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Social rejection is a powerful negative emotional experience, yet rejected people often appear stoic and unmoved. That is, their macroexpressions of emotion are not accurate reflections of their emotional states. Yet, there is reason to believe that rejected people exhibit involuntary microexpressions of negative emotion. We contrasted people's macroexpressions of emotion with their microexpressions subsequent to an acceptance or rejection experience. Observers coded microexpressions after being trained with the Micro Expression Training Tool. Rejected participants expressed more sad and angry microexpressions than did accepted participants. This research demonstrates that socially rejected people display negative microexpressions that are detectable by observers trained in the Micro Expression Training Tool.  相似文献   
2.
Considerable knowledge about ostracism’s impact comes from research using Cyberball, an online ball-tossing game. In Cyberball, the inclusion condition is the control condition, to which ostracism is compared. The assumption is that Cyberball-inclusion is not affirming and represents an expected level of inclusion. However, without a no-inclusion control condition, it is unclear whether inclusion elevates need satisfaction, whether ostracism depresses need satisfaction, or both. We introduce Cybertree—a control condition designed to provide a similar experience to Cyberball without inclusion. Individuals playing Cybertree did not differ from included individuals in terms of feeling ostracized, level of need satisfaction, and mood. Both Cyberball inclusion and Cybertree differed significantly from ostracized individuals. We conclude that Cyberball inclusion is a reasonable control group for Cyberball ostracism but discuss research questions that may benefit from the use of Cybertree.  相似文献   
3.
Using three experiments, the present study investigates the impact of social exclusion on attention. Specifically, we investigate whether social exclusion promotes attentional bias to social acceptance cues (smiling faces) or social exclusion cues (angry faces) among an Asian population. The Cyberball game was adopted to manipulate social inclusion or exclusion, and a dot‐probe task was used to measure individuals' responses to smiling or angry faces. In Experiments 1 and 2, each trial consisted of either a smiling or angry face that was paired with a neutral face. In Experiment 1, when the stimulus onset‐asynchronies (SOA) were 500 ms, the inhibition of return emerged, indirectly indicating that social exclusion promotes sensitivity to social acceptance cues. In Experiment 2, after setting the SOA to 200 ms, we found that social exclusion promotes attentional bias to smiling faces compared to neutral faces. In Experiment 3, both smiling and angry faces were shown during each trial, and we found that social exclusion promotes attentional bias to smiling faces compared to angry faces. Therefore, the present study extends our understanding of the relationship between social exclusion and attention. Overall, it appears that after social exclusion, the desire for social reconnection trumps the desire to avoid social exclusion.  相似文献   
4.
Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents’ willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playing. In two experiments, we predicted that exclusion could increase adolescents’ preferences for violent video games and interact with violent game playing fostering adolescents’ aggressive inclinations. In Study 1, 121 adolescents (aged 10–18 years) were randomly assigned to a manipulation of social exclusion. Then, they evaluated the violent content of nine different video games (violent, nonviolent, or prosocial) and reported their willingness to play each presented video game. The results showed that excluded participants expressed a greater willingness to play violent games than nonviolent or prosocial games. No such effect was found for included participants. In Study 2, both inclusionary status and video game contents were manipulated. After a manipulation of inclusionary status, 113 adolescents (aged 11–16 years) were randomly assigned to play either a violent or a nonviolent video game. Then, they were given an opportunity to express their aggressive inclinations toward the excluders. Results showed that excluded participants who played a violent game displayed the highest level of aggressive inclinations than participants who were assigned to the other experimental conditions. Overall, these findings suggest that exclusion increases preferences for violent games and that the combination of exclusion and violent game playing fuels aggressive inclinations.
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ABSTRACT

Racial discrimination contributes to stress-related health disparities among African Americans, but less is known about the acute effects of racial exclusion on the hypo-pituitary-adrenocortical response and psychological mediators. Participants were 276 Black/African American emerging-adults (54% female; M age = 21.74, SD = 2.21) who were randomly assigned to be excluded or included by White peers via the game Cyberball. Racial exclusion (vs. inclusion) predicted: greater negative affect (F(1, 276) = 104.885, p < .0001), lower perceived control (F(1, 276) = 205.523, p < .0001), and greater cortisol release (F(1, 274) = 4.575, p = .033). Racial exclusion’s impact on cortisol release was mediated by lower perceived control (95% CI: .027, .112), but not negative affect (?.041, .013). These findings suggest that racial exclusion contributes to acute cortisol release, and that reduced perceived control is a consequence of racial discrimination that has important implications for the health of those who experience discrimination.  相似文献   
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