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41.
This research examined the effects of appearance-based comparisons to muscular and slender idealized male bodies and the contribution of internalization and social comparison to change in body dissatisfaction. Participants were 111 male undergraduates who completed measures of body dissatisfaction, internalization, and social comparison and viewed images of either muscular or slender men in advertisements or product-only advertisements. Results indicated that exposure to both muscular and slender images was associated with an increase in body dissatisfaction, with no significant differences in the change in body dissatisfaction between the two image conditions. Internalization and trait social comparison were each associated with an increase in body dissatisfaction; however, upward social comparison was only a significant predictor of a change in body dissatisfaction for the males who viewed muscular images. These results highlight the impact of slender models on young men's body dissatisfaction and support the examination of media literacy interventions with this population. 相似文献
42.
This study investigated relations between preschool talk exposure and immigrant first graders' second language literacy and oral skills outcomes. Participants in the study were 25 children with Turkish as their first language and Norwegian as their second, attending various multilingual and ethnically diverse preschool classrooms in Norway and videotaped during preschool group conversations. Group conversations were coded for vocabulary richness, discourse complexity and emergent phonics talk. Relations between the qualities of the preschool group conversations that the children participated in and their second language vocabulary, listening comprehension and code related skills outcomes 1 year later in first grade were examined. Preschool classroom vocabulary richness and discourse complexity predicted first grade vocabulary (receptive vocabulary and word definition skills), but not listening comprehension. No associations were found between preschool classroom emergent phonics talk and first grade code-related skills. The findings have implications for early interventions addressing reading comprehension. 相似文献
43.
Experimental studies routinely show that participants who play a violent game are more aggressive immediately following game play than participants who play a nonviolent game. The underlying assumption is that nonviolent games have no effect on aggression, whereas violent games increase it. The current studies demonstrate that, although violent game exposure increases aggression, nonviolent video game exposure decreases aggressive thoughts and feelings (Exp 1) and aggressive behavior (Exp 2). When participants assessed after a delay were compared to those measured immediately following game play, violent game players showed decreased aggressive thoughts, feelings and behavior, whereas nonviolent game players showed increases in these outcomes. Experiment 3 extended these findings by showing that exposure to nonviolent puzzle-solving games with no expressly prosocial content increases prosocial thoughts, relative to both violent game exposure and, on some measures, a no-game control condition. Implications of these findings for models of media effects are discussed. 相似文献
44.
Exposure to different forms of narrative media may influence children's development of theory-of-mind. Because engagement with fictional narratives provides one with information about the social world, and possibly draws upon theory-of-mind processes during comprehension, exposure to storybooks, movies, and television may influence theory-of-mind development. We examined 4–6 year-olds’ inferred exposure to children's literature, television, and film, using an objective measure that controls for socially desirable responding. Theory-of-mind was assessed using a battery of five tasks. Controlling for age, gender, vocabulary, and parental income, inferred exposure to children's storybooks predicted theory-of-mind abilities. Inferred exposure to children's movies also predicted theory-of-mind development, but inferred exposure to children's television did not. 相似文献
45.
Sergei Ovchinnikov 《Journal of mathematical psychology》2005,49(6):481-488
A standard representation of a family B of partial orders on a given finite set X is as a set of vertices of a cube. The metric and order structures on B inherited from the cube are often used in applications. In this paper, following Stanley [(1996). Hyperplane arrangements, interval orders, and trees. Proceedings of the National Academy of Sciences of the United States of America, 93, 2620-2625], we represent relations in B by regions and cells of a hyperplane arrangement arising from numerical representations of the partial orders in B. To illustrate this approach, we establish wellgradedness of some families of generalized semiorders. Although the families of linear and weak orders are not well graded, our approach allows the recasting of such concepts as well graded families of sets. 相似文献
46.
Recent challenges to Chomsky's poverty of the stimulus thesis for language acquisition suggest that children's primary data may carry "indirect evidence" about linguistic constructions despite containing no instances of them. Indirect evidence is claimed to suffice for grammar acquisition, without need for innate knowledge. This article reports experiments based on those of Reali and Christiansen (2005) , who demonstrated that a simple bigram language model can induce the correct form of auxiliary inversion in certain complex questions. This article investigates the nature of the indirect evidence that supports this learning, and assesses how reliably it is available. Results confirm the original finding for one specific sentence type but show that the model's success is highly circumscribed. It performs poorly on inversion in related constructions in English and Dutch. Because other, more powerful statistical models have so far been shown to succeed only on the same limited subset of cases as the bigram model, it remains to be seen whether stimulus richness can be substantiated more generally. 相似文献
47.
48.
Jim Lantz 《Contemporary Family Therapy》2004,26(2):165-178
Essence oriented and existence oriented approaches to family psychotherapy are very different treatment forms. This article compares and contrasts these two orientations in an effort to clarify the basic world view beliefs in existential psychotherapy with couples and families. 相似文献
49.
Constructing a sexual identity is one of the major developmental tasks of adolescence. Applying the Media Practice Model,
this study retrospectively examines how self-identifying lesbian, gay, and bisexual (LGB) individuals used media during the
commencement of the coming-out process and the effects of media use during this pivotal time of development. Results indicate
that the Internet plays a critical role in the development of LGB sexual identities. Heavy users of media during the coming-out
process are significantly less likely to communicate openly with their families later in life. However, individuals’ reports
of loneliness and self-esteem are not affected. Conclusions suggest that mediated forms of communication can be beneficial
for sexual exploration among LGB individuals. 相似文献
50.
Prosocial video games reduce aggressive cognitions 总被引:2,自引:0,他引:2
Previous research has shown that playing violent video games increased aggressive tendencies. However, as pointed out by the General Learning Model (GLM) [Buckley, K. E., & Anderson, C. A. (2006). A theoretical model of the effects and consequences of playing video games. In: P. Vorderer & J. Bryant (Eds.), Playing video games motives responses and consequences (pp. 363-378). Mahwah, NJ: Lawrence Erlbaum], depending on their content, video games do not inevitably increase but may also decrease aggressive responses. Accordingly, the present research tested the hypothesis that playing prosocial video games decreases aggressive cognitions. In fact, playing a prosocial (relative to a neutral) video game reduced the hostile expectation bias (Experiment 1) and decreased the accessibility of antisocial thoughts (Experiment 2). Thus, these results lend credence to GLMs assumption that the effects of video game exposure depend to a great extent on the content of the game played. 相似文献