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231.
Two studies, with undergraduate subjects, investigated how sex and situation-specific power factors relate to visual behavior in mixed-sex interactions. The power variable in Study 1 was expert power, based on differential knowledge. Mixed-sex dyads were formed such that members had complementary areas of expertise. In Study 2, reward power was manipulated. Consistent with expectation states theory, both men and women high in expertise or reward power displayed high visual dominance, defined as the ratio of looking while speaking to looking while listening. Specifically, men and women high in expertise or reward power exhibited equivalent levels of looking while speaking and looking while listening. High visual dominance ratios have been associated with high social power in previous research. Both men and women low in expertise or reward power looked more while listening than while speaking, producing a relatively low visual dominance ratio. In conditions in which men and women did not possess differential expertise or reward power, visual behavior was related to sex. Men displayed visual behavior similar to their patterns in the high expertise and high reward power conditions, whereas women exhibited visual behavior similar to their patterns in the low expertise and low reward power conditions. The results demonstrate how social expectations are reflected in nonverbal power displays.  相似文献   
232.
233.
Noting the pervasiveness of videogames in American culture, the authors set out to examine the effects that playing videogames has on children. Thirty-one children were matched on sex, randomly assigned to play either a violent (karate) videogame or a nonviolent (jungle vine swinging) videogame, and then observed during free play. The main results were that the children who had played the jungle swing videogame later played more with a jungle swing toy and that the children who played the violent videogame later showed more aggression. The authors interpreted the findings as an indication that young children who play videogames later tend to act similarly to how their videogame character acted.  相似文献   
234.
Subjects (N= 28) performing a complex disjunctive concept-formation task on a microcomputer were given the opportunity to seek help following failure to correctly identify concepts. The proportion of those seeking help was significantly greater when the source of help was the computer itself (86%) rather than another person (36%). Consistent with past research, those who did not ask for help gave reasons other than the potential negative social consequences of doing so. Self-report data and a systematic test for the presence of experimenter-induced demand ruled out several possible sources of confounding. The results have implications for designers of time-sharing and networked computer systems.  相似文献   
235.
Social status variables have been shown to influence attributional judgments, but their effects have been demonstrated almost entirely in experimental settings. The influence of such statuses in experimental settings may differ from their influence in natural settings. We examined the influence on attributional judgments of the status characteristics of both subjects and actors in conjunction with variations in the degree of “real world” characteristics of both subjects and social context. These comparisons were drawn through a partial replication of earlier research investigating the effects of a social status variable, victim sex, and a situational variable—type of assault—on attributions about an assault victim. The social status characteristic, victim sex, had less influence on attributions in an adult juror sample than in a student sample and testimony-related characteristics were more influential in the adult juror sample than in the student sample. Thus, the categories of variables that influence attributions appear to depend on the context of judgment and on the breadth of subjects' life experience. These findings are discussed and we conclude with the caution that careful identification of the differences produced by context and subject characteristics is necessary to support generalization of laboratory-based research.  相似文献   
236.
The individual deciding on a nuclear weapons production policy is faced with a dilemma in which a choice must be made to support one of several conflicting defense policies. In order to investigate the social-psychological variables that are related to armament policy decision making, a telephone survey was conducted in the City of St. Louis, Missouri. Adult subjects (N= 110) responded to questions concerned with cognitive, attitudinal, and emotional responses to nuclear arms. Participants were also asked to choose a weapons production policy for the United States under conditions of continued and decreased Soviet nuclear arms production. Results indicated that respondents decisions about nuclear weapons production were related to their support for deterrence, the availability of their nuclear-related images, their emotional response to nuclear war, their attributions of responsibility for the prevention of nuclear war, and their political party affiliation. Distinctions between antinuclear decision-makers and pronuclear decision-makers are discussed.  相似文献   
237.
The relative importance of genetic and environmental factors for neuroticism, extraversion, impulsivity, and monotony avoidance were estimated in a sample of 99 monozygotic and 229 dizygotic pairs of twins reared apart (TRA) and a matched sample of 160 monozygotic and 212 dizygotic pairs of twins reared together (TRT). The average age was 58.6 (SD = 13.6); 72% of the twins were 50 or older. Model-fitting analyses verified the importance of genetic factors for all four measures; from 23% to 45% of the total variation was attributable to genetic sources. There was considerable evidence that these factors were operating in a nonadditive manner for extraversion and impulsivity. Shared environment accounted for less than 10% of the variance; some evidence for selective placement was found for neuroticism.  相似文献   
238.
A modification of the procedure originally used by Davidson, Suppes, and Siegel (1956) to measure subjective utility was used to study the influence of positive affect on individuals' perceived value (utility) functions. Results indicated, as expected, that persons in whom positive affect had been induced showed a more negative subjective utility for losses than did controls. This indicates that losses seem worse to people who are feeling happy than to those in a control condition. The subjective utility functions of the two groups did not differ as much, however, when people were considering potential gain. Thus, at least in the situation tested in this study, potential gains did not seem to be more appealing (nor less so) for affect subjects than they did for controls. These findings are discussed in relation to theoretical issues in decision making and work suggesting that positive affect can promote increased sensitivity to losses in situations of potential meaningful loss.  相似文献   
239.
Traits and states are concepts that people use to both describe and understand themselves and others. We show that people view these concepts as prototype-based categories that have a graded internal structure and fuzzy boundaries and identify a set of attributes that define the prototypical cores of two categories: traits and states. Prototypical traits are stable, long-lasting, and internally caused. Prototypical states are temporary, brief, and caused by external circumstances. These prototypes are not defined by averages, as the family-resemblance principle would suggest, but by ideal (or extreme) attribute values. Like other ideal-based categories, traits and states serve particular goals. Trait concepts permit people to predict the present from the past; state concepts identify those behaviors that can be controlled by manipulating the situation. These two complementary schemas are part of the extensive theory of psychological causality that is implicit in language. Abstract social concepts differ from object categories in their category standards, the nature of their attributes, and the interrelations among those attributes.  相似文献   
240.
The recognition of threatening facial stimuli   总被引:1,自引:0,他引:1  
Two studies examined the information that defines a threatening facial display. The first study identified those facial characteristics that distinguish between representations of threatening and nonthreatening facial displays. Masks that presented either threatening or nonthreatening facial displays were obtained from a number of non-Western cultures and scored for the presence of those facial features that discriminated between such displays in the drawings of two American samples. Threatening masks contained a significantly higher number of these characteristics across all cultures examined. The second study determined whether the information provided by the facial display might be more primary nonrepresentational visual patterns than facial features with obvious denotative meaning (e.g., diagonal lines rather than downturned eyebrows). The subjective response to sets of diagonal, angular, and curvilinear visual stimuli revealed that the nonrepresentational features of angularity and diagonality in the visual stimulus appeared to have the ability to evoke the subjective responses that convey the meaning of threat.  相似文献   
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