共查询到20条相似文献,搜索用时 15 毫秒
1.
Despite the growing popularity of online game playing, there has been no primary survey of its players. Therefore, an online questionnaire survey was used to examine basic demographic factors of online computer game players who played the popular online game Everquest (i.e., gender, age, marital status, nationality, education level, occupation). The survey also examined playing frequency (i.e., amount of time spent playing the game a week), playing history (i.e., how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character), the favorite and least favorite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that 81% of online game players were male, and that the mean age of players was 27.9 years of age. For many players, the social aspects of the game were the most important factor in playing. A small minority of players appear to play excessively (over 80 h a week), and results suggest that a small minority sacrifice important activities in order to play (e.g., sleep, time with family and/or partner, work, or schooling). 相似文献
2.
Three studies examined cross-cultural differences in empathic accuracy (the ability to correctly infer another's emotional experience) within the context of different relationships. East-West cultural differences in self-construal were hypothesized to differentiate levels of empathic accuracy across relationship types. In contrast to the independent self prevalent among members of Western cultures, members of Eastern cultures generally view the self as interdependent with those with whom they have a relationship. Easterners, relative to Westerners, are more concerned with the thoughts or feelings of close others and less concerned with the thoughts or feelings of those with whom they have no relational link (i.e., strangers). Across three studies, the authors found that East Asians, compared with European Americans, made more accurate inferences regarding the emotions of close others (i.e., friends), but less accurate inferences regarding the emotions of strangers. Furthermore, individual differences in interdependent self-construal among East Asians predicted the degree of empathic accuracy. 相似文献
3.
T A Shannon 《Kennedy Institute of Ethics journal》2001,11(3):285-303
The topic of organ transplantation is examined from the perspective of three authors: Robert Bellah, Jeremy Rifkin, and Margaret Jane Radin. Introduced by reflections on the development of the justification of organ transplantation within the Roman Catholic community and the various themes raised by the historical study in Richard Titmuss's The Gift Relationship, the paper examines how and in what ways the possible commodification of organs will affect our society and the impacts this may have on the supply of organs. 相似文献
4.
Passion and intrinsic motivation in digital gaming. 总被引:2,自引:0,他引:2
Chee Keng John Wang Angeline Khoo Woon Chia Liu Shanti Divaharan 《Cyberpsychology & behavior》2008,11(1):39-45
Digital gaming is fast becoming a favorite activity all over the world. Yet very few studies have examined the underlying motivational processes involved in digital gaming. One motivational force that receives little attention in psychology is passion, which could help us understand the motivation of gamers. The purpose of the present study was to identify subgroups of young people with distinctive passion profiles on self-determined regulations, flow dispositions, affect, and engagement time in gaming. One hundred fifty-five students from two secondary schools in Singapore participated in the survey. There were 134 males and 8 females (13 unspecified). The participants completed a questionnaire to measure harmonious passion (HP), obsessive passion (OP), perceived locus of causality, disposition flow, positive and negative affects, and engagement time in gaming. Cluster analysis found three clusters with distinct passion profiles. The first cluster had an average HP/OP profile, the second cluster had a low HP/OP profile, and the third cluster had a high HP/OP profile. The three clusters displayed different levels of cognitive, affective, and behavioral outcomes. Cluster analysis, as this study shows, is useful in identifying groups of gamers with different passion profiles. It has helped us gain a deeper understanding of motivation in digital gaming. 相似文献
5.
Despite widespread concerns about the dangers of adolescents' online communication with strangers, we know little about (a) which types of adolescents talk with strangers and (b) what motivates them to do so. Drawing on a survey among 412 Dutch adolescents, we found that early adolescents (12-14-year-olds) were most prone to talk with strangers on the internet. If adolescents communicated online more frequently, they less often talked with strangers on the internet. However, if adolescents engaged in long chat sessions, they tended to talk with strangers on the internet more often. In contrast to earlier research, introversion was not related to adolescents' tendency to talk with strangers. The motives of entertainment, meeting new people, and social compensation increased adolescents' online communication with strangers. 相似文献
6.
Ann Frodi 《Infant mental health journal》1983,4(1):13-22
Twenty premature and 20 fullterm infants participated in study of stranger sociability and infant-mother attachment. The preterms were born 4–10 weeks early and had a mean birth weight of 1990 grams. The two groups of infants did not differ on variables such as SES or time between hospital discharge and laboratory assessment. Stranger sociability was assessed in the Stevenson and Lamb (1979) procedure, and security of attachment in the Strange Situation (Ainsworth & Wittig, 1969). Mothers also completed questionnaires on child-rearing attitudes, perinatal anxiety, and infant temperament. Results showed that birth status was unrelated to both attachment and sociability. Securely attached infants were more sociable, however, and were perceived as more “easy” than insecurely attached infants. Difficult infants were less sociable than infants perceived as easy. 相似文献
7.
In unstructured interactions, male friends were found to be more accurate than male strangers in inferring each other's thoughts and feelings. Plausible reasons for this difference were that friends (a) interacted more and exchanged more information, (b) had more similar personalities and therefore more rapport with each other, and (c) had more detailed knowledge of each other's lives. Data confirmed that the friends did indeed interact more and were more similar in their sociability than the strangers; however, these differences did not account for the friends' greater empathic accuracy. Instead, this was primarily attributable to a difference in knowledge structures, namely, the friends' ability to accurately read their partners' thoughts and feelings about imagined events in another place or time. 相似文献
8.
Bolognini S 《The Psychoanalytic quarterly》2011,80(1):33-54
The author describes the many roles that the analyst is called upon to fulfill in the transference during the course of an analysis. The loving transference is distinguished from the erotic transference and the erotized transference. Repetition is discussed, as is narcissism, especially in the light of clinical situations in which oedipal issues take center stage. Four brief clinical examples are presented. 相似文献
9.
Two-year college students receiving three different levels of class-based computer experiences were surveyed using Hudiburg's Computer Technology Hassles Scale. Although their academic work involved widely different types of work with computers, all groups (ns = 23, 32, and 24) appeared to perceive the same interactions with computers as unpleasant. The students selected unpleasant interactions in the same numbers and with the same intensity. 相似文献
10.
Wen-Bin Chiou 《Cyberpsychology & behavior》2008,11(2):212-216
The negative impact of Internet use on adolescents has received much popular attention and has also become a popular research topic. How to induce adolescent players to change their attitudes toward online gaming is one of the most important issues in online gaming addiction. The present study is based on the less-leads-to-more effect of dissonance theory. Experimental research was conducted to examine the effects of rewards and decision freedom on attitude change toward online gaming among adolescents considered at risk for addiction. The results supported predictions based on external justification in dissonance theory. Specifically, fewer rewards produced greater attitude change toward online gaming in the condition of personal freedom of choice after participants exhibited attitude-discrepant behavior. However, the less-leads-to-more effect was not prominent in the condition without personal freedom of choice. Adopting a reward strategy to induce game players to disengage online gaming is discussed. 相似文献
11.
Boseovski JJ 《Journal of experimental child psychology》2012,111(3):543-551
Young children have been described as critical consumers of information, particularly in the domain of language learning. Indeed, children are more likely to learn novel words from people with accurate histories of object labeling than with inaccurate ones. But what happens when informant testimony conflicts with a tendency to see the world in a particular way? In impression formation, children exhibit a positivity bias in personality judgments. This study examined whether 3- to 7-year-olds would accept reliable testimony about a stranger’s personality that conflicted with a putative positivity bias (i.e., a negative trait attribution). Overall, participants accepted testimony from reliable informants more often than expected by chance, although they were significantly more likely to do so when the information was positive than when it was negative. These findings indicate that in addition to the reliability status of informants, information processing biases have a substantial impact on children’s use of informant testimony to learn about the social world. 相似文献
12.
James D.A. Parker Laura J. Summerfeldt Robyn N. Taylor Patricia H. Kloosterman Kateryna V. Keefer 《Personality and individual differences》2013
The study examined the relationship between emotional intelligence (EI) and several addiction-related behaviours (gambling problems, Internet abuse, and computer gaming misuse) in two adolescent samples: 270 clinical outpatients (180 males and 90 females) and 256 special needs students (160 males and 96 females). Gambling problems, Internet abuse, and computer gaming misuse were positively inter-correlated in both samples; approximately half of the variability in these addiction-related behaviours could be accounted for by a common dysfunctional preoccupation latent variable. Latent variable path analysis found emotional intelligence to be a moderate predictor of dysfunctional preoccupation in both adolescent samples. 相似文献
13.
Five studies show that gift recipients are more appreciative of gifts they explicitly request than those they do not. In contrast, gift givers assume that both solicited and unsolicited gifts will be equally appreciated. At the root of this dilemma is a difference of opinion about what purchasing an unsolicited gift signals: gift givers expect unsolicited gifts will be considered more thoughtful and considerate by their intended recipients than is actually the case (, and ). In our final two studies, we highlight two boundary conditions for this effect: identifying a specific gift and using money as a gift. When gift recipients request one specific gift, rather than providing a list of possible gifts, givers become more willing to purchase the requested gift (Study 4). Further, although givers believe that recipients do not appreciate receiving money as much as receiving a solicited gift, recipients feel the opposite about these two gift options (Study 5). 相似文献
14.
Using functional magnetic resonance imaging (fMRI), we investigated brain activity evoked by mutual and averted gaze in a compelling and commonly experienced social encounter. Through virtual-reality goggles, subjects viewed a man who walked toward them and shifted his neutral gaze either toward (mutual gaze) or away (averted gaze) from them. Robust activity was evoked in the superior temporal sulcus (STS) and fusiform gyrus (FFG). For both conditions, STS activity was strongly right lateralized. Mutual gaze evoked greater activity in the STS than did averted gaze, whereas the FFG responded equivalently to mutual and averted gaze. Thus, we show that the STS is involved in processing social information conveyed by shifts in gaze within an overtly social context. This study extends understanding of the role of the STS in social cognition and social perception by demonstrating that it is highly sensitive to the context in which a human action occurs. 相似文献
15.
The development of joint visual attention: a longitudinal study of gaze following during interactions with mothers and strangers 总被引:1,自引:0,他引:1
Two- to 8-month-old infants interacted with their mother or a stranger in a prospective longitudinal gaze following study. Gaze following, as assessed by eye tracking, emerged between 2 and 4 months and stabilized between 6 and 8 months of age. Overall, infants followed the gaze of a stranger more than they followed the gaze of their mothers, demonstrating a stranger preference that emerged between 4 and 6 months of age. These findings do not support the notion that infants acquire gaze following through reinforcement learning. Instead, the findings are discussed with respect to the social cognitive framework, suggesting that young infants are driven by social cognitive motives in their interactions with others. 相似文献
16.
In the dominant aesthetic theory, composers are said to use unpredictable events to tease the listener, and make music optimally challenging and therefore aesthetically pleasing. We tested this claim that events optimally discrepant from a schema will be most pleasing. Experts and novices evaluated harmonic progressions at seven levels of syntactic prototypicality. Four results emerged: (1) even novices were extremely sensitive to syntactic atypicality; (2) all subjects found atypical progressions more interesting and complex; (3) novices and undergraduate music students preferred harmonic prototypes, contrary to most aesthetic theories; (4) only music graduate students preferred atypical progressions. We discuss the striking sensitivity of novices to harmonic syntax. We describe differences between an aesthetic theory based on information and uncertainty, and one based on schemas and schema divergence. We also consider the tonal conservatism of most subjects. This conservatism constrains aesthetic theories, and may have implications for music's stylistic evolution. 相似文献
17.
N S Netting 《Adolescence》1992,27(108):961-976
The sexual decisions of adolescents are, as Brooks-Gunn and Furstenberg have suggested, filtered through at least three culturally determined screens: the meaning of sexuality, the process of male-female negotiations, and adolescents' perception of danger. In making sexual choices today, young people must consider not only issues of identity, personal growth, and relationships, but also the growing danger of AIDS. A ten-year study of the sexual behavior of college students in Kelowna, British Columbia, Canada, shows that students choose among three sexual subcultures: celibacy, monogamy, and free experimentation. Since 1980, there has been some shift away from casual sex toward committed partnerships, but the basic outlines of this sexual "plural society" have remained unchanged. Despite AIDS, most students have not adopted careful sexual practices, either in number of partners or use of condoms. North American data suggest that this pattern is typical of most colleges and universities throughout Canada, although students on many U.S. campuses have become more careful. This study explored the reasons behind sexual choices, and investigated whether the possibility of contracting AIDS will eventually lead adolescents to better balance their needs for sex, love, freedom, and self-preservation. Working against the choice of caution is the fact that, in our culture, sexual expression is an important element of becoming an adult. 相似文献
18.
19.
Contingencies studied in lever-pressing procedures were incorporated into a popular computer game, "Star Trek," played by college students. One putative reinforcer, the opportunity to destroy Klingon invaders, was scheduled independently of responding according to a variable-time schedule that alternated unpredictably with equal periods of Klingon unavailability (mixed variable time, extinction schedule of reinforcement). Two commands ("observing responses") each produced stimuli that were either correlated or uncorrelated with the two components. In several variations of the basic game, an S-, or bad news, was not as reinforcing as an S+, or good news. In addition, in other conditions for the same subjects observing responses were not maintained better by bad news than by an uninformative stimulus. In both choices, more observing tended to be maintained by an S- for response-independent Klingons when its information could be (and was) used to advantage with respect to other types of reinforcement in the situation (Parts 1 and 2) than when the information could not be so used (Part 3). The findings favor the conditioned reinforcement hypothesis of observing behavior over the uncertainty-reduction hypothesis. This extends research to a more natural setting and to multialternative concurrent schedules of events of seemingly intrinsic value. 相似文献
20.
The current research explored whether sharing intentionality leads to implicit coordination, a situation in which isolated individuals independently adopt a similar standard of behavior. We propose that knowing that a given goal is experienced in common with other in-group members or similar others intensifies goal pursuit. Two experiments examined whether simply being aware that one's own individual goal was also being separately pursued by similar others results in more goal-congruent behavior. When a promotion goal was shared with similar others, participants produced greater promotion behaviors than when the same goal was shared with different others. Similarly, sharing a prevention goal with similar others led to greater prevention behavior than conditions where a) similar others had a different goal and b) different others shared the same goal. Overall, shared goals served as an intensifier of individual goal pursuit. We discuss shared goals as a foundation for the emergence of social synchrony in groups. 相似文献