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Personality and susceptibility to positive and negative emotional states   总被引:20,自引:0,他引:20  
Gray's (1981) theory suggests that extraverts and neurotics are differentially sensitive to stimuli that generate positive and negative affect, respectively. From this theory it was hypothesized that efficacy of a standard positive-affect induction would be more strongly related to extraversion than to neuroticism scores, whereas efficacy of a standard negative-affect induction would be more strongly related to neuroticism scores. Positive and negative affect was manipulated in a controlled setting, and the effectiveness of the mood induction was assessed using standard mood adjective rating scales. Results are consistent with the hypothesis that neurotic Ss (compared with stable Ss) show heightened emotional reactivity to the negative-mood induction, whereas extraverts (compared with intraverts) show heightened emotional reactivity to the positive-mood induction. Results corroborate and extend previous findings.  相似文献   
2.
Across four studies, the current paper demonstrates that smiles are associated with lower social status. Moreover, the association between smiles and lower status appears in the psychology of observers and generalizes across two forms of status: prestige and dominance. In the first study, faces of fashion models representing less prestigious apparel brands were found to be more similar to a canonical smile display than the faces of models representing more prestigious apparel brands.?In a second study, after being experimentally primed with either high or low prestige fashion narratives, participants in the low prestige condition were more likely to perceive smiles in a series of photographs depicting smiling and non-smiling faces. A third study of football player photographs revealed that the faces of less dominant (smaller) football players were more similar to the canonical smile display than the faces of their physically larger counterparts. Using the same football player photographs, a fourth study found that smiling was a more reliable indicator of perceived status-relevant personality traits than perceptions of the football players' physical sizes inferred from the photographs.  相似文献   
3.
This study examined whether blushing after a sociomoral transgression remediates trustworthiness in an interdependent context. Participants (N = 196) played a computerized prisoner's dilemma game with a virtual opponent who defected in the second round of the game. After the defection, a photograph of the opponent was shown, displaying a blushing or a nonblushing face. In a subsequent Trust Task, the blushing opponent was entrusted with more money than the nonblushing opponent. In further support of the alleged remedial properties of the blush, participants also indicated that they trusted the blushing opponent more, expected a lower probability that she would defect again, and judged the blushing opponent more positively.  相似文献   
4.
Theories about why immoral behaviors carry a large amount of attributional weight tend to emphasize traditional cognitive variables. In contrast, the authors propose that the degree of negative affect that these behaviors induce in observers is largely responsible for their attributional weight. Studies 1 and 2 demonstrate an association between the amount of negative affect induced by immoral behaviors and their attributional weight. Studies 3 and 4 provide causal evidence for this idea by either "adding in" or "taking away" the negative affect associated with immoral behaviors to influence their attributional weight. Finally, Study 5 demonstrates that negative affect can be induced through a variety of negative emotions (disgust, sadness, and fear), with similar results. It is argued that it is difficult to account for these data solely on the basis of traditional cognitive variables, and so a theory that includes an emphasis on affect as a causal variable is desirable.  相似文献   
5.
Social interactions at the playground have been represented as a rich learning opportunity to hone and master social skills at preschool years. Specifically, all forms of social play (fantasy, role, exercise or rough‐and‐tumble) have been related to children's social competence. The main goal of this study was to examine whether it is a certain kind of social play which facilitates the development of social competence, or if it is just the opportunity for interacting during recess that provides children with an optimal environment for social learning. A total of 73 preschoolers (4–6 years old) were videotaped at the school's playground. Teachers provided assessments of children's social competence. Children's interactions at the playground were assessed through an innovative measuring method, based on radio‐frequency identification devices. The results showed a positive association between exercise play and children's social competence. In contrast with the literature, both forms of pretend play, fantasy and role play were unrelated to children's social competence. Smaller peer groups and longer interactions also demonstrated a positive association with these preschoolers' social competence. The study shows the importance of outdoor physical play for preschoolers' social success. Moreover, the study suggests that the environment in which children play has an important effect on the adaptive nature of their play. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   
6.
People regularly use conditional statements to communicate promises and threats, advices and warnings, permissions and obligations to other people. Given that all conditionals are formally equivalent--"if P, then Q"--the question is: When confronted with a conditional statement, how do people know whether they are facing a promise, a threat, or something else? In other words, what is the cognitive algorithm for mapping a particular conditional statement onto its corresponding social domain? This paper introduces the pragmatic cues algorithm and the syntactic cue algorithm as partial answers to this question. Two experiments were carried out to test how well these simple satisficing algorithms approximate the performance of the actual cognitive algorithm people use to classify conditional statements into social domains. Conditional statements for promises, threats, advices, warnings, permissions, and obligations were collected from people, and given to both other people and the algorithms for their classification. Their corresponding performances were then compared. Results revealed that even though these algorithms utilised a minimum number of cues and drew only a restricted range of inferences from these cues, they performed well above chance in the task of classifying conditional statements as promises, threats, advices, warnings, permissions, and obligations. Moreover, these simple satisficing algorithms performed comparable to actual people given the same task.  相似文献   
7.
Starting pre-school is a major stepping stone for children’s peer relations. Yet, some children spend their recess time alone, albeit in the presence of playful peers. These solitary behaviours have been noted in the literature as an alarm signal for a maladaptive social development. In this study, we identified four kinds of non-social behaviours engaged at recess (reticent, solitary-pretend, -functional, and -passive); and we examined the extent to which these different behaviours were related to social solitude at the playground six months later. Therefore, 97 children (aged 4–6 years old) were observed at the playground and their social-emotional skills were tested. Solitude was assessed through an innovative measuring method, based on Radio Frequency Identification Devices. The results demonstrated that solitary-pretend play in girls was related to an increase in solitary behaviours later on. Nevertheless, children who engaged in non-social behaviours showed a general lack of emotional skills, which may explain their initial withdrawal.  相似文献   
8.
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   
9.
Major theories informing conceptions of psychological well-being draw heavily from Western-centric perspectives, which often neglect culturally bound frameworks. We investigated how US Hispanics/Latinos conceptualize well-being, how psychosocial and behavioral aspects may increase well-being, and how psychosocial stressors may impact positive emotional states. Spanish-speaking Hispanic/Latino adults were recruited from a church in an urban city in the US and invited to participate in focus groups. Two groups of women (n = 19) and one group of men (n = 8) participated. The importance of harmonious social relationships emerged as a theme with the central family unit as the fundamental force influencing long-lasting emotional well-being. Additional correlates of well-being included: faith/religiosity; physical health; self-love and -esteem; effective/open communication with family and friends; and financial security. Programs aimed at increasing well-being may need to be adapted before administration in Hispanics/Latinos to include a heightened focus on interpersonal factors. Delivery in religious institutions may also be particularly beneficial.  相似文献   
10.
In two studies we found that feelings of guilt provoke individuals to cooperate in repeated social bargaining games (a prisoner's dilemma in Study 1 and an ultimatum game in Study 2). Feelings of guilt were either experimentally manipulated (Study 1) or assessed via self-report (Study 2) after participants had played one round of a social bargaining game. As predicted, individuals who experienced feelings of guilt (compared to individuals who felt no guilt) after pursuing a non-cooperative strategy in the first round of play, displayed higher levels of cooperation in the subsequent round of play (even one week later). Results are discussed in terms of an “affect-as-information” model, which suggests that non-cooperating individuals who experience the negative affective state associated with guilt in a social bargaining game may be using this feeling state as “information” about the future costs of pursuing an uncooperative strategy. Because in guilt the focus is on the specific, individuals are capable of ridding themselves of this emotional state through action (Lewis, 1993, p. 570)  相似文献   
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