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In real-world settings, execution of retrieved intentions must often be briefly delayed until an ongoing activity is completed (delayed-execute prospective memory tasks). Further, in demanding work settings, the ongoing activity itself can be interrupted. Experiment 1 examined the effects of the delay length (5, 15, 40 s), the presence of an interruption within that delay, and the length of the interruption on prospective memory performance. Delay length did not significantly affect performance, but interruptions produced significant decrements in performance relative to a delay alone. The length of the interruptions (10 vs. 20 s) did not significantly affect performance. Experiment 2 replicated the negative effects of interruptions, and found that these effects could be overcome with a simple external mnemonic. We suggest that in demanding work environments where interruptions are likely, external cues are advisable, especially where prospective memory failures have critical consequences. Copyright © 2004 John Wiley & Sons, Ltd.  相似文献   
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Research on factors that can affect the accuracy of children’s autobiographical remembering has important implications for understanding the abilities of young witnesses to provide legal testimony. In this article, we review our own recent research on one factor that has much potential to induce errors in children’s event recall, namely natural memory sharing conversations with peers and parents. Our studies provide compelling evidence that not only can the content of conversations about the past intrude into later memory but that such exchanges can prompt the generation of entirely false narratives that are more detailed than true accounts of experienced events. Further, our work show that deeper and more creative participation in memory sharing dialogues can boost the damaging effects of conversationally conveyed misinformation. Implications of this collection of findings for children’s testimony are discussed.  相似文献   
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A sample of 118 U.S. 6th and 7th graders was used to examine early adolescents’ views of whether video games negatively influence themselves, others of the same age, and younger others. Six specific games ranging in rating from E for Everyone to M for Mature were listed for the early adolescents to respond to, with questions asked about both potential influence and whether young people should be allowed to play the games. Results support a third‐person perception that grew as the rating of the game became more restrictive and as the “other” group in question became younger. The presence of rules set by parents about video game use was a positive predictor of perceptions of influence on self and others.  相似文献   
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