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131.
Many studies have shown that rhythmic interlimb coordination involves perception of the coupled limb movements, and different sensory modalities can be used. Using visual displays to inform the coupled bimanual movement, novel bimanual coordination patterns can be learned with practice. A recent study showed that similar learning occurred without vision when a coach provided manual guidance during practice. The information provided via the two different modalities may be same (amodal) or different (modality specific). If it is different, then learning with both is a dual task, and one source of information might be used in preference to the other in performing the task when both are available. In the current study, participants learned a novel 90° bimanual coordination pattern without or with visual information in addition to kinesthesis. In posttest, all participants were tested without and with visual information in addition to kinesthesis. When tested with visual information, all participants exhibited performance that was significantly improved by practice. When tested without visual information, participants who practiced using only kinesthetic information showed improvement, but those who practiced with visual information in addition showed remarkably less improvement. The results indicate that (1) the information is not amodal, (2) use of a single type of information was preferred, and (3) the preferred information was visual. We also hypothesized that older participants might be more likely to acquire dual task performance given their greater experience of the two sensory modes in combination, but results were replicated with both 20- and 50-year-olds.  相似文献   
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This study assessed how problem video game playing (PVP) varies with game type, or "genre," among adult video gamers. Participants (n=3,380) were adults (18+) who reported playing video games for 1 hour or more during the past week and completed a nationally representative online survey. The survey asked about characteristics of video game use, including titles played in the past year and patterns of (problematic) use. Participants self-reported the extent to which characteristics of PVP (e.g., playing longer than intended) described their game play. Five percent of our sample reported moderate to extreme problems. PVP was concentrated among persons who reported playing first-person shooter, action adventure, role-playing, and gambling games most during the past year. The identification of a subset of game types most associated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games and those populations at greatest risk of PVP with the ultimate goal of better understanding, preventing, and treating this contemporary mental health problem.  相似文献   
137.
Self-determination theory (Deci & Ryan, 2000, Intrinsic motivation and self-determination in human behaviour. New York: Plenum Publishing) highlights the impact autonomy supportive environments can have on exercise motivation and positive health outcomes. Yet little is known about whether differential effects occur as a function of which significant other is providing this support. Further, no research has examined the relationship between motivation and the social environment with participants' mental health and intentions to be physically active before entering an exercise intervention. Study participants were 347 British adults who were about to start an exercise referral scheme. Regression analyses revealed that the effects of autonomy support on mental health and physical activity intentions differed as a function of who provided the support (offspring, partner or physician), with the offspring having the weakest effects. A structural model was supported, indicating that autonomy support and more autonomous regulations led to more positive mental health outcomes and stronger intentions to be physically active. Knowledge of the social environmental and personal motivation of those about to commence an exercise programme can provide important insights for professionals supporting such efforts.  相似文献   
138.
Theories of visual attention suggest that working memory representations automatically guide attention toward memory-matching objects. Some empirical tests of this prediction have produced results consistent with working memory automatically guiding attention. However, others have shown that individuals can strategically control whether working memory representations guide visual attention. Previous studies have not independently measured automatic and strategic contributions to the interactions between working memory and attention. In this study, we used a classic manipulation of the probability of valid, neutral, and invalid cues to tease apart the nature of such interactions. This framework utilizes measures of reaction time (RT) to quantify the costs and benefits of attending to memory-matching items and infer the relative magnitudes of automatic and strategic effects. We found both costs and benefits even when the memory-matching item was no more likely to be the target than other items, indicating an automatic component of attentional guidance. However, the costs and benefits essentially doubled as the probability of a trial with a valid cue increased from 20% to 80%, demonstrating a potent strategic effect. We also show that the instructions given to participants led to a significant change in guidance distinct from the actual probability of events during the experiment. Together, these findings demonstrate that the influence of working memory representations on attention is driven by both automatic and strategic interactions.  相似文献   
139.
According to a recently prominent account of moral judgment, genuine moral disapprobation is a product of two convergent vectors of normative influence: a strong negative affect that arises from the mere consideration of a given piece of human conduct and a (socially acquired) belief that this conduct is wrong (Nichols, 2002). The existing evidence in favor of this “norms with feelings” proposal is rather mixed, with no obvious route to an empirical resolution. To help shed further light on the situation, we test a previously unexamined prediction that this account logically yields in a novel dilemmatic context: when individuals are faced with a moral dilemma that pits two or more “affectively-charged” moral norms against each other, the norm underwritten by the strongest feeling ought to determine the content of dilemmatic resolution. Across three studies, we find evidence that directly challenges this prediction, offering support for a Kolhberg-style “rationalist” alternative instead. More specifically, we find that it is not the participants’ degree of norm-congruent emotion (whether situationally or dispositionally assessed) or its correlates, but rather their appraisal of the relative costs associated with various alternative courses of action that appears to be most predictive of how they resolve the experimentally induced moral conflict. We conclude by situating our studies within an overarching typology of moral encounters, which, we believe, can help guide future research as well as shed light on some current controversies within this literature.  相似文献   
140.
This paper looks back on the trends and developments in and of the Journal of Community and Applied Social Psychology since its inception twenty years ago. We review to what extent the aims that were originally set for JCASP have been fulfilled. The trends in nationality of authors, themes of publications and their methodology are discussed. Possible implications of these trends and developments for JCASP and its future are pointed at. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   
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