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The Development of a Japanese Version of the State Cognitive Fusion Questionnaire 状态认知融合问卷日文版的编制
IF 0.8 4区 心理学 Q3 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2023-02-28 DOI: 10.1111/jpr.12453
Rae Na Kang, Yuki Tanaka, Tomoya Sato, Shunta Maeda, Hironori Shimada

This series of studies developed the Japanese version of the State Cognitive Fusion Questionnaire (SCFQ-J) and examined its psychometric properties. In Study 1, 411 participants completed the questionnaire. Confirmatory factor analyses supported a one-factor model for the SCFQ-J. In Study 2, to examine the responsiveness of the SCFQ-J to a brief defusion exercise, 40 Japanese participants were randomly assigned to either a cognitive defusion or control condition. The SCFQ-J showed superior responsiveness to a brief defusion exercise than a commonly used measure (thought believability). In Study 3, to examine whether the SCFQ-J was more sensitive to dissociated movements than the original Cognitive Fusion Questionnaire (CFQ-J), 40 Japanese participants were randomly assigned to either an SCFQ-J or CFQ-J condition. The SCFQ-J showed better sensitivity than the CFQ-J to a brief defusion exercise, supporting its suitability for experimental studies. Our findings suggest that the SCFQ-J is a valuable measure of state cognitive fusion in Japan.

本系列研究开发了日本版的状态认知融合问卷(SCFQ-J),并考察了其心理测量特性。在研究1中,411名参与者完成了问卷调查。验证性因子分析支持SCFQ-J单因素模型。在研究2中,为了检验SCFQ-J对简短的融合练习的反应性,40名日本参与者被随机分配到认知融合或控制条件。SCFQ-J在简短的融合练习中表现出比通常使用的测量(思想可信度)更好的反应性。在研究3中,为了检验SCFQ-J是否比原来的认知融合问卷(CFQ-J)对解离运动更敏感,40名日本参与者被随机分配到SCFQ-J或CFQ-J条件中。SCFQ-J比CFQ-J对短时间的融解演习表现出更好的敏感性,支持其适合实验研究。我们的研究结果表明,SCFQ-J是一个有价值的测量状态认知融合在日本。
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引用次数: 0
Affective Priming Effects by Task-Relevant and Task-Irrelevant Emotional Pictures: An ERP Study 任务相关和任务无关情绪图片的情感启动效应:ERP研究
IF 0.8 4区 心理学 Q3 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2023-02-21 DOI: 10.1111/jpr.12452
Anqi Zhu, Yuji Takeda

The present study examined how task-relevant and task-irrelevant prime stimuli influence the affective priming effect. An emotional picture (unpleasant or neutral) and a checkerboard picture were presented simultaneously as a prime stimulus. Participants were required to pay attention to either the emotional picture (EP-attended condition) or the checkerboard picture (CP-attended condition). An emotionally neutral picture (target) was then presented, and participants were asked to evaluate the emotional valence of the target. The evaluation score was more negative following the unpleasant prime picture, and this priming effect was larger in the EP-attended condition, in which the emotional prime picture was task-relevant than in the CP-attended condition, in which the emotional prime picture was task-irrelevant. The late positive potentials (LPPs) elicited by the prime stimuli were larger when the emotional prime picture was unpleasant, whereas the LPPs elicited by the target stimuli were smaller when the emotional prime picture was unpleasant. More importantly, significant association between the LPP amplitudes and the magnitude of affective priming effects were observed in the EP-attended condition but not in the CP-attended condition. This indicates that the degree of the affective priming effect induced by the task-relevant prime stimulus was related to attentional resource allocation, but this was not the case for the affective priming effect induced by the task-irrelevant prime stimulus. The present results suggest that affective priming effects induced by task-relevant and task-irrelevant prime stimuli occur in a different manner in terms of attentional processing.

本研究考察了任务相关启动刺激和任务无关启动刺激对情感启动效应的影响。一张情绪图片(不愉快的或中性的)和一张棋盘图同时作为启动刺激。参与者被要求注意情绪图片(ep参与的情况)或棋盘图片(cp参与的情况)。然后展示一张情绪中立的图片(目标),参与者被要求评价目标的情绪效价。不愉快启动图像后的评价得分更负,且在情绪启动图像与任务相关的情境中,这种启动效应比在情绪启动图像与任务无关的情境中更大。当情绪启动图像为不愉快时,启动刺激诱发的后正电位较大,而当情绪启动图像为不愉快时,目标刺激诱发的后正电位较小。更重要的是,LPP的振幅与情感启动效应的大小之间存在显著的相关关系,而在cp参与的条件下则没有。这表明,任务相关启动刺激诱导的情感启动效应程度与注意资源分配有关,而任务无关启动刺激诱导的情感启动效应程度与注意资源分配无关。本研究结果表明,在注意加工过程中,任务相关启动刺激和任务无关启动刺激诱导的情感启动效应以不同的方式发生。
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引用次数: 0
Good Children Do Not Always Do Good Behavior: Moral Licensing Effects in Preschoolers1, 2, 3 好孩子不一定有好行为:学前儿童的道德许可效应[1,2,3]
IF 0.8 4区 心理学 Q3 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2023-01-25 DOI: 10.1111/jpr.12447
Yoshiya Furukawa, Shohei Fuji, Shinichiro Sugimura

Previous research reveals that past moral behavior can promote future moral behavior, or sometimes discourage people's engagement in moral behavior. This is known as the moral licensing effect. Although most previous research on moral licensing has focused on adults, a few studies have also investigated children. The present study investigated moral licensing effects in preschool children. Participants were 47 Japanese preschool children between the ages of 43 and 77 months. We manipulated licensing by inducing participants to experience prosocial behavior. More specifically, we provided participants in the license condition an opportunity to share their resources with another. Then, all participants allocated five stickers to themselves and others in a resource allocation task. The results showed that the children in the license condition were less likely to engage in prosocial behavior than those in the control condition. This is the first study showing that moral licensing effects also occur in children, suggesting that like adults, applying morality for preschool children is flexible with regards to situations and experiences.

先前的研究表明,过去的道德行为可以促进未来的道德行为,或者有时会阻碍人们参与道德行为。这就是所谓的道德许可效应。尽管之前大多数关于道德许可的研究都集中在成年人身上,但也有一些研究对儿童进行了调查。本研究考察了学前儿童的道德许可效应。参与者是47名年龄在43到77个月之间的日本学龄前儿童。我们通过诱导参与者体验亲社会行为来操纵许可。更具体地说,我们为许可条件下的参与者提供了与他人共享资源的机会。然后,在资源分配任务中,所有参与者向自己和他人分配五张贴纸。结果表明:许可条件下的儿童亲社会行为倾向低于对照组。这是第一个表明道德许可效应也发生在儿童身上的研究,这表明像成年人一样,学龄前儿童的道德应用在情境和经历方面是灵活的。
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引用次数: 0
Development and Validation of the Cognitive Attentional Syndrome Scale 1 Revised–Japanese Version1 认知注意综合征量表第1版(日文修订版)的编制与验证
IF 0.8 4区 心理学 Q3 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2023-01-25 DOI: 10.1111/jpr.12445
Minori Machida, Kaho Tanobe, Steve K. Lee, Shintaro Hara, Hiroaki Kumano, Jun Tayama

The Cognitive Attentional Syndrome Scale 1 Revised (CAS-1R) is a 10-item self-report measure designed to assess dysfunctional metacognition, a transdiagnostic predictor of psychological disorders (e.g., generalized anxiety disorder, major depression disorder). Dysfunctional metacognition is classified into “cognitive attentional syndrome” and “metacognitive beliefs,” and the latter in turn into negative and positive beliefs. We translated the CAS-1R into Japanese (CAS-1R-J) and examined its reliability and validity in a Japanese community sample. We recruited 552 participants via the Internet and received responses from 552 individuals (Time 1) and 112 individuals (Time 2). Of these, the data of 87 individuals were used to examine test–retest reliability. Confirmatory factor analysis indicated that the factor structure (three-factor model) of the CAS-1R-J was appropriate. Each subscale showed good internal consistency. Hierarchical logistic regression analysis showed discriminant and incremental validity for anxiety and depressive symptoms, meaning the CAS-1R-J is valid to assess state cognitive attentional syndrome and metacognitive beliefs among Japanese individuals.

认知注意综合征量表1修订版(CAS-1R)是一个包含10个项目的自我报告测量,旨在评估功能失调的元认知,这是心理障碍(如广泛性焦虑症、重度抑郁症)的跨诊断预测因子。元认知功能障碍分为“认知注意综合征”和“元认知信念”,元认知信念又分为消极信念和积极信念。我们将CAS-1R翻译成日语(CAS-1R- j),并在日本社区样本中检验其信度和效度。我们通过互联网招募了552名参与者,并收到了来自552个人(时间1)和112个人(时间2)的回复。其中,87个人的数据被用来检验重测信度。验证性因子分析表明,CAS-1R-J的因子结构(三因子模型)是合适的。各分量表具有良好的内部一致性。分层逻辑回归分析显示焦虑和抑郁症状的判别和增量效度,这意味着CAS-1R-J在评估日本个体的状态认知注意综合征和元认知信念方面是有效的。
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引用次数: 0
A Novel Research Tool for Studying Human Associative Learning: Role-Playing Game Tasks1,2 研究人类联想学习的新工具:角色扮演游戏任务[1,2]
IF 0.8 4区 心理学 Q3 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2023-01-25 DOI: 10.1111/jpr.12448
Takatoshi Nagaishi

A role-playing game (RPG) is a video game genre in which players assume the roles of characters in a fictional setting. This study examined the possibility of applying an RPG task to human associative learning. Specifically, it examined latent inhibition and context-specific latent inhibition using the RPG task. In the RPG task, the conditioned and unconditioned stimuli were a monster and a treasure obtained battling the monster, respectively. Conditioning was conducted by presenting a treasure after a battle. The experimental context was the location where the battle occurred. Participants were asked to make judgments about the extent to which each monster they encountered would likely have a treasure. Prior to conditioning, a treatment of not obtaining a treasure after a battle would make it unlikely to expect the monster to have a treasure, even if it was received after a subsequent battle (i.e., latent inhibition). Furthermore, when the battle location was changed, the latent inhibition disappeared (i.e., context-specific latent inhibition). These observed phenomena suggested that the RPG task may be employed as a tool to extend research regarding human associative learning.

角色扮演游戏(RPG)是一种电子游戏类型,玩家在其中扮演虚构背景中的角色。这项研究考察了将RPG任务应用于人类联想学习的可能性。具体来说,它使用RPG任务检查了潜在抑制和情境特异性潜在抑制。在RPG任务中,条件刺激和无条件刺激分别是怪物和与怪物战斗获得的宝藏。条件反射是通过在战斗结束后赠送宝藏来进行的。实验环境是战斗发生的地点。参与者被要求判断他们遇到的每个怪物可能拥有宝藏的程度。在条件反射之前,在战斗后未获得宝藏的处理将使怪物不太可能期望拥有宝藏,即使它在随后的战斗中获得宝藏(即潜在抑制)。此外,当战斗地点改变时,潜在抑制消失(即情境特异性潜在抑制)。这些观察到的现象表明,RPG任务可以作为扩展人类联想学习研究的工具。
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引用次数: 0
Awareness and Acceptance in Anxiety-Provoking Social Situations and Social Anxiety: Development and Initial Validation of the Social Anxiety-Awareness and Acceptance Scale1, 2 焦虑诱发性社交情境与社交焦虑的意识与接受:社交焦虑-意识与接受量表的编制与初步验证[1,2]
IF 0.8 4区 心理学 Q3 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2023-01-20 DOI: 10.1111/jpr.12446
Shota Noda, Motohiro Nishiuchi, Kentaro Shirotsuki

Abstract: Social anxiety disorder (SAD) is marked by intense anxiety in social situations and negative cognitions. We developed the Social Anxiety-Awareness and Acceptance Scale (SA-AAS) to measure awareness and acceptance in anxiety-provoking social situations and examined the relationship between awareness, acceptance, and SAD symptoms. Patients (N = 412) with SAD completed the SA-AAS and a set of questionnaires that evaluated trait mindfulness, self-focused attention, cost/probability bias, avoidance behavior, and social anxiety. An exploratory factor analysis revealed that the SA-AAS has two factors: “awareness” and “acceptance.” Correlation analyses revealed that each factor had a significantly weak-to-moderate correlation with the total score for trait mindfulness and the observing, non-reactivity, and describing factors. Partial correlation analyses demonstrated no significant correlations between awareness and cost/probability bias, avoidance behavior, and social anxiety. In contrast, there were significant negative correlations between acceptance and self-focused attention, cost/probability bias, avoidance behavior, and social anxiety. A one-way analysis of variance indicated that the low awareness and acceptance cluster, and the high awareness and low acceptance cluster had higher SAD symptom scores concerning cost/probability bias and social anxiety than the moderate and high awareness and acceptance clusters. The SA-AAS has high reliability and validity, and acceptance of mindfulness was negatively related to SAD symptoms.

摘要社交焦虑障碍(Social anxiety disorder, SAD)是一种以社交情境中的强烈焦虑和消极认知为特征的疾病。我们开发了社会焦虑意识和接受量表(SA-AAS)来测量焦虑引发的社会情境中的意识和接受,并研究了意识、接受和SAD症状之间的关系。412例SAD患者完成了SA-AAS和一套评估特质正念、自我集中注意力、成本/概率偏差、回避行为和社交焦虑的问卷。探索性因素分析表明,SA-AAS有两个因素:“意识”和“接受”。相关分析显示,各因子与特质正念总分、观察因子、非反应因子和描述因子之间存在显著的弱至中度相关。偏相关分析显示意识与成本/概率偏差、回避行为和社交焦虑之间无显著相关。接受度与自我关注、成本/概率偏差、回避行为和社交焦虑呈显著负相关。单因素方差分析结果显示,低认知和低接受度组、高认知和低接受度组在成本/概率偏差和社交焦虑方面的SAD症状得分高于中等认知和高接受度组。SA-AAS具有较高的信度和效度,正念接受度与SAD症状呈负相关。
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引用次数: 0
Issue Information - PI 问题信息-PI
IF 0.8 4区 心理学 Q3 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2023-01-01 DOI: 10.1111/jpr.12425
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引用次数: 0
Association of Personal Values in Adolescence with Subjective Health Status, Meaning in Life, and Life Satisfaction in Adulthood: A Cross-sectional Study with Retrospective Recall1 青少年时期个人价值观与成年期主观健康状况、生活意义和生活满意度的关系:一项回顾性的横断面研究
IF 0.8 4区 心理学 Q3 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2022-11-02 DOI: 10.1111/jpr.12444
Mako Iida, Kazuhiro Watanabe, Seon Ae Yeo, Naonori Yasuma, Daisuke Nishi, Norito Kawakami

This study aimed to replicate a previous finding of the association between personal values in adolescence and health/mental well-being in adulthood among workers, in a large community sample, with an additional focus on eudemonic well-being. A cross-sectional study was conducted in urban and suburban cities of Japan. Subjective health status, eudemonic well-being (meaning in life), and life satisfaction in adulthood were measured in 2010; 11 types of personal values and commitment to values in adolescence were assessed with the retrospective recall in 2017. A total of 2,413 adults were included in the multiple linear regression analyses. None of the personal values were related to life satisfaction unlike the previous study. Consistent results were that commitment to values was positively associated with life satisfaction, and the value of graduating from school was positively associated with subjective health status. Personal values related to openness to change and self-enhancement were positively associated with meaning in life in adulthood. This study did not fully replicate previous findings, but added the eudemonic perspective of mental well-being to the previous study.

本研究的目的是在一个大的社区样本中复制先前的发现,即青少年时期的个人价值观与成年后工人的健康/心理健康之间的联系,并额外关注幸福。在日本的城市和郊区进行了一项横断面研究。2010年对成年人的主观健康状况、幸福幸福(生活意义)和生活满意度进行了测量;2017年采用回顾性回顾法对青少年时期的11种个人价值观和价值观承诺进行了评估。多元线性回归分析共纳入2413名成年人。与之前的研究不同,没有一项个人价值观与生活满意度有关。一致的结果是,价值观承诺与生活满意度呈正相关,毕业价值与主观健康状况呈正相关。与乐于改变和自我提升相关的个人价值观与成年后的生活意义呈正相关。这项研究并没有完全重复之前的研究结果,但在之前的研究中增加了精神健康的幸福观点。
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引用次数: 0
Does Video Game Play Elevate Suicide Risk? A Cross-sectional Study of Japanese Young Adults1,2 玩电子游戏会增加自杀风险吗?日本年轻人的横断面研究1,2
IF 0.8 4区 心理学 Q3 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2022-11-01 DOI: 10.1111/jpr.12442
Yoshiki Koga, Kenji Kawano, Daisuke Kawashima

The present study explored the relationship between video/online game playing and suicide risk among Japanese young adults using the interpersonal–psychological theory of suicide. A sample of 310 players aged 20–39 years was recruited through an Internet research company. Each participant completed a questionnaire containing items that measured time spent on games, game addiction (GA), game categories, suicidal ideation (SI), suicide attempt (SA), perceived burdensomeness, thwarted belongingness, acquired capability for suicide (ACS), depression, and demographic variables (including age and sex). Multiple regression analyses revealed that depression and the GA × depression interaction significantly explained SI. However, the effect was limited. Additionally, the results revealed that SI was a strong predictor of SA, but the SI × ACS interaction and the SI × ACS × time spent on games interaction were also significant. It should be noted that the time spent on games explained the SA only when SI was low and ACS was high. These results may indicate the necessity of examining suicide risk in GA interventions for young adults; however, more research is needed.

本研究运用自杀的人际心理学理论,探讨了日本年轻人玩电子游戏和网络游戏与自杀风险之间的关系。通过一家互联网研究公司招募了310名年龄在20-39岁之间的球员。每个参与者都完成了一份问卷,问卷内容包括花在游戏上的时间、游戏成瘾(GA)、游戏类别、自杀意念(SI)、自杀企图(SA)、感知负担、受挫的归属感、获得性自杀能力(ACS)、抑郁和人口统计变量(包括年龄和性别)。多元回归分析显示,抑郁和GA ×抑郁交互作用显著解释了SI。然而,效果是有限的。此外,结果显示,SI是SA的强预测因子,但SI × ACS交互作用和SI × ACS ×游戏交互时间也显著。值得注意的是,只有当SI较低而ACS较高时,花在游戏上的时间才能解释SA。这些结果可能表明,在GA干预中有必要检查年轻人的自杀风险;然而,还需要更多的研究。
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引用次数: 0
Impact of Message Construal, Temporal Distance, and Construal Level on Potential Philanthropic Supporters' Intentions to Donate 信息解释、时间距离和解释水平对潜在慈善支持者捐赠意愿的影响
IF 0.8 4区 心理学 Q3 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2022-10-31 DOI: 10.1111/jpr.12443
Danny Tengti Kao, Annie Pei-I Yu, Chao-Feng Lee

While individuals' construal level has been extensively investigated in the field of traditional psychology literature, theoretical concerns of the impacts of construal level on philanthropic supporters' intentions to donate is promising but underdeveloped. This paper extends the limited attention given to charitable organizations. Specifically, this research further focuses on whether message construal and temporal distance have moderating effects on the impact of philanthropic supporters' construal level on their intention to donate. Results show that for low-level and high-level construal individuals, charitable appeals characterized by message construal (time vs. money) and temporal distance (proximal vs. distant) will elicit differential intentions to donate. Findings of this research have practical implications for charitable organizations.

尽管传统心理学文献对个体的解释水平进行了广泛的研究,但对解释水平对慈善支持者捐赠意愿影响的理论关注是有希望的,但并不发达。本文对慈善组织有限的关注进行了拓展。具体而言,本研究进一步关注信息解释和时间距离是否对慈善支持者的解释水平对其捐赠意愿的影响有调节作用。结果表明,对于低水平和高水平解释个体,信息解释(时间vs金钱)和时间距离(近距离vs远距离)特征的慈善呼吁会引起不同的捐赠意愿。本研究结果对慈善组织具有现实意义。
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引用次数: 0
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Japanese Psychological Research
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