The orienting of attention has been found to be influenced by the previous cueing status in a spatial-cueing paradigm. The explanation for this sequence effect remains uncertain. This study separated the involuntary and the voluntary components of arrow cueing by manipulating the predicted target locations. For example, a left arrow cue may have indicated that the target was more likely to appear at the up location. Therefore, three trial types were repeated or switched between trials: cued (targets appeared along the direction of the arrows), predicted (targets appeared at the locations predicted by the arrows), and unrelated (targets appeared at the other two locations, neither cued nor predicted). RTs of cued trials were found to be significantly facilitated after a previous cued trial; however, the same effect was not observed for predicted trials. The results suggest that significant sequence effects are induced only in the involuntary component of arrow cueing. The findings support the feature-integration hypothesis for the sequence effect of symbolic cueing.
The same social comparison information may be expressed in different ways (e.g. ‘I am better than him’ versus ‘he is worse than me’). The results of four studies indicated that the way social comparison is expressed can affect an individual's satisfaction (i.e. ‘better’ versus ‘worse’). Specifically, in upward comparisons, the expression ‘I am worse than him’ makes individuals feel less satisfied than the expression ‘he is better than me’. In downward comparisons, those who use the expression ‘I am better than him’ are more satisfied than those who use the expression ‘he is worse than me’. The motivation of information processing acted as the mediator. 相似文献
ABSTRACTSchool-based mental health services are those delivered by school-employed and community-employed providers in school buildings. With the implementation of provisions of the Patient Protection and Affordable Care Act (2010) that funds school-based health centers, school-based mental health services could become more broadly available in communities throughout the United States. Playing a pivotal role in promoting models for school-based services that maximize benefits to children and adolescents while making efficient use of communities' mental health resources are school psychologists. School psychologists, who recognize and respect the separated development of school and community mental health professions, can foster school–agency partnerships to coordinate children's mental health services that are comprehensive, child centered, family focused, and culturally competent. In this article, we provide three case examples using the Participatory Culture-Specific Intervention Model (B. K. Nastasi, R. B. Moore, & K. M. Varjas, 2004Nastasi, B. K., Moore, R. B., & Varjas, K. M. (2004). School-based mental health services: Creating comprehensive and culturally specific programs. Washington, DC: American Psychological Association.[Google Scholar]) as exemplars for the implementation of community partnerships providing comprehensive culturally and contextually relevant school-based mental health services. 相似文献
Abstract We present a five-part model of players' rule behaviors in a multiplayer online game (utilization, emergence, usefulness, usefulness-balance, and balance-usefulness). The model was identified through a pilot study involving nine expert players. The model fitness was then verified in a main experiment involving eighteen regular players. Our results showed that the utilization (4 players) and emergence (4 players) models were most frequently used, followed by the balance-usefulness (3 players), usefulness (3 players), and usefulness-balance (2 players) models. The coding scheme for this research was built from video observations and a literature review. We suggest this model is applicable for the implementation of a human-like virtual character's artificial intelligence algorithm in the game editors and the server loader for quality assurance. 相似文献
Using an item‐response theory‐based approach (i.e. likelihood ratio test with an iterative procedure), we examined the equivalence of the Rosenberg Self‐Esteem Scale (RSES) in a sample of US and Chinese college students. Results from the differential item functioning (DIF) analysis showed that the RSES was not fully equivalent at the item level, as well as at the scale level. The two cultural groups did not use the scale comparably, with the US students showing more extreme responses than the Chinese students. Moreover, we evaluated the practical impact of DIF and found that cultural differences in average self‐esteem scores disappeared after the DIF was taken into account. In the present study, we discuss the implications of our findings for cross‐cultural research and provide suggestions for future studies using the RSES in China. 相似文献
The present study explores the links between personality traits and motivations to play online games. We identified the underlying dimensions of motivations to play online games, examined how personality traits predict motivation, and investigated how personality traits predict online gaming behavior (i.e., playing time and preference for game genres). Factor analyses identified five motivational factors: relationships, adventure, escapism, relaxation, and achievement. The regression analyses indicated that two personality traits, extraversion and agreeableness, predicted various motivations; however, personality traits did not affect the playing time and game genre preference. 相似文献