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Continuous causation, in which incremental changes in one variable cause incremental changes in another, has received little attention in the causal judgment literature. A video game was adapted for the study of continuous causality in order to examine the novel cues to causality that are present in these paradigms. The spatial proximity of an object to an "enemy detector" produced auditory responses as a function of the object's proximity. Participants' behavior was a function of the range of the effect's auditory sensitivity and the moment-to-moment likelihood of detection. This new paradigm provides a rich platform for examining the cues to causation encountered in the learning of continuous causal relations.  相似文献   
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We piloted three-dimensional (3D) body scanning in eating disorder (ED) patients. Assessments of 22 ED patients (including nine anorexia nervosa (AN) patients, 12 bulimia nervosa (BN) patients, and one patient with eating disorder not otherwise specified) and 22 matched controls are presented. Volunteers underwent visual screening, two-dimensional (2D) digital photography to assess perception and dissatisfaction (via computerized image distortion), and adjunctive 3D full-body scanning. Patients and controls perceived themselves as bigger than their true shape (except in the chest region for controls and anorexia patients). All participants wished to be smaller across all body regions. Patients had poorer veridical perception and greater dissatisfaction than controls. Perception was generally poorer and dissatisfaction greater in bulimia compared with anorexia patients. 3D-volume:2D-area relationships showed that anorexia cases had least tissue on the torso and most on the arms and legs relative to frontal area. The engagement of patients with the scanning process suggests a validation study is viable. This would enable mental constructs of body image to be aligned with segmental volume of body areas, overcoming limitations, and errors associated with 2D instruments restricted to frontal (coronal) shapes. These novel data could inform the design of clinical trials in adjunctive treatments for eating disorders.  相似文献   
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Past research shows that European Americans tend to take a first‐person perspective to understand the self and are unlikely to align the inside look with the outside gaze, whereas Asians tend to take a third‐person perspective and are likely to shift their inside look in the direction of the outsize gaze. In three experiments, we compared Asians and European Americans' self‐perceptions when the presence of their parents in the background of self‐perception was primed or otherwise. Without the priming, both European Americans and Asians viewed themselves more positively from their own perspective than from their parents' perspective. With the priming, only Asians lowered the positivity of their self‐perceptions to match the perceived positivity of the self in the parents' perspective. These results suggest that Asians do not have a static, passive tendency to assimilate their self‐views into the perceived external assessments of the self. Rather, their self‐views are fluid and flexible.  相似文献   
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Leisure is a key life domain and a core ingredient for overall well-being. Yet, within positive psychology, its definition and the psychological pathways by which it evokes happiness are elusive (Diener and Biswas-Diener 2008). In this paper, we seek to address these issues by delineating leisure and presenting a conceptual framework linking leisure to subjective well-being (SWB). Leisure is defined as a multidimensional construct, encompassing both structural and subjective aspects. Respectively, it is the amount of activity/time spent outside of obligated work time and/or perceived engagement in leisure as subjectively defined. To explain the effects of leisure on SWB, a quantitative summary of theories from 363 research articles linking leisure and SWB was conducted. Based on our findings, we propose five core psychological mechanisms that leisure potentially triggers to promote leisure SWB: detachment-recovery, autonomy, mastery, meaning, and affiliation (DRAMMA). These psychological mechanisms promote leisure SWB which leads to enhanced global SWB through a bottom-up theory of SWB. We discuss how future research can use this conceptual model for understanding the interplay between leisure and SWB.  相似文献   
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Journal of Psychopathology and Behavioral Assessment - Social anxiety is characterized by fear, nervousness, and avoidance in social situations and can emerge as early as childhood. Recent...  相似文献   
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Research on Child and Adolescent Psychopathology - Depressive symptoms predict within-person change in physical symptoms of anxiety and social anxiety symptoms; however, potential mediators of...  相似文献   
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Phenomenology and the Cognitive Sciences - This paper outlines several of the challenges that are inherent in any attempt to communicate subjective experience to others, particularly in...  相似文献   
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