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81.
The Iowa Gambling Task (([Bechara et al., 1994]) is an effective neuropsychological tool for the assessment of 'real-life' decision-making in a laboratory environment. It has been employed in a wide range of circumstances, though researchers have sometimes employed real money reinforcers instead of the facsimile (or 'monopoly'-type) money used by. The present study investigated whether the type of reinforcer produced any differences in performance. There were no significant differences between the two conditions, though the Facsimile Money condition produced a greater range (and a higher standard deviation) than the Real Money condition. This finding is especially important when considering the Gambling Task as a tool in clinical neuropsychology--where there are risks, at the individual subject level, of both false positive and false negative classification errors.  相似文献   
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自我面孔识别反映了个体通过自我与他人的区分识别出自我面孔的过程。本文采用ALE元分析的方法, 对自我面孔识别的fMRI研究进行系统的定量分析, 探究自我面孔识别的神经基础。结果显示, 自我面孔识别的关键脑区包括顶上小叶、额中回、额下回、脑岛、梭状回、楔前叶和枕叶皮层。另外, 自我面孔识别可能包括两个层面的加工过程:知觉层面的加工整合过程以及由知觉引发的评价和情绪反应过程。知觉加工整合涵盖了自我面孔识别的各个加工阶段, 主要涉及枕叶、梭状回和楔前叶的功能; 而评价加工及情绪反应过程则发生在自我面孔识别的中晚期, 主要涉及顶上小叶、额中回、额下回及脑岛的功能。未来研究可结合时间和空间数据并关注脑区间的协同功能, 考察与内感受的神经关联, 开展临床研究并探索威胁信息的影响机制。  相似文献   
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Responsible research and innovation (RRI) has come to represent a change in the relationship between science, technology and society. With origins in the democratisation of science, and the inclusion of ethical and societal aspects in research and development activities, RRI offers a means of integrating society and the research and innovation communities. In this article, we frame RRI activities through the lens of layers of science and technology governance as a means of characterising the context in which the RRI activity is positioned and the goal of those actors promoting the RRI activities in shaping overall governance patterns. RRI began to emerge during a time of considerable deliberation about the societal and governance challenges around nanotechnology, in which stakeholders were looking for new ways of integrating notions of responsibility in nanotechnology research and development. For this reason, this article focuses on nanotechnology as the site for exploring the evolution and growth of RRI.  相似文献   
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Although childhood bullying victimization is associated with adult depression and anxiety, the majority of previously bullied youth do not develop psychopathology. Identifying protective factors has implications for designing interventions that can support a successful adjustment to emerging adulthood. In this study, we investigate whether perceived social support protects against depression and anxiety among first-year college students who had previously experienced bullying. We collected data from 1474 first-year college students attending four large universities across the United States. Students completed a web-based survey in fall 2012 (Wave 1) and 436 (29.5 %) participated in a follow-up survey in spring 2013 (Wave 2). Participants reported on childhood bullying victimization, current depression and anxiety, and current social support (overall and from family, friends, and significant others). Results indicated that a history of childhood bullying victimization was positively associated with depression and anxiety in both fall and spring. Further, overall social support reported in fall moderated the association between childhood bullying victimization and fall and spring anxiety. Also, higher levels of perceived family support, in particular, buffered previously bullied students’ risk for spring anxiety. Results suggest that perceptions of familial social support during the initial adjustment to college may protect previously bullied first-year students from anxiety during their adjustment to college. Research and clinical implications, study limitations, and future directions are discussed.  相似文献   
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One's feelings of intimacy and connectedness with distal, fictional media characters are referred to as parasocial interactions. Video games have challenged this concept, as the distance between game players and characters is greatly reduced, if not completely removed, in virtual environments. Games encourage the internalization and psychological merging of a player's and a character's mind, a multidimensional concept known as character attachment (CA). Data from our study suggest that dimensions of CA are useful in understanding both pro- and anti-social gaming motivations. Pro-social gamers feel a greater sense of control over their characters, while anti-social gamers are more likely to suspend their disbelief of the game environment and not take responsibility for their virtual actions. Pro-social gaming was more prevalent in older gamers, and younger male game characters were motivated by anti-social reasons.  相似文献   
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