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John Heil 《Australasian journal of philosophy》2013,91(4):327-338
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Randy O. Frost Joan E. Morgenthau Catherine K. Riessman Margaret Whalen 《Behaviour research and therapy》1988,26(6):481-487
The study examined physical symptoms and health service utilization of subjects high or low on a measure of the tendency to experience stress somatically and high or low on a measure of current stress. High somatic responders reported greater numbers of symptoms than low somatic responders regardless of stress level. However, high somatic responders who were experiencing high levels of current stress reported significantly more symptoms than high somatic responders who were experiencing low levels of stress. These findings indicate that somatic response to stress reflects both a general tendency to focus on physical symptoms, and a specific tendency to focus more on physical symptoms when under stress. Analysis of health service records indicated that high somatic responders had more visits prompted by symptoms than low somatic responders, but did not differ in frequency of health service visits designed to maintain health. The findings further clarify the relationship between somatic response to stress, physical symptoms and health service use. 相似文献
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Nicola S. Schutte John M. Malouff Joan C. Post-Gorden Annette L. Rodasta 《Journal of applied social psychology》1988,18(5):454-460
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
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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