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 62 毫秒
1.
数字创业浪潮方兴未艾, 机会属性变化引起的数字创业机会形成与变化规律尚未被揭示。本研究以数字生态系统作为研究情境, 分析创业者利用数字生态系统可供性积累的社会资本, 如何影响创业机会形成与发展。从机会的合意性维度和内容维度两方面解释创业机会的变化规律, 考察创业者认知监控与新创企业数字化程度对这一路径的调节作用。本研究拓展社会资本理论在数字创业背景下的应用, 深化数字生态系统中的创业机会研究, 有助于指导创业者利用数字平台开展“破坏性创造”, 提升机会识别质量和效率, 促进创业生态系统建设。  相似文献   

2.
We sketch a framework for exploring the overlap between, and integration of, personality/temperament/character traits and economics. This integrative framework incorporates the study of the evolution and biology of personality, and an investment model from economics. We offer models of the development of traits and the expression of behavior associated with traits that are environmentally contingent. We demonstrate how economic games offer a well-defined and constrained social context to explore and test predictions concerning traits derived from evolutionary theory. We discuss open areas of research in the integration of personality and economics, such as fundamental identification problems in identifying traits. We finish by proposing an agenda for collaborative research on the personality-economics interface (e.g., examining anti-social behavior, psychometrics of preferences, etc.).  相似文献   

3.
电子产品改变了人们社会活动的模式和生活方式,其低龄化使用也不可避免地影响和塑造了儿童的发展。生态系统理论认为儿童的发展源于儿童与周围环境之间不断的交互作用。生态科技微系统理论是在当今电子科技的环境下以生态系统理论为背景框架提出的解释电子媒体对儿童发展影响的理论模型。电子产品作为儿童学习、娱乐、沟通和展示自我的工具,对儿童的认知方式、情感互动方式和参与社会的方式等都会产生一定的影响。这些影响依赖于三个相互独立又关联的因素之间的作用:儿童自身的特点、电子媒体的内容和特点,以及儿童媒体使用的环境。未来的研究可以从研究手段和研究内容上进一步深化以探讨电子产品的使用和儿童发展的关系。  相似文献   

4.
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   

5.
Green consumption has been developing into a booming trend due to alarming environmental problems. This study examines the relationship between the consumers' digital literacy and green consumption behavior and explores two different mechanisms based on social cognitive theory and self-regulatory theory. The cognition-based mechanism includes self-efficacy and outcome expectation; the affect-based mechanism includes anticipated pride and anticipated guilt. In addition, we investigate how green product availability moderates the relationships between four mediators and green consumption behavior. Across two studies, the results indicate that the consumers' digital literacy influences green consumption behavior through self-efficacy, outcome expectation, anticipated pride, and anticipated guilt. Moreover, green product availability boosts the effects of self-efficacy and anticipated pride on green consumption behavior. Our research has theoretical contributions to understanding the formation of green consumption behavior. It also provides practical implications for how to effectively guide and promote green consumption behavior.  相似文献   

6.
章凯  时金京  罗文豪 《心理学报》2020,52(2):229-239
文章探讨了领导者建言采纳促进员工建言的理论基础、作用机制及其对发展建言研究的意义。通过引入个体心理的自组织目标系统理论, 整合了员工建言研究的动机视角和认知视角, 构建了建言的目标自组织观点。在此基础上, 分析和检验了工作意义感和建言效能感在领导者建言采纳促进员工建言的关系中所起的中介作用。通过问卷调查收集了来自73位领导者与236位员工的纵向数据, 结果显示:(1)领导者的建言采纳对员工的促进性/抑制性建言均具有显著的促进作用; (2)工作意义感和建言效能感在领导者建言采纳与员工建言行为的关系中起到完全中介作用。研究结果发展了对建言行为形成机制的认识, 促进了建言研究的理论发展, 并对管理实践有着积极的启示。  相似文献   

7.
The development is reported of an SR-inventory of achievement-related behaviour for the purpose of managerial selection. SR-inventories stem from interactional personality psychology. As the design of an SR-inventory is two-facetted, Cronbach et al.'s generalizability theory forms a suitable framework to investigate it. Using data of 404 Dutch respondents — mostly applicants — several generalizability analyses have been performed to conclude under which circumstances the inventory can be a useful tool. Furthermore, confirmatory factor analysis has been used to substantiate the suggested SR-structure of the instrument. The relationship with other personality factors has been investigated to classify the instrument in the domain of personality assessment.  相似文献   

8.
Virtual environments, such as online games and web‐based chat rooms, increasingly allow us to alter our digital self‐representations dramatically and easily. But as we change our self‐representations, do our self‐representations change our behavior in turn? In 2 experimental studies, we explore the hypothesis that an individual’s behavior conforms to their digital self‐representation independent of how others perceive them—a process we term the Proteus Effect. In the first study, participants assigned to more attractive avatars in immersive virtual environments were more intimate with confederates in a self‐disclosure and interpersonal distance task than participants assigned to less attractive avatars. In our second study, participants assigned taller avatars behaved more confidently in a negotiation task than participants assigned shorter avatars. We discuss the implications of the Proteus Effect with regards to social interactions in online environments.  相似文献   

9.
Plagiarism is a fraudulent behavior that infringes on the rules of universities and intellectual property rights. Rational choice theory provides a theoretical framework for explaining this deviant behavior. Our study increases knowledge of the little analyzed interrelation among the individual determinants of deviant behavior. We use panel data from a large-scale random sample of university students (N = 2,806). The expected utility of plagiarism, internalized social norms, and opportunities to plagiarize can explain the frequency of plagiarism. The significant interaction between utility and opportunity could be interpreted as a form of temptation. Promising strategies to reduce plagiarism are also discussed.  相似文献   

10.
EMOTLAB software creates a virtual social environment in which individuals interact via computer with a virtual interaction partner in a series of economic bargaining games. The virtual partner appears on the participant's computer screen as a digital image (e.g., video or picture file) during each trial. A key feature of EMOTLAB software is its ability to control both the strategic behavior and the emotion signaling behavior (e.g., anger vs. embarrassment) of the virtual interaction partner. By simply editing a series of text files that control the subroutines governing the different features of the experiment (payoff structure, number of trials, etc.), EMOTLAB can generate an essentially infinite number of different social bargaining situations in which participants earn monetary payoffs contingent upon their decisions. This paper provides an overview of this software and how one can edit various subroutines to generate a typical experimental session in which research participants encounter a virtual interaction partner who displays different emotional signals.  相似文献   

11.

Research has shown that the use of digital technologies in the personnel selection process can have both positive and negative effects on applicants’ attraction to an organization. We explain this contradiction by specifying its underlying mechanisms. Drawing on signaling theory, we build a conceptual model that applies two different theoretical lenses (instrumental-symbolic framework and justice theory) to suggest that perceptions of innovativeness and procedural justice explain the relationship between an organization’s use of digital selection methods and employer attractiveness perceptions. We test our model by utilizing two studies, namely one experimental vignette study among potential applicants (N?=?475) and one retrospective field study among actual job applicants (N?=?335). With the exception of the assessment stage in Study 1, the positive indirect effects found in both studies indicated that applicants perceive digital selection methods to be more innovative. While Study 1 also revealed a negative indirect effect, with potential applicants further perceiving digital selection methods as less fair than less digitalized methods in the interview stage, this effect was not significant for actual job applicants in Study 2. We discuss theoretical implications for the applicant reactions literature and offer recommendations for human resource managers to make use of positive signaling effects while reducing potential negative signaling effects linked to the use of digital selection methods.

  相似文献   

12.
Different approaches have investigated the syntax and semantics of agent communication languages. However, these approaches have not indicated how agents should dynamically use communications. Instead of filling this pragmatics gap, most approaches have mainly focused on the ‘structure’ of dialogues even though developers are more interested in agents’ capabilities of having ‘useful’ automated conversations with respect to their goals rather than in their abilities to structure dialogues. This led us to work on a theory of the use of conversations between agents. In this paper, we propose a pragmatics theory which extends and adapts the cognitive dissonance theory (a major theory of social psychology) to multi-agent systems by unifying it with the theory of coherence in thought and action that issues from computational philosophy of mind. Precisely, we show how this theory allows us to provide generic conceptual tools for the automation of both agent communicational behavior and attitude change processes. This new motivational model is formulated in terms of constraints and elements of cognition and allows us to define cognitive incoherences and dialogue utility measures. We show how these measures could be used to solve common problems and answer some critical questions concerning agent communication frameworks use. Finally, our exploration in applying the cognitive coherence pragmatics theory as a new communication layer over classical BDI agents is presented. It relies on our dialogue games based agent communication language (DIAGAL) and our dialogue games simulator toolbox (DGS). The resulting framework provides the necessary theoretical and practical elements for implementing our theory. In doing so, it brings in a general scheme for automatizing agents’ communicational behavior as it is exemplified in this article.  相似文献   

13.
《Acta psychologica》2013,144(1):12-18
Behavior in one-shot bargaining games, like the Ultimatum Game (UG), has been interpreted as an expression of social preferences, such as inequity aversion and negative reciprocity; however, the traditional UG design limits the range of possible psychological interpretation of the results. Here, we employed three different designs for ultimatum games, finding support for a more comprehensive theory: behavior is driven by cognitive factors implementing rules such as equal splitting, speaking up for the idea that equity works as a cognitive heuristic, applicable when the environment provides no reason to behave otherwise. Instead subjects deviate from this rule when environment changes, as, for instance, when personal interest is at stake.Results show that behavior varies systematically with contextual cues, balancing the self-interest with the automatic application of the equity heuristic. Thus, the context suggests the rule to be applied in a specific situation.  相似文献   

14.
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   

15.
Proposes model building as a pragmatic and integrative approach to developmental psychopathology. The model-building process is iterative within a program of research, cycling through the following phases of research: theory, field observation, construct definition, measurement development, construct analysis, model testing, experimental field trials, and model revision. Research on the development of and interventions for antisocial behavior is discussed as a tool for reflecting on the model-building process. The ecological framework is offered as a science-based heuristic that integrates various levels of analysis and theoretical perspectives.  相似文献   

16.
Abstract

Recent years have seen a tremendous rise in the development and distribution of persuasive games: digital games that are used to influence players’ attitudes and/or behavior. Three studies (NStudy 1?=?134; NStudy 2?=?94; NStudy 3?=?161) tested the effects of a persuasive game on immersion, identification, and willingness to help. The results showed that playing the persuasive game did not result in substantially stronger willingness to help, relative to the control conditions. Video and printed text resulted in more immersion than the digital game, but playing the game resulted in substantially higher perceptions of embodied presence.  相似文献   

17.
虚拟健康社区医生贡献行为(Doctor Contribution Behavior in Virtual Health Communities, V-DCB)在社会福祉创造中发挥着重要作用。从价值共创理论视角, 结合群体卷入模型和积极心理学研究, 提出在线服务交往中医生贡献行为前因后果的理论模型。首先从资源投入视角对V-DCB的概念和内涵进行分析, 并探讨测量工具的维度。接着分析社会交换和社会认同双重动机下的V-DCB行为卷入过程, 以及服务生态系统资源补充的激励作用。最后探讨V-DCB对医患双方幸福感共创的影响, 以及资源匹配因素对行为者幸福感产生的调节效应。  相似文献   

18.
Defense mechanisms and object relations have been increasingly featured in the recent literature on personality and interpersonal behavior. The Defense Mechanisms Inventory (DMI) has become popular as a reference tool in many of these studies. Recent theoretical analyses have elaborated the differential conceptualization of defense from drive theory and object relations perspectives (Juni, 1997). These perspectives are used as counterpoints to analyze relevant constructs of the DMI and their underlying premises. A meta-analysis of convergent validity data is presented, supporting the rationale of the composite object relations measure of the instrument. Inadequacies in defense operationalization inherent in the DMI are reviewed, with particular stress on confounding measurement effects. Psychometric implications of the ipsative nature of the instrument are outlined. The notion of aggression as a defense is explored in context of the unique dynamic status of intropunitiveness, especially as it impacts on defense theory and the factor structure of the instrument.  相似文献   

19.
Defense mechanisms and object relations have been increasingly featured in the recent literature on personality and interpersonal behavior. The Defense Mechanisms Inventory (DMI) has become popular as a reference tool in many of these studies. Recent theoretical analyses have elaborated the differential conceptualization of defense from drive theory and object relations perspectives (Juni, 1997). These perspectives are used as counterpoints to analyze relevant constructs of the DMI and their underlying premises. A meta-analysis of convergent validity data is presented, supporting the rationale of the composite object relations measure of the instrument. Inadequacies in defense operationalization inherent in the DMI are reviewed, with particular stress on confounding measurement effects. Psychometric implications of the ipsative nature of the instrument are outlined. The notion of aggression as a defense is explored in context of the unique dynamic status of intropunitiveness, especially as it impacts on defense theory and the factor structure of the instrument.  相似文献   

20.
刘长江  郝芳 《心理科学进展》2014,22(9):1475-1484
社会困境是指个体理性导致集体非理性这样的情境。社会困境研究的推进要求一个新的框架来理解已有理论, 这一框架将这些理论区分为宏观、中观和微观三个层面。实验研究依据这些不同层面的理论, 以实验游戏为工具来探讨人们在面临社会困境时做出选择的心理机制及其影响因素, 从而对社会困境问题发展出相应的问题解决路径。理论的发展、实验任务本身的改进以及研究的外在效度预示了通过实验方法来研究社会困境问题有着广阔的前景。  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