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This study examines how consuming alcohol differentially affects the communicative behavior and perceptions of high and low social self‐esteem (SSE) women as they engage in a brief interaction with a flirtatious male. Alcohol myopia theory proposes that alcohol affects behavior when it blocks a person's normal inhibitions about enacting a behavior. It was predicted that low SSE women would be more inhibited when talking to a flirtatious male than would high SSE women and, therefore administration of a social self‐esteem measure and random assignment to an alcoholic or nonalcoholic beverage condition, participants (N=50) talked with an attractive, flirtatious male confederate. Low SSE women were less anxious and self‐disclosed more when drinking than when sober, whereas high SSE women were not significantly affected by alcohol consumption. The discussion highlights the complex and often contradictory effects of alcohol consumption on social interaction.  相似文献   
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Violent content video games such as Mortal Kombat and Doom have become very popular among children and adolescents, causing great concern for parents, teachers, and policy makers. This study cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables. Results suggest there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. This effect is positively associated with type of game violence and negatively related to time spent playing the games. Directions for future programmatic research on video games are outlined.  相似文献   
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Three experiments identified factors that did and did not enhance the formation of two‐node four‐member equivalence classes when training and testing were conducted with trials presented in a trace stimulus pairing two‐response (SP2R) format. All trials contained two separately presented stimuli. Half of the trials, called within‐class trials, contained stimuli from the same class while the other half, called cross class trials, contained stimuli from different classes. On within class trials, making a YES response was correct and making a NO response was wrong. On cross class trials, making a NO response was correct and making a YES response was wrong. In Experiment 1, similar intermediate percentages of participants (about 50%) formed classes, regardless of whether the responses were labeled YES and NO or SAME and DIFF. Response labeling thus did not influence class formation. Regardless of response labels, failures of class formation were primarily due to failure of class‐indicative responding produced by within‐class transitivity probes. In Experiment 2, only 50% of participants formed classes without prior training, as in Experiment 1, but 100% of participants formed equivalence classes after the establishment of a generalized transitivity repertoire by use of a programmed transitivity induction protocol. Experiment 3 examined two components of the programmed transitivity induction protocol and found that the exclusion of AC trials had no effect on the percentage of participants who formed equivalence classes, while presenting the stimulus sets in randomized order interfered with equivalence class formation. A further analysis found that a number of stimulus control topographies differentiated between individuals who did and did not form equivalence classes. In general, then, these experiments demonstrate that equivalence classes can be formed reliably when training and testing are conducted in an SP2R format, supporting the view that equivalence class formation can account for the development of conceptual categories in natural settings.  相似文献   
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