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21.
A fundamental problem in organizations is designing mechanisms for eliciting voluntary contributions from individual members of a team who are entrapped in a social dilemma. To solve the problem, we utilize a game‐theoretical framework that embeds the traditional within‐team social dilemma in a between‐team competition for an exogenously determined prize. In equilibrium, such competition enhances the incentive to contribute, thereby reducing free‐riding. Extending existing literature, we focus on asymmetric competitions between teams of unequal size, and competitions between more than two teams. Comparing two protocols for sharing the prize—egalitarian and proportional profit‐sharing rules—we find that (i) free‐riding diminishes and (ii) team members contribute more toward their team's effort when they belong to the larger team and when the profit‐sharing rule is proportional. (iii) Additionally, under the egalitarian profit‐sharing rule team members contribute more than predicted by the equilibrium solution. We discuss implications of our findings for eliciting contributions in competitive environments. Copyright © 2009 John Wiley & Sons, Ltd. 相似文献
22.
Two studies explored the stability of art preference in patients with Alzheimer's disease and age-matched control participants. Preferences for three different styles of paintings, displayed on art postcards, were examined over two sessions. Preference for specific paintings differed among individuals but AD and non-AD groups maintained about the same stability in terms of preference judgments across two weeks, even though the AD patients did not have explicit memory for the paintings. We conclude that aesthetic responses can be preserved in the face of cognitive decline. This should encourage caregivers and family to engage in arts appreciation activities with patients, and reinforces the validity of a preference response as a dependent measure in testing paradigms. 相似文献
23.
John Neil Martin 《Synthese》2008,165(1):31-51
Though acknowledged by scholars, Plato’s identification of the Beautiful and the Good has generated little interest, even
in aesthetics where the moral concepts are a current topic. The view is suspect because, e.g., it is easy to find examples
of ugly saints and beautiful sinners. In this paper the thesis is defended using ideas from Plato’s ancient commentators,
the Neoplatonists. Most interesting is Proclus, who applied to value theory a battery of linguistic tools with fixed semantic
properties—comparative adjectives, associated gradable adjectives, mass nouns, and predicate negations—all with a semantics
that demand a privative scale of value. It is shown how it is perfectly possible to interpret value terms Platonically over
privative Boolean algebras so that beautifuland good diverge while at higher levels other value terms are coextensional. Considerations are offered that this structure conforms
to actual usage. 相似文献
24.
Li‐Chen Hsu 《决策行为杂志》2008,21(2):151-167
Experiments on three two‐person threshold public good provision games, namely, the simultaneous, sequential, and dictator games, are conducted to explore the motives behind giving. Players who move simultaneously are endowed with equal bargaining power, and players who move first are endowed with more bargaining power than players who move subsequently. Dictators are indubitably endowed with complete bargaining power. Since the differences between the bargaining powers of two players increase from the simultaneous to the sequential to the dictator game, comparisons among games allow us to trace whether the contribution behavior is motivated by fairness or is simply due to the strategic concern. The experimental evidence shows that the strategic concern explains the overall contribution behavior better than the motive of fairness. However, in the final round 26% of the dictators share the threshold evenly with their opponents, suggesting that some subjects do play fairly. Copyright © 2007 John Wiley & Sons, Ltd. 相似文献
25.
辩证思维方式是中国古代哲学思维方式之一,它深刻地影响了中国古典建筑审美特征的形成,使其在有无相生、虚实相资,中庸为道、和美为贵,情理并重、礼乐相成三个方面体现出中国传统文化的特色。 相似文献
26.
A human social discount function measures the value to a person of a reward to another person at a given social distance. Just as delay discounting is a hyperbolic function of delay, and probability discounting is a hyperbolic function of odds-against, social discounting is a hyperbolic function of social distance. Experiment 1 obtained individual social, delay, and probability discount functions for a hypothetical $75 reward; participants also indicated how much of an initial $100 endowment they would contribute to a common investment in a public good. Steepness of discounting correlated, across participants, among all three discount dimensions. However, only social and probability discounting were correlated with the public-good contribution; high public-good contributors were more altruistic and also less risk averse than low contributors. Experiment 2 obtained social discount functions with hypothetical $75 rewards and delay discount functions with hypothetical $1,000 rewards, as well as public-good contributions. The results replicated those of Experiment 1; steepness of the two forms of discounting correlated with each other across participants but only social discounting correlated with the public-good contribution. Most participants in Experiment 2 predicted that the average contribution would be lower than their own contribution. 相似文献
27.
Following a naturalist-realist point of view, this paper attempts to contribute to the metaphysical question of whether or not reality includes aesthetics. During evolution, cognitive agents have constructed (goal-directed) regulatory abilities forming anticipatory contents in the form of feelings regarding opportunities for interaction. These feelings are considered to be the fundamental part of an evaluative or (what in this paper considered as aesthetic) behavior through which agents show a preference to aspects of their external world. Thus, ‘aesthetic’ denotes an agential behavior based on an organization of processes integrated in a form that identifies, evaluates, and compares sources of interaction-success or error in specific aspects of external reality. While agents approach the same aspects of reality as they all interact with the same world, our claim is that aesthetic normativity cannot be an objective feature of this reality. This model overcomes problems of correspondence in the sense that an agent's actions and thoughts ought to react to any pre-given (aesthetic) quality or norm, while at the same time it emphasizes the self-directedness of aesthetic behavior that enables the development of creative forms of cognition. 相似文献
28.
Designing an aesthetic interaction is an important issue for Interaction Design (ID) and Human-Computer Interaction (HCI). While a number of frameworks exist, the experimental study of potential underlying principles remains rare. In this paper, we suggest that particular interaction attributes (e.g., “fast”) are systematically related to particular experiential qualities (e.g., “feeling competent”) and that interaction “feels better” if interaction matches the intended experience. A laboratory study (N = 32) explores this notion by testing two different ways of interacting within the same activity (opening a wine bottle) in two different experiential scenarios (focusing on relatedness, focusing on competence). Two corkscrews with different interaction profiles were used: one assumed to support a feeling of competence and the other to support relatedness. As expected, we found systematic shifts in preferences for specific corkscrews, differences in affective experience and in the relationships between interaction attributes and experiential qualities depending on the fit of interaction to the experience. 相似文献
29.
Positional Goods and the Social Rank Hypothesis: Income Inequality Affects Online Chatter about High‐ and Low‐Status Brands on Twitter
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According to a social rank hypothesis, consumers who live in regions with higher income inequality will show greater interest in, and attention toward, positional goods and high‐status brands that serve a social signaling role. We analyze millions of posts on the microblogging platform Twitter for mentions of high‐ and low‐status brands. We find that luxury brands such as “Louis Vuitton” and “Rolex” are more frequently mentioned in tweets originating from US states, counties, and major metropolitan areas with higher levels of income inequality. In contrast, mentions of everyday brands such as “Walmart” or “Kmart” are more frequent in regions with a more equal distribution of income. Using sentiment analysis, we find higher valence (positivity) and arousal (excitement) for tweets that both mention high‐status brands and originate from regions with high levels of income inequality. These results corroborate the social rank hypothesis, showing that more psychological resources are allocated to positional consumption when the income gap between the rich and the poor is larger. 相似文献
30.
Perceiving high social mindfulness during interpersonal interaction promotes cooperative behaviours
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Kai Dou Yu‐Jie Wang Jian‐Bin Li Jing‐Jing Li Yan‐Gang Nie 《Asian Journal of Social Psychology》2018,21(1-2):97-106
Social mindfulness refers to individual's respect and protection of others’ options in interpersonal interaction. The object‐choosing task is a traditional paradigm to assess social mindfulness. Individuals with high social mindfulness would choose the nonunique object so that others would have more options; on the contrary, individuals with low social mindfulness would choose the unique object, which limits others’ choices. No prior study has examined whether perceiving people with different levels of social mindfulness affects one's cooperation. Based on this background, two experiments were conducted to address this question. In both experiments, a confederate participant's (Player A's) social mindfulness was manipulated by setting the frequency that Player A chose the unique and the nonunique objects. Then, participants were asked to interact with Player A in the public goods game (Experiment 1) or in the centipede game (Experiment 2). Convergent results showed that compared to those interacting with a socially unmindful person, participants interacting with a person perceived as socially mindful contributed more resources in the public goods game and chose to pass on more rounds in the centipede game. These findings suggest that perception of others’ high social mindfulness enhances one's own cooperative behaviour. 相似文献