the punishment, fosters cooperation where self-regarding behaviors fail. The effectiveness of socially coordinated punishment depends on individual motivations to participate, which are based on strong reciprocity motives. The relative infrequency of high-cost punishment is a result of the ubiquity of strong reciprocity, not its absence.  相似文献   

3.
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   

4.
We developed a four-study research plan to examine the dispositional antecedents of political skill and its job performance consequences, and also to incorporate the mediating role of reputation, drawing upon a recent theoretical model of political skill in organizations. Study 1 established the psychometric properties of the two reputation scales used in the present research, and also demonstrated the validity of the self-report reputation measure in Study 4. Study 2 tested, and demonstrated support for, the ‘Affability’ dispositional theme as a predictor of political skill, and political skill as predictor of job performance. In Study 3, the political skill-job performance linkage was replicated, but when reputation was investigated as an intermediate linkage, it was found to fully mediate the relationship between political skill and job performance. Study 4 investigated all the linkages examined in Studies 2 and 3, and found that the ‘Active Influence’ dispositional theme predicted political skill, and that the political skill-job performance relationship was fully mediated by reputation. Collectively, these studies demonstrated support for recent theoretical developments in political skill and reputation, suggesting that political skill has dispositional antecedents, and that political skill demonstrates a significant impact on job performance, through reputation. The strengths and limitations of this research are discussed, and directions for future research are provided.  相似文献   

5.
Why do people cooperate? We address this classic question by analyzing and discussing the role of reputation: people cooperate to maintain a positive reputation in their social environment. Reputation is a key element fueling a system of indirect reciprocity, where cooperators establish a good reputation and are thus more likely to receive future benefits from third parties. The tendencies to monitor, spread, and manage each other's reputation help explain the abundance of human cooperation with unrelated strangers. We review research on the phenomenon of reputation‐based cooperation in the domains of how people manage their reputation in response to varying cues of reputation, when reputation can promote cooperation, and individual differences in reputation management. We also propose three directions for future research: group stability and reputation‐based cooperation, solutions to cope with noise and biased reputation, and the relative efficiency of positive versus negative reputation systems.  相似文献   

6.
Retractions solicited by authors following the discovery of an unintentional error—what we henceforth call a “self-retraction”—are a new phenomenon of growing importance, about which very little is known. Here we present results of a small qualitative study aimed at gaining preliminary insights about circumstances, motivations and beliefs that accompanied the experience of a self-retraction. We identified retraction notes that unambiguously reported an honest error and that had been published between the years 2010 and 2015. We limited our sample to retractions with at least one co-author based in the Netherlands, Belgium, United Kingdom, Germany or a Scandinavian country, and we invited these authors to a semi-structured interview. Fourteen authors accepted our invitation. Contrary to our initial assumptions, most of our interviewees had not originally intended to retract their paper. They had contacted the journal to request a correction and the decision to retract had been made by journal editors. All interviewees reported that having to retract their own publication made them concerned for their scientific reputation and career, often causing considerable stress and anxiety. Interviewees also encountered difficulties in communicating with the journal and recalled other procedural issues that had unnecessarily slowed down the process of self-retraction. Intriguingly, however, all interviewees reported how, contrary to their own expectations, the self-retraction had brought no damage to their reputation and in some cases had actually improved it. We also examined the ethical motivations that interviewees ascribed, retrospectively, to their actions and found that such motivations included a combination of moral and prudential (i.e. pragmatic) considerations. These preliminary results suggest that scientists would welcome innovations to facilitate the process of self-retraction.  相似文献   

7.
Researchers have yet to precisely test the Socioanalytic proposition that social skill moderates the personality identity–personality reputation relationship. Further, although research has found personality to have both explicit and implicit aspects, scholars have not examined these differences with respect to the Socioanalytic perspective on personality. The present study investigates how explicit and implicit achievement orientation identities relate to one’s reputation for that trait in the workplace and to career success, as measured by occupational status. We propose that explicit and implicit achievement orientation, political skill and their interplay positively relate to reputation of achievement orientation at work, which, in turn, is positively related to occupational status. We found that (1) both explicit and implicit achievement orientation were positively associated with its reputation, as rated by co-workers; (2) reputation mediated both relations between implicit/explicit achievement orientation and occupational status and (3) heightened political skill strengthened the relationship between explicit achievement orientation and its reputation, as well as its indirect effect on occupational status via reputation (first stage moderated mediation). Our research provides a potential explanation for why observer ratings of personality are more strongly associated with outcomes than self-ratings: Observers perceive both implicit and explicit personality behaviours.  相似文献   

8.
In this contribution the norm of reciprocity is defined as a basic internal motivation. Using formal tools of game theory, a model of social utility function is presented. The reciprocity model predicts that social actors should reciprocate costs and benefits they receive, even when there are costs in conforming to the norm. Hypotheses about actors' behavior, expectations and evaluations are derived from the model. The hypotheses were tested in an experimental situation, the reciprocity game, consisting of a prisoner's dilemma game (PD) followed by a dictator game (DG). The sample was composed of 74 Italian undergraduate students. In line with the model's predictions, the experimental results showed that participants reciprocate the behavior of the opponent in the PD. In the DG, if the opponent cooperated, participants gave back an almost equal share, whereas if the opponent defected, participants gave a minimal amount. These reciprocity effects are modulated by individual differences in the concern for reciprocity. Copyright © 2000 John Wiley & Sons, Ltd.  相似文献   

9.
Standard economic models assume people exclusively pursue material self‐interests in social interactions. However, people exhibit social preferences; that is, they base their choices partly on the outcomes others obtained in a social interaction. People care about fairness, and reciprocity affects behavior. This study examines the differences in negative reciprocity (costly punishment for unfair divisions) as a function of age. Sixty‐one kindergarteners (5‐year‐olds), 53 second graders (8‐year‐olds), and 57 sixth graders (12‐year‐olds) played a dictator game or a mini–ultimatum game either with a human proposer or with a random machine that determined the division between the two players. By keeping the divisions between the players constant and varying the source of the unfair proposal, we were able to differentiate between reciprocity‐based and inequality‐aversion preferences. We found that kindergarteners proposed and accepted unfair divisions regardless of the source of the offer, behaving according to the standard economic model. Children in the sixth grade tended to reject unfair offers from a human proposer but accept unfair divisions from a random device, indicating the emergence of negative reciprocity preferences by age eight (and contrary to inequality aversion). Children at this age also tended to give more fair offers in the ultimatum game than in the dictator game, indicating the emergence of strategic thinking. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

10.
11.
The present study examined whether having a positive reputation to maintain makes young children less likely to cheat. Cheating was assessed through a temptation resistance paradigm in which participants were instructed not to cheat in a guessing game. Across three studies (total N = 361), preschool‐aged participants were randomly assigned to either a reputation condition, in which an experimenter told them that she had learned of their positive reputation from classmates, or to a control condition in which they received no such information. By age 5, children in the reputation condition cheated less often than those in the control condition even though nobody was watching and choosing not to cheat conflicted with their personal interest. These findings are the first to show that informing children that they have a positive reputation to maintain can influence their moral behavior.  相似文献   

12.
This study investigated state anger and individual differences in negative reciprocity orientation as predictors of individuals' willingness to cooperate with strangers. In order to observe real behaviour, we used a trust game that was played over six periods. In the trust game, a first player (sender) determines how much of a certain endowment she/he wants to share with a second player (trustee), who then can give something back. We varied whether participants received feedback [feedback (yes, no)] about the trustee's behavioural decision (amount sent back). Supporting our hypotheses, the results suggest that feedback compared with no feedback about the trustee's behaviour increased anger. Specifically, information about low back transfers triggered anger and non‐cooperation in return. Importantly, participants with a strong negative reciprocity orientation reported higher levels of anger and were less willing to cooperate with the trustee compared with those with low negative reciprocity orientation. Moreover, even when anger was low, individuals with a strong negative reciprocity orientation were less willing to cooperate compared with those with a low negative reciprocity orientation. Thus, negative reciprocity orientation seems to arouse a spiral of distrust. Theoretical and practical implications of these findings are discussed.  相似文献   

13.
The positive correlation between political skill and the reduction of the effects of stressors (i.e., strain reaction) in the workplace is well documented. This paper furthers the examination of this correlation by examining the impact of reputation as a mediator. It is posited that individuals possessing political skill are likely to build positive reputations, which, in turn, aid in the reduction of perceived stressors in the workplace. It is hypothesized that it is one's reputation rather than one's social ability (i.e., political skill) that affects an individual's response to stressors. One hundred and eighty‐one professionals were surveyed. Both their political skill and also stress levels were examined, as well as the perceptions held by their coworkers of their reputations. Results demonstrated a mediating effect of reputation between political skill and strain reactions.  相似文献   

14.
The present study explores the links between personality traits and motivations to play online games. We identified the underlying dimensions of motivations to play online games, examined how personality traits predict motivation, and investigated how personality traits predict online gaming behavior (i.e., playing time and preference for game genres). Factor analyses identified five motivational factors: relationships, adventure, escapism, relaxation, and achievement. The regression analyses indicated that two personality traits, extraversion and agreeableness, predicted various motivations; however, personality traits did not affect the playing time and game genre preference.  相似文献   

15.
王建峰  戴冰 《心理学报》2020,52(1):55-65
目前关于权力动机的研究主要关注权力动机的阴暗面, 但是对权力动机的积极面尚不清楚。本研究从公平与合作行为的角度出发, 分别采用最后通牒博弈和公共物品博弈任务, 探讨不同权力动机水平个体在内隐(眼睛线索)或外显(他人在场)社会存在下的亲社会行为是否不同。结果发现, 在眼睛线索或他人在场条件下, 相对于低权力动机者, 高权力动机者表现出更高的公平与合作水平。然而当没有社会存在线索时, 高低权力动机者的亲社会行为没有显著差异。结果提示高权力动机者出于名誉和地位的策略考虑, 也会表现出积极的亲社会行为。  相似文献   

16.
In this paper we introduce and discuss some models of bargaining. These have the form of repeated plays of a game among pairs of individuals, with the opponents in each particular game drawn randomly from a large population. The players' information about one another is limited to a single quantity, termed reputation, which summarizes the behavior of a player in previous trials of the game, and so changes endogenously. We distinguish some possible decision rules or “customs” which players might use to determine their moves in the game as a function of their own and their opponent's reputation, and investigate whether or not these actions lead to a suitably defined social equilibrium. We then compare the equilibrium customs from the point of view of the welfare of the population as a whole.  相似文献   

17.
Guala does not go far enough in his critique of the assumption that human decisions about sharing made in the context of experimental game conditions accurately reflect decision-making under real conditions. Sharing of hunted animals is constrained by cultural rules and is not "spontaneous cooperation" as assumed in models of weak and strong reciprocity. Missing in these models is the cultural basis of sharing that makes it a group property rather than an individual one.  相似文献   

18.
Career success is determined by a number of factors, including some combination of specific competencies and a performance record, along with network development, organizational politics, and reputation building. Theory and research suggest that employees' political skill predicts their career success, and that this relationship is mediated by employees' reputation in the workplace. These hypotheses were tested in a predictive study, collecting 2 waves of data from 135 career employees, covering a 1‐year timeframe. Political skill at Time 1 predicted hierarchical position, income, and career satisfaction at Time 2. Furthermore, reputation mediated the relationships between political skill, hierarchical position, and career satisfaction. Contributions, implications, limitations, strengths, and future research directions are discussed.  相似文献   

19.
Online game addiction is a new mental disorder. This disorder is difficult to describe because of its comprehensive nature. Many online game players have problems controlling their playing time. They cannot stop playing a game that they enjoy. This research surveyed the past literature on "flow" and time disorder theory. A time distortion experiment was conducted. This research invited 64 children, teenagers, and young adults to investigate player skill and playing time effects on online game break-off. The playing experience and degree of time distortion were measured and analyzed. The results showed that both novice and expert online game players were subject to time distortion. The participants had difficulty breaking off from the game without intrusion by others in the real world. This research also suggests eight questions for self-evaluation for online game addiction.  相似文献   

20.
Few theories on suicide have been grounded in the norm of reciprocity. There is literature on suicide, however, describing motivations such as retaliation and retreat which can be interpreted as modes of adaptation to the norm of reciprocity. We propose a reciprocity‐based theory to explain suicides associated with relationship problems. Employing a content analysis of suicide notes, we tested the theory, finding evidence of exploitation, exploiter guilt, retaliation, and retreat as motives for committing relationship‐based suicide. Reciprocity‐based note writers were more likely to have used alcohol or drugs in the hours prior to committing suicide, and they were also more likely to have made their intentions known beforehand. Implications for future research as well as for suicide prevention are discussed.  相似文献   

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