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In the political context of the reauthorization of federal welfare reform legislation, a nationally representative sample of 1,570 adults in the United States completed a survey examining the factors that affect attitudes and policy preferences with regard to aid for low-income individuals and families in the United States. This study utilized an innovative survey technique, the factorial survey methodology (Rossi & Nock, 1982), which allows for the simultaneous experimental manipulation of a large number of factors through the use of a vignette. This research demonstrates how the portrayal of difficulties faced by people in need and the ways in which they attempt to overcome these difficulties affect support for policies designed to aid low-income individuals and families. In addition, this study of public attitudes considers the role that psychological orientations of the evaluators play in judgments of families in need. In this case, we examined how the evaluators' belief that the world is a just place influences their evaluations of deservingness. Consistent with our expectations, we found that the more efforts the vignette subject engaged in improving her situation, the less deserving of government benefits she was judged to be by respondents with a strong belief in a just world. The reverse was found among respondents with a weaker belief: more efforts were associated with greater judgments of deservingness.  相似文献   
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Let GX be the set of all gambles on a set X of decision outcomes. Trichotomous preferences divide GX into three disjoint subsets, viz., the set P+ of preferable gambles, the set P0 of indifferent gambles, and the set P- of unpreferable gambles. Those preference comparisons are made against the status quo, i.e., the do-nothing alternative. This paper presents and discusses dyadic representations of such trichotomous preferences and identifies necessary and sufficient axioms for the existence of those representations.  相似文献   
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In many everyday decisions, people quickly integrate noisy samples of information to form a preference among alternatives that offer uncertain rewards. Here, we investigated this decision process using the Flash Gambling Task (FGT), in which participants made a series of choices between a certain payoff and an uncertain alternative that produced a normal distribution of payoffs. For each choice, participants experienced the distribution of payoffs via rapid samples updated every 50 ms. We show that people can make these rapid decisions from experience and that the decision process is consistent with a sequential sampling process. Results also reveal a dissociation between these preferential decisions and equivalent perceptual decisions where participants had to determine which alternatives contained more dots on average. To account for this dissociation, we developed a sequential sampling rank-dependent utility model, which showed that participants in the FGT attended more to larger potential payoffs than participants in the perceptual task despite being given equivalent information. We discuss the implications of these findings in terms of computational models of preferential choice and a more complete understanding of experience-based decision making.  相似文献   
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Humans make numerous choices every day and tend to perceive these choices as free. The present study shows how simple free choices are biased by experiencing unrelated auditory information. In two experiments, participants categorized tones according to their intensity on the dimensions volume and duration on the majority of trials. On some trials, however, they were to randomly generate a number, and we found these choices to be influenced by tone intensity. Particularly, if participants were cued toward volume, loud tones clearly biased participants to generate larger numbers. For tone duration, a similar effect only emerged if spatial information was reinforced by the motor context of the task. The findings extend previous findings relating to the ATOM framework (A Theory of Magnitude) by an explicit focus on auditory magnitude processing. As such, they also constrain ATOM by showing that the connections between different magnitude dimensions vary to a considerable degree.  相似文献   
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Six experiments were reported that investigated individuals’ perceptions of positive life events and their preferences for options presenting different combinations of positive event frequency and magnitude. Results revealed that individuals often responded to the average level of positivity and preferred less (versus more) positive events and supported the averaging/summation model of life event integration. Results revealed, for example, that participants felt more positive affect when they were exposed to a highly positive event than a highly positive plus mildly positive one. When the events had similar affective intensities, however, summation effects were obtained—more was better. In demonstrating averaging and summation effects, we delineated situations in which more positive life events can be better (summation effects) and situations in which more can be worse (averaging effects). Results also ruled out several alternative accounts, including the peak-end rule, economic, affective forecasting, and an assimilation/contrast interpretation.  相似文献   
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