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71.
This research addresses the intersection of two key domains of adolescents’ lives: religion and peer networks. Religion scholars argue that religion is multi-faceted and better understood by focusing on combinations of indicators (i.e., mosaics), versus a variable-centered approach. We adopt this framework and investigate the interplay between religion and peer networks, both in how religious mosaics are shaped by friends and how religious profiles affect friend selection dynamics. With data from two schools in the National Longitudinal Study of Adolescent Health, we estimate religious mosaics using latent class analysis (LCA) to identify profiles consisting of combinations of commonly available survey-based measures of religious attitudes, behaviors, and identities. Finding evidence of theoretically expected profiles, we then use stochastic actor–based models (SABMs) to investigate network dynamics for these LCA-based religious profiles. We demonstrate how the profile data can be integrated within the SABM framework to evaluate processes of friend selection and influence. Results show evidence of adolescents influencing one another's religious mosaics, but not selecting friends on that basis.  相似文献   
72.
How do we make causal judgments? Many studies have demonstrated that people are capable causal reasoners, achieving success on tasks from reasoning to categorization to interventions. However, less is known about the mental processes used to achieve such sophisticated judgments. We propose a new process model—the mutation sampler—that models causal judgments as based on a sample of possible states of the causal system generated using the Metropolis–Hastings sampling algorithm. Across a diverse array of tasks and conditions encompassing over 1,700 participants, we found that our model provided a consistently closer fit to participant judgments than standard causal graphical models. In particular, we found that the biases introduced by mutation sampling accounted for people's consistent, predictable errors that the normative model by definition could not. Moreover, using a novel experimental methodology, we found that those biases appeared in the samples that participants explicitly judged to be representative of a causal system. We conclude by advocating sampling methods as plausible process-level accounts of the computations specified by the causal graphical model framework and highlight opportunities for future research to identify not just what reasoners compute when drawing causal inferences, but also how they compute it.  相似文献   
73.
The Dark Factor of Personality (D) has been suggested as the basic disposition underlying dark traits, thereby representing their common core. However, it has also been argued that such commonalities reflect the low pole of Agreeableness. The present study (N = 729) employed five established inventories to model the Agreeableness construct and considered seven theoretically derived criterion variables, including one behavioral outcome. Results indicate that Agreeableness and D exhibit a substantial, but far from perfect, association of r = −.64. Further, D incrementally improved the prediction of all but one criterion measure. These results speak against the notion that the commonalities of dark traits can be reduced to low Agreeableness and rather support the contention to consider Agreeableness and D as functionally distinct constructs.  相似文献   
74.
The authors translated the California Brief Multicultural Competence Scale (CBMCS; Gamst et al., 2004), a measure of multicultural competence, into Korean for cross-cultural validation. An exploratory factor analysis followed by a confirmatory factor analysis on a sample of Korean counselors (N = 365) supported a 3-factor model: Multicultural Ability, Multicultural Knowledge, and Multicultural Awareness. The Korean version was deemed to possess sound psychometric properties, such as high test-retest reliability and criterion-related validity. Los autores tradujeron al idioma coreano la Escala Breve de Competencia Multicultural de California (CBMCS, por sus siglas en inglés; Gamst et al., 2004), un instrumento de medida de competencia multicultural, para su validación intercultural. Un análisis factorial exploratorio seguido de un análisis factorial confirmatorio sobre una muestra de consejeros coreanos (N = 365) respaldó un modelo de 3 factores: Habilidad Multicultural, Conocimiento Multicultural y Conciencia Multicultural. Se concluyó que la versión en coreano tenía propiedades psicométricas sólidas, como una alta fiabilidad de la repetición de las pruebas y una alta validez de criterio.  相似文献   
75.
This special issue presents the theory of sociocultural models (TSCM) and its applications in diverse areas of psychology, including education, health care, clinical practice, gender relations, and general research. As many theories already exist in the social sciences, some readers may ask: “Why do cross‐cultural, cultural, and indigenous psychologists need another theory?” This question is comprised of two aspects: culture/cultural and theory/theoretical. Therefore, to answer it, it is important to clarify both issues. The first relates to cultural and its relation to psychological. The second, theory, considers its relation to cultural and psychological. These issues have long‐range implications for all culture and psychology disciplines as they pose many questions: What role does culture play in the mental functioning of people? How is culture constituted? Is cultural related to social? Does people’s mental functioning exert reciprocal influences on their cultural and social functioning? While working toward answering these questions, researchers quickly determine that more questions arise: What role should theories play in answering these questions? What constitutes theory in culture and psychology disciplines? How should such a theory (or such theories) address the triad of cultural, social, and mental? Consequently, in an effort to provide an overview of the TSCM and to begin to answer these questions, this introduction consists of two parts. The first part addresses the sociocultural turn in modern psychology; this part discusses its implications for research in culture and psychology disciplines. The second segment examines the topic of the theoretical backgrounds of cultural and cross‐cultural research and connects the philosophical paradigms of interpretivism and realism with the theory of sociocultural models. This introduction concludes with a brief overview of the articles included in this issue.  相似文献   
76.
Culture is a critical concept for social psychology in Asia. The sociocultural models approach, as exemplified in this special issue, is a significant synthesis of the past work and a generative platform for future research. From the perspective of cultural dynamics, this commentary provides what I hope to be constructively critical reflections on this approach and attempts to point to potential directions for future investigation.  相似文献   
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解释水平理论被广泛应用于消费研究领域。本研究以解释水平理论为理论基础,采用情境问卷调查方法,通过5个实验探讨个体赠送与接受礼物时是否存在性别和角色偏好的不对称性。结果发现,一般情境下,受性别因素影响,男生偏好赠送和接受工具性礼物,女生偏好赠送和接受表达性礼物。但随着心理距离(社会距离和空间距离)的拉近,个体的解释水平降低,更关心他人的喜好和需求,赠送者会更基于接收者的偏好进行礼物选择。  相似文献   
80.
Hedden T  Zhang J 《Cognition》2002,85(1):1-36
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   
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