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811.
该研究以几何图形作为实验材料,测定14名硕士研究生在完成两种类比推理任务(大小变化和颜色变化)和其基线任务时的事件相关电位(ERP),探讨类比推理过程的脑内时程动态变化。研究发现,两种推理任务所诱发的波形基本一致,而推理任务与其基线任务之间的ERP波形存在显著差异,两种基线任务之间的ERP波形也存在显著差异;类比推理的加工过程是有阶段性的,即编码潍断、映射、得出结论,研究结果进一步支持了Sternberg的成分理论;推断和映射这两个类比推理所特有的加工阶段都有其对应的脑机制,图式推断阶段主要激活的是前额皮层和双侧的顶叶皮层,类比映射和调整阶段主要激活的是左半球的颞叶、额叶和中央顶。 相似文献
812.
Studies in social psychology and clinical psychology have demonstrated that shame is associated with social disengagement.
We incorporated self-sufficiency with the mood-repair hypothesis from the feelings-as-information perspective to provide viable
explanations for the psychological consequence of shame, suggesting that the mood-repair goal primed by shame is an inclination
to behave self-sufficiently. In Study 1a and 1b, shamed participants preferred to work and play alone compared with control
participants. Specifically, participants who were induced to feel ashamed were less likely to perform a task with a co-worker
than were no-shame-prime participants. Furthermore, participants experiencing shame chose more individually focused leisure
activities than did participants in a neutral mood. In Study 2, participants experiencing shame worked longer on an unsolvable
task than control participants did before requesting help, suggesting that shame increased the tendency to be independent.
Based on these results, we concluded that experiencing shame was associated with an increased tendency to behave self-sufficiently
and to exhibit an inclination toward passive avoidance and active independence in social relationships as a means of amending
a threatened social self. 相似文献
813.
814.
Teng SK Chong GY Siew AS Skoric MM 《Cyberpsychology, behavior and social networking》2011,14(10):597-602
Given the increasingly dominant role of video games in the mainstream entertainment industry, it is no surprise that the scholarly debate about their impact has been lively and well attended. Although >100 studies have been conducted to examine the impact of violent video games on aggression, no clear consensus has been reached, particularly in terms of their long-term impact on violent behavior and aggressive cognitions. This study employs a first-ever longitudinal laboratory-based experiment to examine longer-term effects of playing a violent video game. One hundred thirty-five participants were assigned either to the treatment condition where they played a violent video game in a controlled laboratory setting for a total of 12 hours or to the control group where they did not play a game. Participants in the treatment group played Grand Theft Auto IV over a period of 3 weeks and were compared with a control group on the posttest measures of trait aggression, attitudes toward violence, and empathy. The findings do not support the assertion that playing a violent video game for a period of 3 weeks increases aggression or reduces empathy, but they suggest a small increase in proviolence attitudes. The implications of the findings are discussed. 相似文献
815.
Previous research has shown that content representations in working memory (WM) can bias attention in favor of matching stimuli in the scene. Using a visual prior-entry procedure, we here investigate whether such WM-driven attention shifts can speed up the conscious awareness of memory-matching relative to memory-mismatching stimuli. Participants were asked to hold a color cue in WM and to subsequently perform a temporal order judgment (TOJ) task by reporting either of two different-colored circles (presented to the left and right of fixation with a variable temporal interval) as having the first onset. One of the two TOJ circles could match the memory cue in color. We found that awareness of the temporal order of the circle onsets was not affected by the contents of WM, even when participants were explicitly informed that one of the TOJ circles would always match the WM contents. The null effect of WM on TOJs was not due to an inability of the memory-matching item to capture attention, since response times to the target in a follow-up experiment were improved when it appeared at the location of the memory-matching item. The present findings suggest that WM-driven attention shifts cannot accelerate phenomenal awareness of matching stimuli in the visual field. 相似文献
816.
The present study extends the feedback-seeking behavior literature by investigating how supervisor-related antecedents (i.e., supervisors' expert power, reflected appraisals of supervisors, and supervisors' emotional intelligence) influence subordinates' negative feedback-seeking behavior (NFSB) through different cost/value perceptions (i.e., expectancy value, self-presentation cost, and ego cost). Using data collected from 216 supervisor-subordinate dyads from various industries in Taiwan, we employ structural equation modeling analysis to test our hypotheses. The results show that expectancy value mediates the relationship between supervisor expert power and subordinates' NFSB. Moreover, self-presentation cost mediates the relationship between reflected appraisals of supervisors' and subordinates' NFSB. Theoretical and practical implications of this study are also discussed. 相似文献
817.
This article addresses questions regarding the origins of individual variations in political trust. Using 2 prospective longitudinal studies, we examine the associations between family background, general cognitive ability (g) and school motivation at early age, educational and occupational attainment in adulthood, and political trust measured in early and mid-adulthood in 2 large representative samples of the British population born in 1958 (N = 8,804) and in 1970 (N = 7,194). A lifetime learning model of political trust is tested using structural equation modeling to map the pathways linking early experiences to adult outcomes. Results show that political trust is shaped by both early and later experiences with institutions in society. Individuals who have accumulated more socioeconomic, educational, and motivational resources throughout their life course express higher levels of political trust than do those with fewer resources. 相似文献
818.
Patrick S. Cheng 《Cross currents》2011,61(4):540-548
819.
This study explored a longitudinal data set of nearly 5000 adults examining the effects of childhood cognitive ability (measured at age 11), parental social class (measured at birth), and personality on current occupational prestige (all measured at age 50), taking account the effects of education and the previous occupational levels (both measured at age 33). Participants' levels of occupational attainment significantly went up from age 33 to age 50. Correlational analysis showed childhood cognitive ability, parental social class, education and occupation, and personality traits (openness, conscientiousness, extraversion, emotional stability) were all significantly associated with current occupational prestige. The strongest correlates of current occupational levels were educational qualifications, followed by childhood cognitive ability, parental social class, and personality traits. Structural equation modelling showed that for the change of occupation over 17 years, the strongest predictor was education, followed by childhood intelligence. Personality traits (extraversion, conscientiousness, and openness) had modest but significant influence in the upgrading of occupational attainment over the period of time, and parental social status predicted occupational change mediated through education and initial occupational levels. Education and childhood intelligence are more powerful predictors of current occupational prestige than personality factors or family social background. The implications for policy making and equal opportunities for education are discussed. 相似文献
820.
Most research into the compromise effect focuses on cognitive factors related to choosing for oneself. However, there are daily opportunities to make choices for others, from helping friends to buy merchandise to choosing souvenirs for relatives. Although it is a common practice, choosing for others is rarely discussed in the literature. Hence, this research is directed to determine whether (i) the compromise effect is greater for people choosing for others with whom one has a distant relationship compared to choosing for themselves, (ii) the decision maker's susceptibility to interpersonal relationships, accountability, and anticipated regret moderate the relationship between choosing for others versus choosing for themselves and the compromise effect, and (iii) the confidence of the decision maker mediates the relationship between deciding for others and the compromise effect. Five hypotheses are proposed and they are supported by the results from four experiments. Copyright © 2011 John Wiley & Sons, Ltd. 相似文献