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1.
Behaviour on even simple experimental games shows considerable individual differences, but previous attempts to link these preferences to stable personality traits have had mixed results. Here we address three limitations of earlier studies, namely: (1) uncertainties concerning the reliability of preferences; (2) use of personality instruments with limited cross-study comparability; and (3) confounds where more than one psychological motive can lead to a particular choice. Sixty-seven participants completed 12 distinct real-money games twice over a two-week interval along with 6 measures concerning their expectations about other players’ choices. Personality was measured using the full NEO-PI-R. Choices were highly stable across time (r = .84). Moreover, choices on the 12 games and 6 expectations reflected a single underlying dimension of “prosocial orientation”, measuring concern for the payoffs received by other players. Scores on the prosocial orientation dimension were related to personality, with openness, (low) neuroticism, and (low) extraversion retained as significant predictors.  相似文献   

2.
From football to the ultimatum game to chess to World of Warcraft, games have been used in social and personality psychology research for decades. Games are a unique and powerful method: They are engaging and have the potential to both manipulate and measure psychological constructs. In fact, researchers have used physical games, board games, behavioral economics games, and digital games to study a range of individual differences, interpersonal processes, and social cognitive processes. Furthermore, researchers have the opportunity to create their own games that can be targeted directly toward their topic of interest. Our review provides a primer for social and personality psychologists interested in using existing games or creating new games for their research as a method for understanding attitudes, behaviors, emotions, cognitions, and perceptions.  相似文献   

3.
In this research, we examined children's awareness of inconsistencies in messages that are meaningful for children, instructions for games. In the first experiment, kindergarten (n = 25) and second- (n = 25) and fourth-grade (n = 26) children were individually read the instructions for two games, each of which included two inconsistent statements. Chi-square analyses yielded a significant effect for grade for one game (p < .05) and a marginally significant effect for a second game (p < .10). In a second experiment, second- (n = 40), fourth- (n = 40), and sixth-grade (n = 40) children were read the instructions for two games, each of which included two statements that were inconsistent. An analysis of variance demonstrated that with an increase in grade, there was a significant increase (p < .001) in awareness that a message contained an inconsistency. The analysis also indicated that the subjects were more willing (p < .08) to question an adult than they were to question a child about an inconsistency. Moreover, a regression analysis indicated that awareness of inconsistencies in the rules for games was significantly related to memory (p < .001) and to one's ability to note inconsistencies in shorter, simpler messages (p < .001).  相似文献   

4.
In individual choices between alternatives x and y, the availability of a third alternative z, judged inferior to x but not to y, tends to increase preferences for x. Two experiments investigated corresponding strategic asymmetric dominance effects in games. In Experiment 1, 72 players chose strategies in six symmetric 3 × 3 games, each having one strategy dominating just one other, or in reduced 2 × 2 games constructed by deleting the dominated strategies. Asymmetrically dominated strategies, even when unavailable (phantom decoy), increased choices of the strategies that dominated them and bolstered decision confidence. In Experiment 2, 81 participants played 12 similar but asymmetric games with or without dominated strategies, and similar asymmetric dominance, phantom decoy, and confidence effects were found.  相似文献   

5.
The adaptive view of human memory [Nairne, J. S. 2010. Adaptive memory: Evolutionary constraints on remembering. In B. H. Ross (Ed.), The psychology of learning and motivation (Vol. 53 pp. 1–32). Burlington: Academic Press; Nairne, J. S., & Pandeirada, J. N. S. 2010a. Adaptive memory: Ancestral priorities and the mnemonic value of survival processing. Cognitive Psychology, 61, 1–22, 2010b; Memory functions. In The Corsini encyclopedia of psychology and behavioral science, (Vol 3, 4th ed. pp. 977–979). Hokoben, NJ: John Wiley & Sons] assumes that animates (e.g., baby, rabbit presented as words or pictures) are better remembered than inanimates (e.g., bottle, mountain) because animates are more important for fitness than inanimates. In four studies, we investigated whether the animacy effect in episodic memory (i.e., the better remembering of animates over inanimates) is independent of encoding instructions. Using both a factorial (Studies 1 and 3) and a multiple regression approach (Study 2), three studies tested whether certain contexts drive people to attend to inanimate more than to animate things (or the reverse), and therefore lead to differential animacy effects. The findings showed that animacy effects on recall performance were observed in the grassland-survival scenario used by Nairne, Thompson, and Pandeirada (2007. Adaptive memory: Survival processing enhances retention. Journal of Experimental Psychology: Learning, Memory, & Cognition, 33, 263–273) (Studies 1–3), when words were rated for their pleasantness (Study 2), and in explicit learning (Study 3). In the non-survival scenario of moving to a foreign land (Studies 1–2), animacy effects on recall rates were not reliable in Study 1, but were significant in Study 2, whereas these effects were reliable in the non-survival scenario of planning a trip as a tour guide (Study 3). A final (control) study (Study 4) was conducted to test specifically whether animacy effects are related to the more organised nature of animates than inanimates. Overall, the findings suggest that animacy effects are robust since they do not vary across different sets of encoding instructions (e.g., encoding for survival, preparing a trip and pleasantness).  相似文献   

6.
Associations between a preference for violent electronic games and adolescents’ self‐perceptions of problem behaviors and emotions were examined. It was predicted that a preference for violent games would be associated with negative externalizing characteristics, in particular aggressive emotions and behaviors, on the Youth Self‐Report (YSR), a standardized self‐report measure of adolescent problem behaviors. Thirty‐two 11‐ through 15‐year‐olds (17 girls) listed and categorized favorite electronic games into one of six predetermined categories and completed the YSR. MANOVA revealed significant relationships between a preference for violent games and the Thought Problems subscale (P < .01) and YSR Total Score (P < .05), with trends noted for the Internalizing (P < .06) and Anxious‐Depressed (P < .08) subscales. Expected relationships with externalizing behaviors, including aggression, were not found. However, across all YSR subscales, children with higher preference for violent games had more clinically significant elevations than those with low preference for violent games. On the Total Problems subscale, of the eight children receiving scores in the clinically significant range, six were in the High preference group (three boys and three girls). The failure to find the expected relationships between a preference for violent games and aggressive, externalizing behaviors is puzzling. It is possible that individuals with a preference for violent games may have high exposure to all forms of media violence. Their perceptions of their own behavior, in comparison, may not seem sufficiently aggressive to justify endorsement of problems in this area. Or, playing violent electronic games may promote a disconnection between the emotions normally associated with violence and violent acts. These explanations are consistent with a desensitization model where exposure to media violence decreases sensitivity to aggression. Aggr. Behav. 28:134–144, 2002. © 2002 Wiley‐Liss, Inc.  相似文献   

7.
Nicholas of Cusa and his daringly speculative theology seem odd matches for Blaise Pascal, the constant critic of the philosophies en vogue during his life. A commonality they share is their mutual concern for the apparent disproportion between the infinite God and the finite human. In this paper, I compare and analyse the shape this question takes in Cusanus's De ludo globi and Pascal's Pensées. Both men observe a sort of ‘ludic’ character inherent to the pursuit of bridging finite and infinite. Cusanus's ‘ball game’ realises the universe and the human being's pursuit of salvation as a circular field in which the player seeks to reach the vanishing point of its centre. Pascal likewise portrays human life as a cosmic game that everyone must ‘play’ with their ethical decisions. Ultimately, they both come to register Christ as the agent and object of their games, the divine player who fashions finitude into infinity. I conclude by sketching a way to reconcile Pascal with natural theology based on his universal game.  相似文献   

8.
In risky and other multiattribute choices, the process of choosing is well described by random walk or drift diffusion models in which evidence is accumulated over time to threshold. In strategic choices, level‐k and cognitive hierarchy models have been offered as accounts of the choice process, in which people simulate the choice processes of their opponents or partners. We recorded the eye movements in 2 × 2 symmetric games including dominance‐solvable games like prisoner's dilemma and asymmetric coordination games like stag hunt and hawk–dove. The evidence was most consistent with the accumulation of payoff differences over time: we found longer duration choices with more fixations when payoffs differences were more finely balanced, an emerging bias to gaze more at the payoffs for the action ultimately chosen, and that a simple count of transitions between payoffs—whether or not the comparison is strategically informative—was strongly associated with the final choice. The accumulator models do account for these strategic choice process measures, but the level‐k and cognitive hierarchy models do not. © 2015 The Authors. Journal of Behavioral Decision Making published by John Wiley & Sons Ltd.  相似文献   

9.
This article looks at the evolution of sex differences in sexuality in human beings and asks whether evolutionary psychology sometimes exaggerates these differences. According to a common understanding of sexual selection theory, females in most species invest more than males in their offspring, and as a result, males compete for as many mates as possible, whereas females choose from among the competing males. The males-compete/females-choose (MCFC) model applies to many species but is misleading when applied to human beings. This is because males in our species commonly contribute to the rearing of the young, which reduces the sex difference in parental investment. Consequently, sex differences in our species are relatively modest. Rather than males competing and females choosing, humans have a system of mutual courtship: Both sexes are choosy about long-term mates, and both sexes compete for desirable mates. We call this the mutual mate choice (MMC) model. Although much of the evolutionary psychology literature is consistent with the MMC model, the traditional MCFC model exerts a strong influence on the field, distorting the emerging picture of the evolved sexual psychology of Homo sapiens. Specifically, it has led to the exaggeration of the magnitude of human sex differences, an overemphasis on men's short-term mating inclinations, and a relative neglect of male mate choice and female mate competition. We advocate a stronger focus on the MMC model.  相似文献   

10.
I argue that three recent studies (Imagining the Life Course, by Nancy Eberhardt; Sensory Biographies, by Robert Desjarlais; and How to Behave, by Anne Hansen) advance the field of Buddhist Ethics in the direction of the empirical study of morality. I situate their work within a larger context of moral anthropology, that is, the study of human nature in its limits and capacities for moral agency. Each of these books offers a finely grained account of particular and local Buddhist ways of interpreting human life and morality, and each explores complex conceptions of moral agency. I suggest that these three studies share similar interests in moral psychology, the human being across time, the intersubjective dimensions of moral experience, and what life within a karmic framework looks like. I propose that their contributions offer some of the most refreshing and interesting work generated in Buddhist ethics in the last decade.  相似文献   

11.
Research on gaming effects has focused on adolescence, a developmental period in which peer relationships become increasingly salient. However, the impact of peers on the effects of violent gaming on adolescents has been understudied. This study examined whether adolescents’ exposure to violent video games predicted their own and their friend's aggression one year later. Among 705 gaming adolescents, 141 dyads were identified based on reciprocated best friend nominations (73.8% male, Mage = 13.98). Actor‐Partner Interdependence Models indicated that adolescent males’ (but not females’) exposure to violent games positively predicted the aggression of their best friend 1 year later. This effect appeared regardless of whether the friends played video games together or not. The study illustrates the importance of peers in the association between violent gaming and aggression.  相似文献   

12.
The conclusion of this paper will be that e-sports are not sports. I begin by offering a stipulation and a definition. I stipulate that what I have in mind, when thinking about the concept of sport, is ‘Olympic’ sport. And I define an Olympic Sport as an institutionalised, rule-governed contest of human physical skill. The justification for the stipulation lies partly in that it is uncontroversial. Whatever else people might think of as sport, no-one denies that Olympic Sport is sport. This seeks to ensure that those who might wish to dispute my conclusion might stay with the argument at least for as long as possible. Secondly, the justification for the stipulation lies partly in its normativity—I have chosen an Olympic conception of sport just because it seems to me to offer some kind of desirable version of what sport is and might become. Thirdly, I give examples which show how prominent promoters of e-sports agree with my stipulation, as evidenced by their strenuous attempts to comply with it in order to join the Olympic club. The justification for the definition lies in the conceptual analysis offered—an ‘exhibition-analysis’ which clarifies the concept of sport by offering ‘construals’ of the six first-level terms. The conclusion is that e-sports are not sports because they are inadequately ‘human’; they lack direct physicality; they fail to employ decisive whole-body control and whole-body skills, and cannot contribute to the development of the whole human; and because their patterns of creation, production, ownership and promotion place serious constraints on the emergence of the kind of stable and persisting institutions characteristic of sports governance. Competitive computer games do not qualify as sports, no matter what ‘resemblances’ may be claimed. Computer games are just that—games.  相似文献   

13.
Aims: To determine the relationship between thought recognition, a major construct of principle‐based correctional counselling, and psychological wellbeing. Method: Following several weekly group sessions of Principle‐Based Correctional Counselling, 54 adult prisoners on probation completed two measures of thought recognition and the Well‐Being Inventory. In a follow‐up study, 30 participants completed the Mindful Attention Awareness Scale. Results: Significant positive relationships were found between both measures of thought recognition and psychological wellbeing and, in the follow‐up study, both measures of thought recognition and mindfulness. Discussion: Possible explanations for the relationship between thought recognition and psychological wellbeing, and thought recognition and mindfulness are discussed. Implications for practice: Teaching correctional clients the principles behind generic human psychological functioning, and the innate design behind human thinking, appears to improve their thinking and draw out their innate healthy functioning.  相似文献   

14.
Computer games are now a significant consumption activity in consumer culture. Informed by interdisciplinary studies and drawing on data from in‐depth interviews with players of the Warcraft III computer game, we explore the relationship between play and storytelling during digital play. Understanding that such play is determined by systems of game rules and that computer game characters and settings are capable of conveying cultural meanings to players, we found that the rules of play in computer games can be designed in ways that encourage consumers to co‐create meaningful story plots derived from their knowledge of myth and fiction. In the case of Warcraft, these plots resembled the archetypal plot of the hero's journey. We conclude that computer games immerse consumers in a form of playful consumption that engages them in memorialised, co‐authored storytelling. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

15.
Interactive cognitive complexity theory suggests that simulation games are more effective than other instructional methods because they simultaneously engage trainees’ affective and cognitive processes ( Tennyson & Jorczak, 2008 ). Meta‐analytic techniques were used to examine the instructional effectiveness of computer‐based simulation games relative to a comparison group (k= 65, N= 6,476). Consistent with theory, posttraining self‐efficacy was 20% higher, declarative knowledge was 11% higher, procedural knowledge was 14% higher, and retention was 9% higher for trainees taught with simulation games, relative to a comparison group. However, the results provide strong evidence of publication bias in simulation games research. Characteristics of simulation games and the instructional context also moderated the effectiveness of simulation games. Trainees learned more, relative to a comparison group, when simulation games conveyed course material actively rather than passively, trainees could access the simulation game as many times as desired, and the simulation game was a supplement to other instructional methods rather than stand‐alone instruction. However, trainees learned less from simulation games than comparison instructional methods when the instruction the comparison group received as a substitute for the simulation game actively engaged them in the learning experience.  相似文献   

16.
Although the majority of research focuses on the risks and disadvantages of online gaming, the present authors suggest that online games also represent new ways of satisfying basic human needs within the conditions of modern society. The aim of our present study was to reveal and operationalize the components of the motivational basis of online gaming. A total 3,818 persons (90.6% males; mean age 20.9 years, SD = 5.81) were recruited through websites providing online games. A combined method of exploratory and confirmatory factor analysis was applied. The results confirmed our preliminary model as we identified seven motivational factors (social, escape, competition, coping, skill development, fantasy, and recreation), which were used to develop the 27-item Motives for Online Gaming Questionnaire (MOGQ). The seven dimensions identified seem to cover the full range of possible motives for gaming, and the MOGQ proved to be an adequate measurement tool to assess these motives.  相似文献   

17.
ABSTRACT

Recent studies have found that digital games can be used to improve the players’ mood, especially after emotionally unpleasant experiences. We introduce competence repair as an extension of previous work on mood repair. To investigate the effects of digital games on both mood and competence repair, we conducted 3 studies using quiz games. In the quasi-experimental Study 1 (N = 143), we manipulated the necessity for repair via a false feedback task (positive vs. negative), and looked at the impact of in-game success (victory vs. defeat). In the experimental Studies 2 (N = 91) and 3 (N = 109), we aimed at conceptually replicating and extending the findings on the impact of in-game success by varying participants’ success over a series of 4 matches (Study 2: close game outcomes, Study 3: clear victory/defeat). The results of these studies indicate that the efficacy of digital games for mood repair, as well as competence repair, depends on the necessity for repair, as well as success in the game. However, competence repair occurred even after participants were defeated repeatedly in a series of close matches. These results are discussed in light of the potential of digital games for fulfilling (previously thwarted) psychological needs.  相似文献   

18.
Doren Recker 《Zygon》2010,45(3):647-664
Why do design arguments—particularly those emphasizing machine metaphors such as “Organisms and/or their parts are machines”—continue to be so convincing to so many people after they have been repeatedly refuted? In this essay I review various interpretations and refutations of design arguments and make a distinction between rationally refuting such arguments (RefutingR) and rendering them psychologically unconvincing (RefutingP). Expanding on this distinction, I provide support from recent work on the cognitive power of metaphors and developmental psychological work indicating a basic human propensity toward attributing agency to natural events, to show that design arguments “make sense”unless one is cued to look more closely. As with visual illusions, such as the Müller‐Lyer arrow illusion, there is nothing wrong with a believer's cognitive apparatus any more than with their visual apparatus when they judge the lines in the illusion to be of unequal length. It takes training or a dissonance between design beliefs and other beliefs or experiences to play the role that a ruler does in the visual case. Unless people are cued to “look again” at what initially makes perfect sense, they are not inclined to apply more sophisticated evaluative procedures.  相似文献   

19.
The aim of the study is to examine whether the playing of driving games and the viewing of music videos during adolescence predict crash involvement in emerging adulthood. A prospective cohort study (N = 471) with a five-year interval was used to measure adolescents' gender, media use, personality characteristics (baseline measurement), and crash involvement (follow-up). At baseline measurement (2006), respondents were 17 or 18 years old and did not yet have their driver's license. Data were analyzed by means of logistic regression analyses and the calculation of attributable risks. Respondents who watched music videos at least several times a week (OR = 4.319) or respondents who played drive'em up games at least a few times a month (OR = 3.125) had a heightened chance of being involved in a car crash five years later, even after controlling for their total media exposure, gender, and personality characteristics. Implications for prevention are discussed.  相似文献   

20.
Until recently, variations in life history strategy were studied exclusively at the species level. Although this domain of study has been extended to examine systematic differences in life history strategy among various human ethnic groupings, more recent evolutionary theories of human development and related behavioral genetic work imply substantial within-group individual variation in life history strategy. We constructed a latent variable model identifying a single common factor, denoted as K, which underlies a variety of otherwise disparate life history parameters. This “K-Factor” loaded 0.36 on childhood attachment to the biological father, −0.36 on childhood attachment to any non-biological father figure, 0.38 on adult romantic partner attachment, −0.51 on mating effort, −0.58 on Machiavellianism, and −0.41 on risk propensity. The bivariate correlations of the K-factor with higher-order personality factors were statistically significant, −0.24 with “Big Neuroticism” and −0.67 with “Big Psychoticism”, and approached significance, correlating 0.12, with “Big Extraversion”. The K-factor appears to be an underappreciated individual difference variable of major importance to human development.  相似文献   

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