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Renewal is defined as the reemergence of a previously eliminated behavior following a context change. Determining the prevalence of this effect in clinical practice would allow clinicians to better anticipate the reemergence of problem behavior, such as when a patient is discharged from a treatment facility to return to their home. The current consecutive, case-series analysis determined the prevalence and magnitude of renewal when implementing behavioral treatments for problem behavior. Across 182 context changes, renewal was observed 77 times (42.3%). In the first session following the context change, problem behavior rates increased by a factor of 3 and then decreased across successive sessions. These results indicated that renewal effects may be common, but are also transient and return to rates observed before context changes.  相似文献   
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Despite the increasing popularity of video games and the diversity of people who play, prejudice remains common in online gaming. In the current study, we use structural equation modeling to test the role of social norms, individual differences, and gamer identification as predictors of how likely someone is to report engaging in prejudiced behavior while playing online video games. We also test the relative importance of these predictors to assess how likely people are to confront prejudice when it occurs in online video games. Participants (N = 384) completed a series of questionnaires to assess their attitudes and perceptions of online gaming norms, as well as to report their own prejudiced and confrontation behavior in video games. We found that both social norms and individual differences are significant predictors of behavior in online gaming. The more normative people report prejudice to be, the more they report making prejudiced comments. Similarly, the more normative confrontation of prejudice is reported to be, the more likely people are to report confronting prejudice. The more people endorsed generally prejudiced attitudes, the more likely they were to report making prejudiced remakes in online gaming and the less likely they were to report confronting prejudiced remarks. These results provide a foundation to inform interventions to reduce prejudice in gaming and indicate that both individual differences and norms are important to consider when designing interventions.  相似文献   
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Abstract

In this paper, we propose a sociocultural psychology of the lifecourse to examine the extreme case of families living in repeated international mobility. In this case, mobility is motivated by work, which leads to repeated relocation of housing and occupational arrangements across countries. Based on fieldwork, we highlight three challenges of repeated mobility and discuss their implications within sociocultural psychology.  相似文献   
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Abstract

The notion of a ‘cosmopolites’ has diverged quite far from its philosophical origins, but may eventually serve a similar function. The hope of a global peace or any sort of global management is probably better fulfilled in a federation or complex network of self-governing communities than in a global empire. With or without such an empire though we need some widely shared ‘morale’ or ‘religion’ that will sustain cooperation and obedience to the common good. There are many such competing ‘religions’ and utopian ideals, such that an ongoing global war between superficially distinct but also alarmingly similar power blocks (as described by Orwell) may seem inevitable. A more hopeful future would be one where bourgeois values, a new respect for other terrestrial life, and an awareness of the vastness and strangeness of the cosmos provide a backdrop for such cooperation, on Earth or out among the stars, as we can manage. The rules of trade and transport in such a future may be in the hands of something like Kipling’s Aerial Board of Control, staffed by a new sort of cosmopolitan, subject to occasional popular rebuke. Whether such an order would avoid division must be doubtful still.  相似文献   
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