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This study compared four criteria–two objective (production quantity and production quality) and two subjective (supervisor and self-ratings)–for their predictability in a criterion-related validity study. Results from this sample of 212 maintenance, mechanic, and field service workers replicated previous meta-analytic results with clerical workers (Nathan & Alexander, 1988); supervisor ratings and objective productivity indices provided similar and significant validity coefficients with a unit-weighted composite of five cognitive ability tests. The objective quality index and employee self-ratings resulted in near zero correlations with the same predictor battery. Additional productivity and quality objective criterion data were available for 2 years since the original validation study; no change in validity was found.  相似文献   
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The interpretation of character motivations is a crucial part of the understanding of many narratives, including those found in video games. This interpretation can be complicated in video games by the player performing the role of a player‐character within the game narrative. Such performance finds the player making choices for the character and also interpreting the resulting character actions and their effect on the game's narrative. This can lead to interpretative difficulties for game narratives and their players: if a decision to act is made by the player, is it that the player's own imaginative reasons for acting warrant some narrative interpretations and exclude others? To answer this I argue that we need to investigate (a) the interactive ontology of video game narratives, (b) the notion of game playing as interpretative performance, and (c) the player‐character, an artifact through which performance is focused in narrative games. Doing so shows there to be at least two problems with the notion of the correct interpretation of narrative games. Neither of these problems entirely negates the normativity of game narratives, however, and so players are left with the problem of how they might decide which of the possible playings are warranted. I end by making some practical suggestions for the thoughtful and narratively interested game player.  相似文献   
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Research examining relationship distress and dissolution highlights the importance of romantic disengagement. Nevertheless, prior conceptualizations and measures of romantic disengagement have tended to combine disengagement with related but distinct constructs hindering the study of romantic disengagement. The present research used exploratory and confirmatory factor analyses to clarify the conceptualization of romantic disengagement and to develop a novel measure—the Romantic Disengagement Scale (RDS). The RDS demonstrated adequate fit across samples of dating individuals (n = 203), married couples (n = 77), and women in physically aggressive relationships (n = 42) from the Midwestern United States. The RDS also demonstrated strong divergent and incremental validity. The discussion focuses on implications for enhancing conceptual models, research methodology, and clinical interventions.  相似文献   
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