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151.
本研究以技术接受模型(TAM)为理论框架, 通过对380名中学生的问卷调查考察了青少年网络游戏成瘾的影响因素及其机制。结果发现:(1)有用感、易用感、品质感知、游戏体验和态度与网络游戏成瘾显著正相关;(2)品质感知和游戏体验通过态度的部分中介作用对网络游戏成瘾产生间接影响, 同时对网络游戏成瘾有直接效应;有用感和易用感通过态度的完全中介作用对网络游戏成瘾产生间接影响, 对网络游戏成瘾没有直接效应。本研究结果表明, 品质感知、有用感、易用感和游戏体验对青少年网络游戏成瘾具有重要影响, 态度是其中的重要中介变量。  相似文献   
152.
Our research is based on arguments that three different diversity sources in groups – agreeableness, openness, and ethnicity – might simultaneously possess separation properties that result in social categorization and variety properties that provide non-redundant and value-adding information resources. To help understand how these diversity sources interact with the additive and reductive features of communication technology to impact group creativity, we designed two studies involving computer mediation, nominal group technique, and face-to-face (control) communication. Our findings suggest that agreeableness, openness, and ethic diversity possess both negative separation and positive variety properties. Whereas the separation properties of all three diversity sources, as well as the variety properties of openness diversity, are evident in newly-formed groups, the variety properties of agreeableness and ethnic diversity are only manifest in mature groups. Finally, the additive and reductive features of communication technology interact with all three diversity sources to impact creative group performance in different ways.  相似文献   
153.
医患关系的博弈分析   总被引:21,自引:5,他引:16  
医患关系是医疗中最基本最重要的关系,也是最复杂的人际关系,建立良好的医患关系是保证医疗工作顺利进行的必备条件。但是这种关系从开始就是有矛盾的,在信息不对称的情况下分析医患关系的博弈情况及其原因,发现医患关系的核心是信任,它为创造和谐医患关系提出对策,并能促进构建和谐医患关系。  相似文献   
154.
人体实验是一种特殊的交易活动。信息不完备与不对称、交易制度监督漏洞都使卫生研究机构在交易博弈中处于优势地位。集体机会主义行为是导致违规人体实验的重要因素。对违规人体实验的宽容在一定程度上怂恿了这种行为。从健全制度、完善法治、加强教育等方面提出了对策。  相似文献   
155.
We used simple economic games to examine pro-social behavior and the lengths that people will take to avoid engaging in it. Over two studies, we found that about one-third of participants were willing to “exit” a $10 dictator game and take $9 instead. The exit option left the receiver nothing, but also ensured that the receiver never knew that a dictator game was to be played. Because most social utility models are defined over monetary outcomes, they cannot explain choosing the ($9, $0) exit outcome over the dominating $10 dictator game, since the game includes outcomes of ($10, $0) and ($9, $1). We also studied exiting using a “private” dictator game. In the private game, the receiver never knew about the game or from where any money was received. Gifts in this game were added innocuously to a payment for a separate task. Almost no dictators exited from the private game, indicating that receivers’ beliefs are the key factor in the decision to exit. When, as in the private game, the receivers’ beliefs and expectations cannot be manipulated by exit, exit is seldom taken. We conclude that giving often reflects a desire not to violate others’ expectations rather than a concern for others’ welfare per se. We discuss the implications of our results for understanding ethical decisions and for testing and modeling social preferences. An adequate specification of social preferences should include “psychological” payoffs that directly incorporate beliefs about actions into the utility function.  相似文献   
156.
This paper extends Parikh’s earlier work in semantics with games of partial information and attempts to derive and represent the full content of an utterance from first principles. It also discusses various ways in which this content may be indeterminate.  相似文献   
157.
Human cooperative behavior has long been thought to decline under adversity. However, studies have primarily examined perceived patterns of cooperation, with little eye to actual cooperative behavior embedded within social interaction. Game‐theoretical paradigms can help close this gap by unpacking subtle differences in how cooperation unfolds during initial encounters. This study is the first to use a child‐appropriate, virtual, public goods game to study actual cooperative behavior in 329 participants aged 9–16 years with histories of maltreatment (n = 99) and no maltreatment (n = 230) while controlling for psychiatric symptoms. Unlike work on perceived patterns of cooperation, we found that maltreated participants actually contribute more resources to a public good during peer interaction than their nonmaltreated counterparts. This effect was robust when controlling for psychiatric symptoms and peer problems as well as demographic variables. We conclude that maltreatment may engender a hyper‐cooperative strategy to minimize the odds of hostility and preserve positive interaction during initial encounters. This, however, comes at the cost of potential exploitation by others.  相似文献   
158.
超扫描指同时记录多个被试脑活动, 以探索其社会互动脑机制的研究手段。从博弈论视角, 可区分超扫描任务中的冲突、合作与协作三类任务, 分离已有研究中未严格界定的“协作”与“合作”概念, 为超扫描研究的多人互动范式建立新模型。任务所包含协作因素的多少, 与任务是否涉及心理理论功能是影响个体脑间活动同步现象的重要条件。未来研究可结合进化博弈论等理论模型, 进一步探索合作与协作行为的差异及规范形成的心理与神经机制。  相似文献   
159.
动机过程对青少年网络游戏行为意向的影响模型   总被引:7,自引:0,他引:7  
张红霞  谢毅 《心理学报》2008,40(12):1275-1286
从行为动机的角度探讨影响青少年网络游戏玩家游戏意向的主要因素。通过对北京市中学生进行抽样调查并采用结构方程模型的方法对模型进行检验。结果显示,青少年网络游戏玩家的游戏意向受多种内在动机和外在动机共同影响。青少年玩网络游戏的基本内在动机(如,社会交际、超越现实、自我效能和享受乐趣)促进沉浸动机的形成。同时,沉浸是提高游戏意向的内在动机,主观规范和游戏涉入度是分别降低和提高游戏意向的外在动机。此外,内部动机和外部动机对游戏意向的影响存在交互作用  相似文献   
160.
We study a simple game theoretic model of information transfer which we consider to be a baseline model for capturing strategic aspects of epistemological questions. In particular, we focus on the question whether simple learning rules lead to an efficient transfer of information. We find that reinforcement learning, which is based exclusively on payoff experiences, is inadequate to generate efficient networks of information transfer. Fictitious play, the game theoretic counterpart to Carnapian inductive logic and a more sophisticated kind of learning, suffices to produce efficiency in information transfer.  相似文献   
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