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Past studies have shown that in certain tasks, subjects are not able to selectively attend to specific areas of a visual display even if instructed to do so. Yet, a more recent study (Graves, 1976) has used the concept of selective attention to explain the difference between the number of items processed in forced choice detection tasks and the number processed in full report tasks. Graves proposed that only identification processing is necessary in the detection task, while both identification and position processing are required in the full report task. A problem with Graves’ task is that it requires memory searching after stimulus presentation, probably reducing the predicted number of items processed. The experiment reported here utilized partially filled arrays and required responses based upon only positional processing, or only identification processing, or both types of processing. In direct contradiction to Graves’ conclusions, the results showed that although subjects could inhibit identification processing while engaged in positional processing, the reverse was not true. In addition, positional processing was shown to be faster than identification processing.  相似文献   
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Although exercise is recognized as a powerful tool to combat obesity, remarkably few US adults pursue adequate amounts of exercise, with one major impediment being a lack of motivation for active behaviors. Recent empirical work has demonstrated that behavior can be guided by goals to be generally active or inactive. In the present paper, an experiment is presented in which participants played or observed a video game, were primed with action or inaction goals, and practiced a stretching exercise for as long as desired. Exposure to environmental action cues led to increased time spent exercising. This effect was moderated by past behavior, such that individuals who had just engaged in an active task (played a videogame) were insensitive to attempts to motivate general action. This suggests that the effectiveness of attempts to motivate activity (??just do it??, ??be active??) hinges on the recent past-behavior of the targeted individuals. An implication of this work is that participation in certain leisure activities, such as playing videogames, may be causally related to a lack of motivation for exercise.  相似文献   
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Although individuals scoring high on Neuroticism tend to avoid taking action when faced with challenges, Neuroticism is also characterized by impulsivity. To explore cognitive biases related to this costly behavior pattern, we tested whether individuals who rated themselves as higher in Neuroticism would evaluate the general concepts of action and inaction as, respectively, more negative and positive. We further investigated whether anxiety and depression would mediate and individualism‐collectivism would moderate these relations in a large international sample. Participants (N = 3,827 college students; 69% female) from 19 countries completed surveys measuring Neuroticism, attitudes toward action and inaction, depression, anxiety, and individualism‐collectivism. Hierarchical linear models tested the above predictions. Neuroticism negatively correlated with attitudes toward action and positively correlated with attitudes toward inaction. Furthermore, anxiety was primarily responsible for emotionally unstable individuals’ less positive attitudes toward action, and individuals who endorsed more collectivistic than individualistic beliefs showed a stronger negative association between Neuroticism and attitudes toward action. Researchers and practitioners interested in understanding and remediating the negative consequences of Neuroticism should pay greater attention to attitudes toward action and inaction, particularly focusing on their links with anxiety and individualism‐collectivism.  相似文献   
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Although self-control often requires behavioral inaction (i.e., not eating a piece of cake), the process of inhibiting impulsive behavior is commonly characterized as cognitively active (i.e., actively exerting self-control). Two experiments examined whether motivation for action or inaction facilitates self-control behavior in the presence of tempting stimuli. Experiment 1 used a delay discounting task to assess the ability to delay gratification with respect to money. Experiment 2 used a Go/No-Go task to assess the ability to inhibit a dominant but incorrect motor response to the words ??condom?? and ??sex??. The results demonstrate that goals for inaction promote self-control, whereas goals for action promote impulsive behavior. These findings are discussed in light of recent evidence suggesting that goals for action and inaction modulate physiological resources that promote behavioral execution.  相似文献   
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Can taking the first (TTF) option in decision-making lead to the best decisions in sports contexts? And, is one's decision-making self-efficacy in that context linked to TTF decisions? The purpose of this study was to examine the role of the TTF heuristic and self-efficacy in decision-making on a simulated sports task. Undergraduate and graduate students (N = 72) participated in the study and performed 13 trials in each of two video-based basketball decision tasks. One task required participants to verbally generate options before making a final decision on what to do next, while the other task simply asked participants to make a decision regarding the next move as quickly as possible. Decision-making self-efficacy was assessed using a 10-item questionnaire comprising various aspects of decision-making in basketball. Participants also rated their confidence in the final decision. Results supported many of the tenets of the TTF heuristic, such that people used the heuristic on a majority of the trials (70%), earlier generated options were better than later ones, first options were meaningfully generated, and final options were meaningfully selected. Results did not support differences in dynamic inconsistency or decision confidence based on the number of options. Findings also supported the link between self-efficacy and the TTF heuristic. Participants with higher self-efficacy beliefs used TTF more frequently and generated fewer options than those with low self-efficacy. Thus, not only is TTF an important heuristic when making decisions in dynamic, time-pressure situations, but self-efficacy plays an influential role in TTF.  相似文献   
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