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121.
This study attempted to isolate some of the stimulus variables that controlled the self-destructive behavior of a psychotic child. In Experiment 1, the child was exposed to several demand and nondemand situations. In Experiment 2, the situation containing demands was modified so that demands now occurred in the context of a positive, ongoing interaction between the child and the adult therapist. The rates of self-destructive behavior underwent several orderly changes: (1) Rates were high in demand situations and low in nondemand and modified-demand situations; (2) rates decreased sharply when a stimulus correlated with the termination of demands was introduced; and (3) rates of self-destruction typically showed gradual increases within each of those sessions which contained only demands. These results were interpreted as suggesting that (1) self-destruction, under certain circumstances, may be conceptualized as an escape response which is negatively reinforced by the termination of a demand situation and (2) certain modifications of the social environment may provide discriminative stimuli for behaviors other than self-destruction, thereby decreasing this behavior.This investigation was supported in part by USPHS Research Grant 11440 from the National Institute of Mental Health. The research was conducted while the first author held a postdoctoral fellowship from the Medical Research Council of Canada. The authors thank Jon and Lynn Killion and Dennis Russo for their help in data collection and Ivar Lovaas, Laura Schreibman, and Robert Koegel for their many helpful criticisms. The encouragement and support of Tim's parents during the course of this study are sincerely appreciated.  相似文献   
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Phebe Cramer  Jody E. Skidd 《Sex roles》1992,26(9-10):369-390
It was hypothesized that gender-stereotyped styles of social interaction are apparent as early as the preschool years, and that the use of these gender-stereotyped behaviors is associated with the child's perceived competence and social support. Using a story-completion method with 47 white middle-class preschoolers, the results of the study confirmed the hypotheses. Boys were more likely to use the male-stereotyped styles of domination and intrusion, while girls were more likely to use the female-stereotyped styles of affiliation and inclusion. In addition, the use of male gender-stereotyped behaviors among boys was significantly related to perceived physical competence and peer acceptance. For girls, use of the female gender-stereotyped behavior of Affiliation was related to perceived cognitive competence and, weakly, to perceived maternal acceptance. For both sexes, use of the feminine-stereotyped behavior of Inclusion was negatively related to competence and acceptance variables.  相似文献   
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There has been growing interest in teaching sign language to autistic children who have failed to develop speech. However, controlled experimentation in this area is nonexistent. In the present study, four nonverbal autistic children were taught expressive sign labels for common objects, using a training procedure that consisted of prompting, fading, and stimulus rotation. The efficacy of the procedure was demonstrated in a multiple-baseline design across objects. The results were reliable, replicable across children, and generalizable across therapists. A stimulus control analysis demonstrated that, for three of the children, correct signing was controlled solely by the visual cues associated with the presentation of a given object and was independent of the auditory cues related to the same object. These latter results are discussed with respect to the known perceptual and linguistic deficits of autistic children.  相似文献   
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The popularity of video games, especially violent video games, has reached phenomenal proportions. The theoretical line of reasoning that hypothesizes a causal relationship between violent video-game play and aggression draws on the very large literature on media violence effects. Additionally, there are theoretical reasons to believe that video game effects should be stronger than movie or television violence effects. This paper outlines what is known about the relationship between violent video-game playing and aggression. The available literature on virtual reality effects on aggression is discussed as well. The preponderance of the evidence from the existing literature suggests that exposure to video-game violence increases aggressive behavior and other aggression-related phenomena. However, the paucity of empirical data, coupled with a variety of methodological problems and inconsistencies in these data, clearly demonstrate the need for additional research.  相似文献   
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Research on Child and Adolescent Psychopathology - In response to the commentaries provided by Chu et al. (2020), Harmon et al. (2020), and McMahon & Maxwell (2020) on our longitudinal...  相似文献   
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In this study, we utilized reliability generalization procedures to examine internal consistency estimates across 3 scales measuring the belief in a just world. The distribution of reliability estimates for the measures suggest low to moderate ranges of internal consistency reliability coefficients. The Global Belief in a Just World Scale (Lipkus, 1991) produced the highest average reliability score (alpha = .81) compared to the Just World Scale (Rubin & Peplau, 1973; alpha = .64) and the Just World Scale Revised (Rubin & Peplau, 1975; alpha = .68).  相似文献   
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The effects of stimulus availability on preference were evaluated using two conditions of a modified preference assessment. Different preference hierarchies were found in 15-s access conditions than in 15-min access conditions. Subsequent comparisons of a short-availability high-preference stimulus and a long-availability high-preference stimulus verified differential preferences for stimuli based on duration of availability.  相似文献   
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