We conducted two experimental studies with between-subjects and within-subjects designs to investigate the item response process for personality measures administered in high- versus low-stakes situations. Apart from assessing measurement validity of the item response process, we examined predictive validity; that is, whether or not different response models entail differential selection outcomes. We found that ideal point response models fit slightly better than dominance response models across high- versus low-stakes situations in both studies. Additionally, fitting ideal point models to the data led to fewer items displaying differential item functioning compared to fitting dominance models. We also identified several items that functioned as intermediate items in both the faking and honest conditions when ideal point models were fitted, suggesting that ideal point model is “theoretically” more suitable across these contexts for personality inventories. However, the use of different response models (dominance vs. ideal point) did not have any substantial impact on the validity of personality measures in high-stakes situations, or the effectiveness of selection decisions such as mean performance or percent of fakers selected. These findings are significant in that although prior research supports the importance and use of ideal point models for measuring personality, we find that in the case of personality faking, though ideal point models seem to have slightly better measurement validity, the use of dominance models may be adequate with no loss to predictive validity. 相似文献
Studies have shown that performance-dependent monetary rewards facilitate visual perception. However, no study has examined whether such a positive effect is limited to the rewarded task or may be generalized to other tasks. In the current study, two groups of people were asked to perform two visual perception tasks, one being a reward-relevant task and the other being a reward-irrelevant task. For the reward-relevant task, the experimental group received performance-dependent monetary rewards, whereas the control group did not. For the reward-irrelevant task, both groups were not rewarded. The two tasks were randomly intermixed trial by trial (Experiment 1) or presented block by block (Experiment 2) or session by session (Experiments 3a, 3b, and 3c). Results showed that performance-dependent monetary rewards improved participants' performance on the relevant task in all experiments and impaired their performance on the irrelevant task in Experiments 2, 3a, 3b, and 3c. These results suggested that monetary rewards might incur a cost on reward-irrelevant tasks. Finally, the benefit of monetary rewards disappeared when they were no longer provided during the final session. This is the first study that reveals both the bright and dark sides of the performance-dependent monetary rewards in visual perception. 相似文献
The present study investigated the effects of infertility on Chinese women’s life satisfaction. Infertile women (n?=?466) who were seeking medical help completed a survey that included the Fertility Problem Inventory (FPI), the Dyadic Adjustment Questionnaire (DAS), the Connor-Davidson Resilience Scale (CD-RISC), the Satisfaction with Life Scale, and demographic variables. We used a moderated mediation model to test our hypotheses, with life satisfaction as the dependent variable, representations about the importance of parenthood as the independent variable, the impact of infertility on life domains as a mediator, and marital satisfaction and resilience as moderators. Results showed that representations about the importance of parenthood and the impact of infertility on life domains are two main types of infertility-related stress, which could play independent roles in predicting life satisfaction. Representations about the importance of parenthood had a negative indirect effect on life satisfaction through the impact of infertility on life domains, and the indirect effect of the impact of infertility on life domains was moderated by marital satisfaction and resilience. Specially, representations about the importance of parenthood had a weaker indirect effect (through the impact of infertility on life domains) on life satisfaction in individuals with higher marital satisfaction or resilience. Therefore, the type of infertility-related stress and both marital satisfaction and resilience should be addressed in psychological interventions for women coping with infertility in mainland China.
Advertisements using assertive language are commonly seen in marketing communications, yet assertive language has often been shown to be ineffective in communication and even decrease compliance. Recent research began to examine factors that influence the effectiveness of assertive advertising messages, but little research has studied the potential moderating role of consumer‐related factors. The current research fills this gap by investigating the moderating role of consumers’ power. Across five studies, the authors find that for high‐power consumers, assertive ads are effective in promoting want products but ineffective in promoting should products. For low‐power consumers, however, assertive ads are effective in promoting should products but ineffective in promoting want products. Moreover, the authors show that this pattern of results is driven (mediated) by consumers’ perception of the fit between the advertising message and the advertised product. Theoretical and practical implications of the findings are discussed. 相似文献
We used two simple unsupervised machine learning techniques to identify differential trajectories of change in children who undergo intensive working memory (WM) training. We used self‐organizing maps (SOMs)—a type of simple artificial neural network—to represent multivariate cognitive training data, and then tested whether the way tasks are represented changed as a result of training. The patterns of change we observed in the SOM weight matrices implied that the processes drawn upon to perform WM tasks changed following training. This was then combined with K‐means clustering to identify distinct groups of children who respond to the training in different ways. Firstly, the K‐means clustering was applied to an independent large sample (N = 616, Mage = 9.16 years, range = 5.16–17.91 years) to identify subgroups. We then allocated children who had been through cognitive training (N = 179, Mage = 9.00 years, range = 7.08–11.50 years) to these same four subgroups, both before and after their training. In doing so, we were able to map their improvement trajectories. Scores on a separate measure of fluid intelligence were predictive of a child's improvement trajectory. This paper provides an alternative approach to analysing cognitive training data that go beyond considering changes in individual tasks. This proof‐of‐principle demonstrates a potentially powerful way of distinguishing task‐specific from domain‐general changes following training and of establishing different profiles of response to training. 相似文献
In reasoning about strategic interpersonal situations, such as in playing games, an individual's representation of the situation often includes not only information about the goals and rules of the game, but also a mental model of other minds. Often such mental models involve a hierarchy of reflexive reasoning commonly employed in social situations ("What do you think I think you think..."), and may be related to the developmental notion of 'theory of mind'. In two experiments, the authors formally investigate such interpersonal recursive reasoning in college-age adults within the context of matrix games. Participants are asked to predict the moves of another player (experimenter's confederate) in a two-choice, sequential-move game that may terminate at various stages with different payoffs for each player. Participants are also asked to decide optimally on their own moves based on the prediction made. Errors concerning the prediction, or translation of those predictions into decisions about one's action, were recorded. Results demonstrate the existence of a "default" mental model about the other player in the game context that is dynamically modified as new evidence is accumulated. Predictions about this other player's behavior are, in general, used consistently in decision-making, though the opponent tends to be modeled, by default, to behave in a myopic fashion not anticipating the participant's own action. 相似文献
We explored the possibility of applying 4 psychological scales developed and commonly used in the West to Chinese culture. The participants, 273 Chinese and 302 Americans, completed measures of self-esteem (Self-Esteem Scale; Rosenberg, 1965), depression (Center for Epidemiologic Studies-Depression Scale; Radloff, 1977), social support (Multidimensional Scale of Perceived Social Support; Zimet, Dahlem, Zimet, & Farley, 1988), and suicidal ideation (Scale for Suicide Ideation; Beck, Kovacs, & Weissman, 1979). All scales were found to be reliable and valid cross culturally. Comparative analyses suggest that gender differences on all 4 scales are smaller among the Chinese than the Americans. Americans were more likely to score higher on the socially desirable scales (self-esteem and social support) and lower on the socially undesirable scale (suicidal ideation). However, no cultural differences were found in this study on the measure of depression. Results suggest that, with a few considerations or potential modifications, the current measures could be used in Chinese culture. 相似文献