排序方式: 共有149条查询结果,搜索用时 15 毫秒
141.
Janelle Allison David A. Wilder Hwee Lan Teo Ashley Flynn Kristin Myers 《Behavioral Interventions》2011,26(3):167-178
We evaluated the effect of the availability of a similar toy on compliance with an instruction to surrender a toy among three preschool children. First, high‐preference and medium‐preference toys were identified for each participant. During the treatment evaluation, reversal designs were used to examine compliance with an instruction to surrender these toys when a toy similar to the target toy was added to the environment. The results indicated that, for two participants, the similar toy intervention increased compliance to moderate levels; a consequence‐based intervention was then added to the similar toy intervention and resulted in high levels of compliance. For the third participant, the similar toy intervention did not increase compliance. A separate consequence‐based intervention was necessary to increase compliance and to demonstrate experimental control. Copyright © 2011 John Wiley & Sons, Ltd. 相似文献
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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
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Peter Gan Chong Beng 《Sophia》2011,50(3):375-389
If mysticism, as Coventry Patmore defines it, is 'the science of ultimates,' in what way would mysticism explain the possibility of a profound relationship between ultimate reality as infinite and proximate reality as finite (Patmore 1895, p. 39)? This paper attempts to address that question through the lens of Evelyn Underhill’s philosophy of mysticism. The paper fundamentally works at framing two of Hegel’s triadic patterns of dialectic against the being-becoming binary as engaged by Underhill. This application helps unveil the relation of transcendence with immanence, a relation that is crucial for a structuring of the infinite-finite mystical intimacy. 相似文献
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Jiajin Tong SinHui Chong Jiayu Chen Russell E. Johnson Xiaopeng Ren 《Psychologie appliquee》2020,69(1):59-92
Prior research suggests that psychological detachment buffers the detrimental effects of negative work events and stressors on employees’ subsequent performance and well-being. This, however, assumes that employees are motivated to reengage in their work following detachment, which may not always be true. Our paper examines the potential dark side of psychological detachment by exploring its moderating effects on the relationship of low organisational identification with counterproductive work behaviour (CWB) via cynicism toward work. Based on self-discrepancy theory, we argue that detachment strengthens the link from low identification to cynicism because it reinforces the psychological distance of lowly identified employees with the organisation and provides them with additional resources to more deeply reflect on their mismatch with their organisation, thus generating stronger feelings of doubt and distrust that characterise cynicism. We also hypothesise that detachment strengthens the relation from cynicism to CWB, because detachment reinforces personal separation from work in cynical employees and because cynical employees may leverage their replenished resources to fuel deviant acts. Multi-wave data collected from two field samples support our hypotheses. We discuss the implications of our study and propose future research directions. 相似文献
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Proactive employees are self-starting and driven. Thus, they typically exhibit high levels of work engagement. While work engagement reflects the degree to which employees are attentive and absorbed when performing their work tasks, it does not guarantee effective job performance unless their actions are strategic. We draw on Grant and Ashford’s (2008) proactivity framework to develop a drive and direction contingency model that expands our understanding of how and when proactive personality predicts job performance via work engagement. We argue that employee’s drive (represented by the positive relation of proactive personality with work engagement) predicts job performance only when the employee also has high (vs. low) empathy with their intended targets, such as customers. Empathy with intended targets allows employees to understand and feel their targets’ concerns and feelings, thus providing a direction that guides their work engagement to address their targets’ interests and predict job performance. Results from a multiple-source (employees, supervisors, and organizational records) lagged (T1–T2) field study and a lab experiment support our model. We discuss the implications, limitations, and future directions of our findings. 相似文献
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