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1.
Explaining cooperative tendencies through an evolutionary lens has been problematic for theorists. Traditional explanations derive from theories of reciprocity, biological markets, and more recently via partner choice and sexual selection. The sexual selection hypothesis has been tested within game-theoretic frameworks gaining empirical support in explaining the evolution of altruism. Males have been found to be more altruistic towards attractive females. However, previous research has predominantly adopted a design where participants are not engaging with ‘real people’. Instead, participants make decisions when viewing images or hypothetical scenarios without visual cues. The present study aimed to investigate the sexual selection hypothesis using a face-to-face game theoretic framework. One hundred and thirty-eight participants played a 2-round ultimatum game with chocolate coins as the monetary incentive. We find, that physical attractiveness had no influence on generosity and cooperation when participants play a face-to-face ultimatum game. Instead, proposers were fair when allocating stakes, offering an average of half the endowment to responders. This study refutes the link between the sexual selection hypothesis and generosity when playing economic games with real people. Fairness appeared to drive generosity and cooperation.  相似文献   

2.
模糊规避是指在相同奖赏的情况下,决策者会力图规避从主观上判断具有模糊概率的事件而偏好具有相同精确概率的事件。本研究使用同时评价、单独评价的研究范式从随机事件和自然事件两个领域来探讨模糊规避的形成机制。研究结果表明,当风险事件和模糊事件同时评价时,个体倾向于模糊规避;当风险事件和模糊事件单独评价时,模糊规避会消失。  相似文献   

3.
Many decisions involve a degree of personal control over event outcomes, which is exerted through one's knowledge or skill. In three experiments we investigated differences in decision making between prospects based on a) the outcome of random events and b) the outcome of events characterized by control. In Experiment 1, participants estimated certainty equivalents (CEs) for bets based on either random events or the correctness of their answers to U.S. state population questions across the probability spectrum. In Experiment 2, participants estimated CEs for bets based on random events, answers to U.S. state population questions, or answers to questions about 2007 NCAA football game results. Experiment 3 extended the same procedure as Experiment 1 using a within-subjects design. We modeled data from all experiments in a prospect theory framework to establish psychological mechanisms underlying decision behavior. Participants weighted the probabilities associated with bets characterized by control so as to reflect greater risk attractiveness relative to bets based on random events, as evidenced by more elevated weighting functions under conditions of control. This research elucidates possible cognitive mechanisms behind increased risk taking for decisions characterized by control, and implications for various literatures are discussed.  相似文献   

4.
This research aimed to investigate the changes in judgment accuracy, confidence, control thresholds, and decision outcomes when people act in two-person groups (dyads) compared with acting individually. First, we used interacting dyads to determine the metacognitive and behavioral outcomes of collective decision making and compared them with those of individuals. Second, we examined whether these changes were related to the trait-confidence and bias of individuals working together. Using a within-person design, undergraduate psychology students (N = 116) completed a General-knowledge Test individually, then together as a dyad. Each question was accompanied by a confidence rating and a decision to bet $10 on the answer. Dyads had significantly higher confidence and lower control thresholds than individuals. They were also significantly more decisive (made more bets) and reckless (lost a higher rate of bets) than when working alone. Thus, we observed a higher rate of decision errors for groups than individuals. The results also demonstrated the important role of individual differences: Overconfident individuals became even more confident, decisive, and reckless when working together compared with less confident or underconfident individuals working together. These findings have important theoretical and applied implications for collective decision making; metacognitive bias and potentially control thresholds may be targeted to alleviate the larger error rates and guide the formation of more effective groups.  相似文献   

5.
This paper explores the cognitive processes at work in preference generation. It tests the hypothesis that the evaluation process relies on a comparative context of alternatives. Participants in two experiments reviewed pairs of options that included one superficially attractive option and another that was normatively superior in some way but superficially unattractive. Experiment 1 (N= 116) found that when the superficially attractive option was rated first, reported preferences for both options were higher than when the less attractive alternative was rated first. Experiment 2 (N= 177) replicated this order effect on preferences using six pairs of options. I obtained process measures that suggest the effect is attributable to the process by which people generate judgments of preference. Options are rated more positively to the extent that they compare favorably to other real or imagined alternatives; options are rated more negatively to the extent that they compare poorly to their alternatives. These two experiments contribute to the literature on preference generation by specifying a process by which people generate preferences.  相似文献   

6.
Social comparisons typically lead to two kinds of biases: A comparative optimism bias (i.e., a tendency for people to view themselves as more likely than others to be the beneficiaries of positive outcomes) or a comparative pessimism bias (i.e., a tendency for people to view themselves as less likely than others to be such beneficiaries); rarely are people fully calibrated in terms of how they compare to others. However, there is little systematic research on the factors that determine when a comparative optimism versus pessimism bias will occur, how they can be attenuated and whether such attenuation is always desirable. In this paper, we report four studies which demonstrate the following key results: First, we show that perceived level of control over the outcome drives whether a comparative optimism or pessimism bias will occur (Study 1). Second, an increase in perceived similarity between self and a comparison target person attenuates the comparative optimism bias in domains that people view as highly controllable (Study 2a) and attenuates the comparative pessimism bias in domains that people view as less controllable (Study 2b). Finally, we show that people are willing to work harder when they experience more comparative optimism in higher control scenarios and when they experience less comparative pessimism in lower control scenarios, illustrating that motivating people to strive harder for positive outcomes can result from exacerbated or attenuated bias, depending on the context (Study 3).  相似文献   

7.
Two studies tested the hypothesis that beliefs about infidelity in dating relationships reflect pluralistic ignorance, a misperception in which people mistakenly believe that their own personal attitudes and behavior differ from others' when they do not. Consistent with pluralistic ignorance findings in other domains, undergraduates reported that the average university student (a) saw dating infidelity as more acceptable and (b) engaged in unfaithful acts more frequently than they themselves did. Neither type of infidelity (sexual, emotional, both sexual and emotional, or unspecified; Study 1, N = 176) nor motivated reasoning (i.e., defensiveness; Study 2, N = 359) moderated this pattern of results. Possible sources of misperceived norms concerning fidelity in dating relationships and the implications of such misperceptions are discussed.  相似文献   

8.
Which matters more—beliefs about absolute ability or ability relative to others? This study set out to compare the effects of such beliefs on satisfaction with performance, self-evaluations, and bets on future performance. In Experiment 1, undergraduate participants were told they had answered 20% correct, 80% correct, or were not given their scores on a practice test. Orthogonal to this manipulation, participants learned that their performance placed them in the 23rd percentile or 77th percentile, or they did not receive comparative feedback. Participants were then given a chance to place bets on two games—one in which they needed to get more than 50% right to double their money (absolute bet), and one in which they needed to beat more than 50% of other test-takers (comparative bet). Absolute feedback influenced comparative betting, particularly when no comparative feedback was available. Comparative feedback exerted weaker and inconsistent effects on absolute bets. Absolute feedback also had stronger (and more consistent) effects on satisfaction with performance and state self-esteem. Experiment 2 replicated these effects in a different university sample, and demonstrated that the effects emerge even when bets are placed after participants rate their satisfaction with their performance (although these ratings do not mediate the effect of feedback on bets). These findings suggest that information about one’s absolute standing on a dimension may be more influential than information about comparative standing, partially supporting a key tenet of Festinger’s [Festinger, L. (1954). A theory of social comparison processes. Human Relations, 7, 117–140.] theory of social comparison.  相似文献   

9.
电脑游戏与青少年问题行为、家庭各因素的关系研究   总被引:1,自引:0,他引:1  
李丹  周志宏  朱丹 《心理科学》2007,30(2):450-453,437
本研究着眼于探讨6、8、10年级的中学生的电脑游戏活动,以及游戏时间、游戏暴力程度、行为问题、父母教养方式、家庭收入等因素的相互作用。结果显示,6年级学生较之8和10年级学生有较少的行为问题。研究也发现,学生玩游戏时间越多,玩游戏的历史越长,具有行为问题的可能性越多。此外,那些游戏暴力指数较高的学生所得到的来自父母的温暖指数较少,有较多的问题行为。在游戏的暴力指数方面,女孩比男孩要低得多。父亲教养方式中的温暖和惩罚因子、母亲教养方式中的温暖、椎绡和惩罚因子可用于预测孩子的问题行为。  相似文献   

10.
Two experiments examined the effects of a metacognitive betting implementation in high school Biology students. The results showed that people were generally good at monitoring their own knowledge in that students performed better on items judged with high bets than items judged with low bets. We also found that those who were required to make bets, as compared to those who did not, had higher intentions of studying for longer periods of time, prior to the test. However, there were no differences in actual study time. Nor was there a difference in final performance, as one would expect, between the betters and the non-betters. In summary, we found indication of (1) good intentions when using the betting procedure, but (2) breakdown in the metacognitive chain during control. That is, while requiring students to make deliberate judgments improves their intentions to study, they, unfortunately, fail to carry out those intentions.  相似文献   

11.
The primary goal of the present study was to investigate how the mental representations of value conflicts are restructured after a decision. A value conflict exists if a chosen alternative is less attractive than a non-chosen alternative on one important attribute when a decision is made. In order to follow up earlier field studies with no experimental control over value conflicts, the present study induced value conflicts in the laboratory. This was done through associating the more attractive of two alternatives with a smaller probability of success. The first hypothesis was that consolidation of value conflict attributes should follow the same pattern when the conflict is controlled experimentally as in earlier studies of real-life decisions. The second hypothesis was that consolidation should be weaker in a non-consequential laboratory study than in the earlier real-life studies. The third hypothesis was that stronger value conflicts (that is, value conflict on more important attributes) lead to greater consolidation effects than weaker value conflicts. The results showed that participants consolidated the value conflicts in the same way as in real-life decisions with the difference that also less important attributes were consolidated in the present study. However, the consolidation effects were not so strong that they caused advantage reversals on a conflict attribute, as in the earlier field studies with real outcomes and consequences. There was no relationship between strength of conflict and consolidation. The fact that no advantage reversals were registered leads to questions about the ecological validity of laboratory studies of non-consequential decision making.  相似文献   

12.
This research studied the effect of familiarity and individual versus group participation on risk-taking behavior in gambling (American roulette). Thirty-eight subjects (21 men and 17 women) were randomly selected and assigned to two experimental groups that gambled either individually or in groups. Results revealed that players bet more heavily as they became more familiar with the game, whether playing alone or in groups.  相似文献   

13.
In strategic decision situations, as modeled in games, the outcome depends on all decision-makers involved. In such situations, people make different decisions when they move simultaneously as compared to when they move sequentially without knowledge of prior moves. This is called the timing effect, which is not predicted by classic game theory. We hypothesize that pseudo-sequential game structures activate concepts of social interactions, which in turn increase individual’s interpersonal trust and decreases cautiousness in situations of interdependence. Simultaneous game structures are more likely to activate concepts of games of chances, as a consequence of which the possibility of an actual total loss is more salient. In four experiments, participants played a coordination game either simultaneously or pseudo-sequentially. We manipulated processing time (Experiment 1), assessed participants’ perception of game features (Experiment 2), manipulated activation of concepts such as social interaction (Experiment 3), and asked participants what decision they make being in a social interaction or a game of a chance (Experiment 4). The results support our hypothesis that different cognitive processes, which either intensify or diminish the focus on the other person, mediate the timing effect. In Experiment 5 we reversed the timing effect by embedding the game in a competitive context.  相似文献   

14.
The “Macbeth effect” denotes the phenomenon that people wish to cleanse themselves physically when their moral self has been threatened. In this article we argue that such a threat to one's moral self may also result from playing a violent video game, especially when the game involves violence against humans. The cleansing effect should be particularly strong among inexperienced players who do not play video games on a regular basis, because frequent players may apply other strategies to alleviate any moral concerns. Seventy students played one of two violent video games and were then asked to select 4 out of 10 gift products, half of which were hygiene products. Inexperienced players reported more moral distress when the game involved violence against humans (compared to violence against objects), and selected more hygiene products in this condition than frequent video game players. Frequent players, on the other hand, reported less moral distress, irrespective of the game they played.  相似文献   

15.
Traditional decision theories emphasize the probabilities and values of possible outcomes, but decisions may also be influenced by perceived control, with control defined as probability alterability. In 3 experiments, participants were offered bets on their own answers to general knowledge questions, bets that are characterized by control. The bets were fair if participants' reported confidence was well calibrated, positively valued if participants were underconfident, but unfavorable when participants were overconfident. Bet acceptance was a steep, linear, increasing function of confidence that is termed paradoxical betting. This pattern was generally contrary to the value of bets (considered either as average outcome or as subjective utility) and was steeper in slope than matched bets on apparently random events in Experiment 3. The author argues that control is a fundamental determinant of decision making that is readily incorporated in some existing models of decision weighting.  相似文献   

16.
When memory is contrasted for stimuli belonging to distinct stimulus classes, one of two patterns is observed: a mirror pattern, in which one stimulus gives rise to higher hits but lower false alarms (e.g., the frequency-based mirror effect) or a concordant pattern, in which one stimulus class gives rise both to higher hits and to higher false alarms (e.g., the pseudoword effect). On the basis of the dual-process account proposed by Joordens and Hockley (2000), we predict that mirror patterns occur when one stimulus class is more familiar and less distinctive than another, whereas concordant patterns occur when one stimulus class is more familiar than another. We tested these assumptions within a video game paradigm using novel stimuli that allow manipulations in terms of distinctiveness and familiarity (via similarity). When more distinctive, less familiar items are contrasted with less distinctive, more familiar items, a mirror pattern is observed. Systematically enhancing the familiarity of stimuli transforms the mirror pattern to a concordant pattern as predicted. Although our stimuli differ considerably from those used in examinations of the frequency-based mirror effect and the pseudoword effect, the implications of our findings with respect to those phenomena are also discussed.  相似文献   

17.
Averaged face composites, which represent the central tendency of a familiar population of faces, are attractive. If this prototypicality contributes to their appeal, then averaged composites should be more attractive when their component faces come from a familiar, own-race population than when they come from a less familiar, other-race population. We compared the attractiveness of own-race composites, other-race composites, and mixed-race composites (where the component faces were from both races). In experiment 1, Caucasian participants rated own-race composites as more attractive than other-race composites, but only for male faces. However, mixed-race (Caucasian/Japanese) composites were significantly more attractive than own-race composites, particularly for the opposite sex. In experiment 2, Caucasian and Japanese participants living in Australia and Japan, respectively, selected the most attractive face from a continuum with exaggerated Caucasian characteristics at one end and exaggerated Japanese characteristics at the other, with intervening images including a Caucasian averaged composite, a mixed-race averaged composite, and a Japanese averaged composite. The most attractive face was, again, a mixed-race composite, for both Caucasian and Japanese participants. In experiment 3, Caucasian participants rated individual Eurasian faces as significantly more attractive than either Caucasian or Asian faces. Similar results were obtained with composites. Eurasian faces and composites were also rated as healthier than Caucasian or Asian faces and composites, respectively. These results suggest that signs of health may be more important than prototypicality in making average faces attractive.  相似文献   

18.
A recent development in video games is that players can design and personalize their own in-game characters. It was predicted that this innovation could lead to elevations in the intensity of the psychological effects of video games. The present study confirmed this hypothesis, revealing that participants who played an aggressive video game using their own, personalized character exhibited higher levels of aggressive behavior than participants who played an aggressive game with a non-personalized character. The aggressive behavior levels of the own-character players also exceeded those of individuals who played a non-aggressive game, regardless of whether or not they used a personalized character. Process analyses revealed that participants playing a violent video game with a personalized game character experienced more arousal and self-activation than they did when playing with an impersonal, default game character, which in turn increased aggressive responses.  相似文献   

19.
Gambling has been viewed as irrational, and even though blackjack offers rational strategies (i.e., Basic [E. Thorp, 1966] and card counting), people exhibit departures from rationality (e.g., “Never Bust” strategies). To determine whether departures from rational behavior reflect ignorance or fatigue, university students were provided with on-line Basic advice while playing a simplified computer blackjack. Although the on-line advice initially affected the totals these players sat on, it was eventually discarded for higher risk strategies. Irrational play did not reflect ignorance or fatigue and was not necessarily conservative. Real fluctuations of odds in blackjack may lead to situations in which Basic is not perceived by players as effective. Because Basic is not a personalized strategy, it seems less likely to be maintained in the face of losses. Players were more optimistic that they might win when utilizing their personalized strategies.  相似文献   

20.
Although people lie often, and mostly for self-serving reasons, they do not lie as much as they could. The “fudge factor” hypothesis suggests that one reason for people not to lie is that they do not wish to self-identify as liars. Accordingly, self-serving lies should be more likely when they are less obvious to the liars themselves. Here we show that the likelihood of self-serving lies increases with the probability of accidentally telling the truth. Players in our game could transmit sincere or insincere recommendations to their competitors. In line with the fudge factor hypothesis, players lied when their beliefs were based on flimsy evidence and did not lie when their beliefs were based on solid evidence. This is the first demonstration of a new moral hypocrisy paradox: People are more likely to be insincere when they are more likely to accidentally tell the truth.  相似文献   

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