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241.
The relationship between primary process thinking and two measures of anxiety was investigated in fourth- and fifth-grade children. Holt's Scoring System for Primary Process Responses on the Rorschach was the measure of primary process thinking. The major hypotheses were supported for boys in that frequency of expression of primary process material was positively related to behavioral manifestations of anxiety as measured by the Teacher's Rating Scale. Also, controlled access to and integration of primary process was negatively related to teacher's ratings of anxiety. There were no significant results for girls. Primary process measures were not related to the State-Trait Anxiety Inventory for Children. Possible reasons for the different relationships between the primary process measures and the anxiety measures are discussed. 相似文献
242.
243.
In the present paper, I critique the use of the retrospective method when it is used as a proxy for actual longitudinal data on personality development. Studies on the constructive nature of memory cast strong doubts about the meaning of retrospective data. There are good reasons, both theoretical and empirical, to distrust the accuracy of such recall concerning parenting, whether recalled by parents, children, or siblings. Instead of using the method as a shortcut to developmental data, studies examining individual differences in accuracy and distortion and the factors that moderate them may inform us of the various meanings of retrospective data. 相似文献
244.
Self-Discrepancies as Predictors of Vulnerability to Distinct Syndromes of Chronic Emotional Distress 总被引:1,自引:0,他引:1
Two types of self-discrepancy differing in both domain and standpoint of self-guide were examined as predictors of vulnerability to chronic emotional syndromes. Study 1 assessed discrepancy between the actual/own self-state and the ideal/own self-guide and between the actual/own self-state and the ought/other self-guide in predicting syndromes of dejection and agitation as well as different types of anger. Actual/own: ideal/own discrepancy (AI) was uniquely related to dejection, frustration, and anger at self as measured 2 months later; actual/own:ought/other discrepancy (AOO) was uniquely related to agitation and to anger at others and resentment. Study 2 used structural equation modeling of the relations between AI and AOO discrepancy and social anxiety versus depression as measured weeks later. A model in which AOO was more strongly associated with social anxiety and AI was more strongly associated with depressive symptoms provided the best fit. The results support the convergent and discriminant validity of a self-discrepancy model of vulnerability to chronic emotional syndromes. 相似文献
245.
246.
The relationship of social power to visual displays of dominance between men and women 总被引:2,自引:0,他引:2
J F Dovidio S L Ellyson C F Keating K Heltman C E Brown 《Journal of personality and social psychology》1988,54(2):233-242
Two studies, with undergraduate subjects, investigated how sex and situation-specific power factors relate to visual behavior in mixed-sex interactions. The power variable in Study 1 was expert power, based on differential knowledge. Mixed-sex dyads were formed such that members had complementary areas of expertise. In Study 2, reward power was manipulated. Consistent with expectation states theory, both men and women high in expertise or reward power displayed high visual dominance, defined as the ratio of looking while speaking to looking while listening. Specifically, men and women high in expertise or reward power exhibited equivalent levels of looking while speaking and looking while listening. High visual dominance ratios have been associated with high social power in previous research. Both men and women low in expertise or reward power looked more while listening than while speaking, producing a relatively low visual dominance ratio. In conditions in which men and women did not possess differential expertise or reward power, visual behavior was related to sex. Men displayed visual behavior similar to their patterns in the high expertise and high reward power conditions, whereas women exhibited visual behavior similar to their patterns in the low expertise and low reward power conditions. The results demonstrate how social expectations are reflected in nonverbal power displays. 相似文献
247.
D M Buss 《Journal of personality and social psychology》1988,54(4):616-628
Darwin's theory of sexual selection suggests that individuals compete with members of their own sex for reproductively relevant resources held by members of the opposite sex. Four empirical studies were conducted to identify tactics of intrasexual mate competition and to test four evolution-based hypotheses. A preliminary study yielded a taxonomy of tactics. Study 1 used close-friend observers to report performance frequencies of 23 tactics to test the hypotheses. Study 2 replicated Study 1's results by using a different data source and subject population. Study 3 provided an independent test of the hypotheses in assessing the perceived effectiveness of each tactic for male and female actors. Although the basic hypotheses were supported across all three studies, there were several predictive failures and unanticipated findings. Discussion centers on the heuristic as well as predictive role of evolutionary theory, and on implications for other arenas of intrasexual competition. 相似文献
248.
In three experiments we examined depressed individuals' mental control abilities and strategies. Experiment 1 revealed that although depressed college students were initially successful in suppressing negative material, they eventually experienced a resurgence of unwanted negative thoughts. Analysis of subjects' stream-of-consciousness reports indicated that this resurgence was associated with the use of negative thoughts as distracters from the unwanted item. In Experiment 2 depressed subjects acknowledged that positive distracters were more effective than negative ones in suppressing negative thoughts. This acknowledgement suggests that depressed subjects in Experiment 1 did not deliberately focus on negative distracters but that those thoughts automatically occurred because they were highly accessible. Experiment 3 demonstrated that depressed subjects' use of positive distracters could be increased somewhat when we provided such distracters and made them easily accessible. Taken together, the findings suggest that depression involves an enhanced accessibility of interconnected negative thoughts that can undermine mental control efforts. 相似文献
249.
Coping, locus of control, social support, and combat-related posttraumatic stress disorder: a prospective study 总被引:6,自引:0,他引:6
We examined the relations between coping, locus of control, and social support and combat-related posttraumatic stress disorder (PTSD). The sample consisted of 262 Israeli soldiers who suffered a combat stress reaction episode during the 1982 Lebanon war and were followed 2 and 3 years after their participation in combat. Cross-sectional analyses revealed significant relations between locus of control, coping, and social support and PTSD at the two points of assessment. Changes in PTSD from Time 1 to Time 2 were also associated with changes in coping. We discuss theoretical and methodological implications of the findings. 相似文献
250.
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