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Why Do We Enjoy Reality Shows: Is It Really All About Humiliation and Gloating? 我们为什么喜欢真人秀:它真的都是羞辱和幸灾乐祸吗?
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2018-04-01 DOI: 10.1027/1864-1105/a000186
Michal Hershman Shitrit, Jonathan Cohen
The increased popularity of reality shows has been followed by criticism that they rely on viewers’ enjoyment of the humiliation and degradation of participants. This study included 163 Israelis who reported on their own willingness to participate in reality shows and how they would react if family members were to participate. Positive correlations between these responses and reported viewing enjoyment dispel the myth that viewers’ enjoyment comes primarily from watching others suffer and being humiliated.
真人秀节目越来越受欢迎,随之而来的批评是,它们依赖于观众对参与者羞辱和堕落的享受。这项研究包括163名以色列人,他们报告了自己参加真人秀的意愿,以及如果家人参加,他们会有什么反应。这些反应与报告的观看乐趣之间的正相关关系消除了观众的乐趣主要来自观看他人受苦和被羞辱的神话。
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引用次数: 0
The Influence of Media Exposure on the Accessibility of Moral Intuitions and Associated Affect 媒介接触对道德直觉可及性及相关情感的影响
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2018-01-01 DOI: 10.1027/1864-1105/a000183
Ron Tamborini, Sujay Prabhu, Robert J. Lewis, M. Grizzard, A. Eden
The model of intuitive morality and exemplars (MIME) predicts that media content can increase the accessibility of preconscious moral intuitions, which shape subsequent moral decision making. To date, attempts to demonstrate evidence of this intuitive, preconscious process with self-report measures have met with little success. The current paper presents results from a study designed to test the MIME’s predictions, measuring the accessibility of moral intuitions with a moral foundations–affect misattribution procedure (MF-AMP) argued in the current paper to be more capable of detecting the aforementioned effect. An experiment manipulated exposure to media content that focused on care and fairness to test the proposition that media content can increase the accessibility of these moral intuitions. The findings offer preliminary evidence supporting the MIME’s proposition that media content featuring behaviors relevant to specific moral intuitions can increase (temporarily at least) the accessibility of those specific moral intuitions in the audiences.
直觉道德和典范模型(MIME)预测,媒体内容可以增加前意识道德直觉的可及性,而前意识道德直觉会影响随后的道德决策。迄今为止,试图用自我报告的方法来证明这种直觉的、前意识过程的证据,但收效甚微。本文提出了一项旨在测试MIME预测的研究结果,通过道德基础-影响错误归因程序(MF-AMP)测量道德直觉的可及性,本文认为该程序更能检测到上述效应。一项实验操纵了关注关心和公平的媒体内容的曝光,以测试媒体内容可以增加这些道德直觉的可及性这一命题。这些发现为MIME的命题提供了初步证据,即媒体内容与特定道德直觉相关的行为可以增加(至少暂时)受众对这些特定道德直觉的可及性。
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引用次数: 19
Effects of Supportive Feedback Messages on Exergame Experiences: A Mediating Role of Social Presence 支持性反馈信息对游戏体验的影响:社交在场的中介作用
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2018-01-01 DOI: 10.1027/1864-1105/a000175
Jihyun Kim, C. Erik Timmerman
Since their inception, the popularity of exercise-based video games, or exergames, has continued to grow. Acknowledging the rapid growth of exergames, scholars have investigated exergame play experiences with a focus on the feedback a player receives about performance (e.g., progress bar, score) and how this information can influence game play experiences. To extend the existing exergame research, this study has two primary goals: (a) to test how the supportiveness of verbal feedback messages from an exergame can influence players’ exergame experiences and (b) to evaluate the way that a player’s sense of social presence may serve as a mechanism for understanding the link between feedback and experiences. An experiment (N = 47) was conducted using a between-subjects design. Two groups were compared: highly supportive versus lowly supportive feedback condition. The findings reveal that players who receive highly supportive feedback report greater exergame experience (e.g., enjoyment) than players who receive lowly supportive feedback. Further, social presence is a key variable that mediates the relationship between feedback and exergame experiences. Although the current research findings are important, they are limited to explaining short-term, immediate responses after exergame play among college students. The current research provides implications for research and practice. In particular, the study contributes to an extended understanding of feedback in exergame research and social presence research. At a practical level, the findings suggest that exergame designers should consider incorporating more supportive social feedback messages into a game.
自诞生以来,基于运动的电子游戏(exergames)的受欢迎程度一直在持续增长。鉴于游戏的快速发展,学者们对游戏体验进行了调查,重点关注玩家收到的有关表现的反馈(如进度条、分数),以及这些信息如何影响游戏体验。为了扩展现有的游戏研究,本研究有两个主要目标:(a)测试来自游戏的口头反馈信息的支持性如何影响玩家的游戏体验;(b)评估玩家的社交存在感是否可以作为理解反馈和体验之间联系的机制。采用被试间设计进行了一项实验(N = 47)。两组进行比较:高支持反馈和低支持反馈。研究结果显示,获得高度支持性反馈的玩家比获得较低支持性反馈的玩家报告更多的游戏体验(如乐趣)。此外,社交存在是调节反馈和游戏体验之间关系的关键变量。虽然目前的研究结果很重要,但它们仅限于解释大学生在玩游戏后的短期、即时反应。本研究为研究和实践提供了启示。特别是,该研究有助于扩展对游戏研究和社会存在研究中的反馈的理解。从实际层面来看,研究结果表明游戏设计师应该考虑在游戏中加入更多支持性的社交反馈信息。
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引用次数: 36
Commitment to the Team: Perceived Conflict and Political Polarization 对团队的承诺:感知冲突和政治两极分化
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2018-01-01 DOI: 10.1027/1864-1105/a000176
Bryan Mclaughlin
Scholars have increasingly employed social identity theory to explain how and why political polarization occurs. This study aims to build off of this work by proposing that perception of intergroup conflict serves as a mechanism that mediates the effect of news media coverage on political polarization. Specifically, I argue that the news media’s emphasis on political animosity can cultivate partisans’ perception that the parties are in conflict, which provides a context that makes partisan identity salient and, ultimately, leads to higher levels of affective and ideological polarization. This hypothesis is tested with an experiment using an American national sample of Democrats and Republicans (N = 300). Participants read a news story in which the public believes the parties are in a state of either high or low conflict (or they did not receive a news story). Using mediation analysis, the results of the study provide evidence that news media coverage of political conflict leads to increased perception of intergroup conflict, which then leads to higher levels of (a) partisan identification, (b) affective polarization, and (c) ideological polarization.
学者们越来越多地运用社会认同理论来解释政治两极分化的发生方式和原因。本研究旨在以此为基础,提出群体间冲突的感知作为一种机制,调解新闻媒体报道对政治两极分化的影响。具体来说,我认为新闻媒体对政治敌意的强调可以培养党派人士对党派冲突的看法,这提供了一个使党派身份突出的背景,并最终导致更高程度的情感和意识形态两极分化。这个假设是通过一个实验来验证的,这个实验使用了美国民主党和共和党的全国样本(N = 300)。参与者阅读了一篇新闻报道,其中公众认为双方处于高度冲突或低冲突状态(或者他们没有收到新闻报道)。通过中介分析,研究结果证明,新闻媒体对政治冲突的报道导致对群体间冲突的感知增加,从而导致更高水平的(a)党派认同,(b)情感两极分化,(c)意识形态两极分化。
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引用次数: 9
Serious Efforts at Bias Reduction: The Effects of Digital Games and Avatar Customization on Three Cognitive Biases 减少偏见的努力:数字游戏和角色定制对三种认知偏见的影响
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2018-01-01 DOI: 10.1027/1864-1105/a000174
A. Shaw, K. Kenski, Jennifer Stromer-Galley, Rosa Mikeal Martey, Benjamin A. Clegg, Joanna E. Lewis, J. Folkestad, T. Strzalkowski
As research on serious games continues to grow, we investigate the efficacy of digital games to train enhanced decision making through understanding cognitive biases. This study investigates the ability of a 30-minute digital game as compared with a 30-minute video to teach people how to recognize and mitigate three cognitive biases: fundamental attribution error, confirmation bias, and bias blind spot. We investigate the effects of character customization on learning outcomes as compared with an assigned character. We use interviews to understand the qualitative differences between the conditions. Experimental results suggest that the game was more effective at teaching and mitigating cognitive biases than was the training video. Although interviews suggest players liked avatar customization, results of the experiment indicate that avatar customization had no significant effect on learning outcomes. This research provides information future designers can use to choose the best medium and affordances for the most effective learning outcomes on cognitive processes.
随着对严肃游戏的研究不断发展,我们研究了数字游戏通过理解认知偏见来训练增强决策的功效。本研究调查了一款30分钟的数字游戏与一段30分钟的视频在教会人们如何识别和减轻三种认知偏差(基本归因错误、确认偏差和偏见盲点)方面的能力。我们研究了角色自定义对学习结果的影响,并将其与指定角色进行了比较。我们通过访谈来了解这些条件之间的质的差异。实验结果表明,游戏在教学和减轻认知偏见方面比训练视频更有效。尽管访谈显示玩家喜欢角色定制,但实验结果表明角色定制对学习结果没有显著影响。这项研究为未来的设计师提供了信息,可以用来选择最好的媒介和支持,以获得最有效的认知过程学习成果。
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引用次数: 19
Interactive Experience and Identification as Predictors of Attributing Responsibility in Video Games 互动体验和认同作为电子游戏责任归因的预测因子
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2018-01-01 DOI: 10.1027/1864-1105/a000168
Nathan Walter, Y. Tsfati
This study examines the effect of interactivity on the attribution of responsibility for the character’s actions in a violent video game. Through an experiment, we tested the hypothesis that identification with the main character in Grand Theft Auto IV mediates the effect of interactivity on attributions of responsibility for the main character’s antisocial behavior. Using the framework of the fundamental attribution error, we demonstrated that those who actually played the game, as opposed to those who simply watched someone else playing it, identified with the main character. In accordance with the theoretical expectation, those who played the game and came to identify with the main character attributed the responsibility for his actions to external factors such as “living in a violent society.” By contrast, those who did not interact with the game attributed responsibility for the character’s actions to his personality traits. These findings could be viewed as contrasting with psychological research suggesting that respondents should have distanced themselves from the violent protagonist rather than identifying with him, and with Iyengar’s (1991) expectation that more personalized episodic framing would be associated with attributing responsibility to the protagonist.
本研究探讨了互动性对暴力电子游戏中角色行为责任归属的影响。通过一项实验,我们验证了对《侠盗猎车手4》主角的认同会调节互动性对主角反社会行为责任归因的影响这一假设。使用基本归因错误的框架,我们证明了那些真正玩游戏的人,而不是那些只是看别人玩游戏的人,会认同主角。根据理论预期,那些玩游戏并逐渐认同主角的人将他的行为归咎于“生活在暴力社会”等外部因素。相比之下,那些没有与游戏互动的人将角色的行为归咎于他的个性特征。这些发现可以被视为与心理学研究的对比,心理学研究表明,受访者应该与暴力主角保持距离,而不是认同他,以及Iyengar(1991)的期望,即更个性化的情景框架将与将责任归咎于主角有关。
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引用次数: 4
Idealized Female Beauty, Social Comparisons, and Awareness Intervention Material: Evidence for Preventive Effects in Young Women 理想化的女性美、社会比较和意识干预材料:对年轻女性预防效果的证据
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2017-10-01 DOI: 10.1027/1864-1105/a000181
F. Arendt, Christina Peter, J. Beck
Previous research indicates that exposure to the idealized thin media standard of female beauty can contribute to body dissatisfaction, negative self-perception, depressed mood, and disordered eating. Importantly, studies have revealed that social comparison processes underlie this negative media effect: Women routinely compare themselves with the encountered mass-mediated thin ideals, which, in turn, elicits negative consequences. While there are a multitude of studies on this topic, little is known about how this negative effect can be counteracted. We tested whether watching an awareness intervention video highlighting the artificial nature of mass-mediated idealized female beauty reduces social comparison processes in a subsequent situation. As a replication of previous research, we found that exposure to the awareness intervention material reduced social comparison processes. Supplementary analysis revealed that this effect was mediated through a change in the ideal self: Watching the awareness material elicited a more realistic perception of the specific body that individuals ideally wanted to possess. This more realistic ideal-self standard, in turn, reduced social comparison processes.
先前的研究表明,接触理想化的女性美标准会导致对身体不满意、消极的自我认知、抑郁情绪和饮食失调。重要的是,研究表明,社会比较过程是这种负面媒体效应的基础:女性经常将自己与大众传播的苗条理想进行比较,这反过来又会引发负面后果。虽然有很多关于这个话题的研究,但很少有人知道如何抵消这种负面影响。我们测试了观看一个强调大众媒介理想化女性美的人为本质的意识干预视频是否会减少随后情况下的社会比较过程。作为先前研究的重复,我们发现接触意识干预材料会减少社会比较过程。补充分析显示,这种影响是通过理想自我的变化来调节的:观看意识材料会激发人们对理想中想要拥有的特定身体的更现实的感知。这种更现实的理想自我标准反过来又减少了社会比较过程。
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引用次数: 15
Representation Equals Presentation?: Photographs of Objects Receive Less Attention and Are Less Well Remembered Than Real Objects 代表等于展示?物体的照片受到的关注和记忆不如实物那么好
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2017-10-01 DOI: 10.1027/1864-1105/a000166
S. Schwan, D. Bauer, L. Kampschulte, Constanze Hampp
In two experiments, the notion was tested that real objects receive more attention and are better remembered than respective photographs of objects. Both objects and photographs were presented behind glass in display showcases in a museum and, hence, were largely equivalent in terms of providing visual information. The results of Experiment 1 indicated that participants pay more attention to real objects than to respective photographs. In addition, Experiment 2 indicated that participants retrieve more memory details about an object if they have seen it as a real object in comparison with a respective photograph. This study provides the first evidence that observers take the different ontological status of photographs and real objects into account, processing the former less elaborately than the latter. More specifically, the present findings are compatible with an early-stage model, which assumes that attribution of authenticity is done heuristically at an early stage, thereby influencing the amount and depth of subsequent stages of information processing, including inspection time and cognitive elaboration.
在两个实验中,这个概念得到了验证,即真实的物体比它们各自的照片得到更多的关注和更好的记忆。物品和照片都是在博物馆的玻璃陈列柜里展出的,因此在提供视觉信息方面基本上是相同的。实验1的结果表明,被试对真实物体的关注程度高于对照片的关注程度。此外,实验2表明,如果参与者将一个物体视为真实物体,那么他们对该物体的记忆细节会比看到相应的照片时更多。这项研究提供了第一个证据,即观察者会考虑到照片和真实物体的不同本体状态,对前者的处理不如后者精心。更具体地说,目前的研究结果与早期模型相一致,该模型假设真实性的归因是在早期阶段启发式地完成的,从而影响后续信息处理阶段的数量和深度,包括检查时间和认知阐述。
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引用次数: 6
Moral Intuitions: Morality Subcultures in Disposition Formation 道德直觉:性格形成中的道德亚文化
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2017-10-01 DOI: 10.1027/1864-1105/a000173
A. Eden, Ron Tamborini
This study tested the relationship between morality and disposition formation proposed by disposition theory using intuitive moral intuitions as indicators of membership in a morality subculture. After completing a measure of intuitive morality, participants read a short scenario varying the morality of a character’s behavior, and then rated their moral approbation of the behavior and liking for the character. Results indicated that moral approbation mediated the relationship between character behavior and character disposition, and that intuitive morality moderated this relationship for the violation condition. Findings highlight the importance of moral intuitions in disposition formation processes, and support the use of intuitive morality in understanding responses to media characters.
本研究利用直觉道德直觉作为道德亚文化成员的指标,对性格理论提出的道德与性格形成的关系进行了检验。在完成直觉道德测试后,参与者阅读了一个简短的剧本,改变了角色行为的道德性,然后评估了他们对行为的道德认可和喜爱程度。结果表明,道德认同在人格行为与人格倾向的关系中起中介作用,直觉道德在违反条件下起调节作用。研究结果强调了道德直觉在性格形成过程中的重要性,并支持使用直觉道德来理解对媒体角色的反应。
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引用次数: 20
Social Sharing With Friends and Family After Romantic Breakups: Patterns of Media Use and Effects on Psychological Well-Being 分手后与朋友和家人的社交分享:媒体使用模式及其对心理健康的影响
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2017-09-01 DOI: 10.1027/1864-1105/a000226
Mina Choi, Catalina L. Toma
Romantic breakups are prevalent and distressing experiences in the lives of college students. The present study examined (a) college students’ media use for discussing their breakups with various relational partners; and (b) the association between this sharing and personal growth, a eudaimonic marker of well-being. For geographically close relationships, participants used face-to-face interaction the most for breakup-related sharing, followed by texting, and least of all the phone. This pattern was different for long-distance relationships, where texting prevailed, followed by the phone, and least of all face-to-face. Differences also emerged based on relationship type with the sharers (friends vs. family). Only face-to-face sharing with close friends was associated with sharers’ personal growth after the breakup. The results extend the social sharing theoretical framework by incorporating media factors and advance the literature on media use and psychological well-being.
在大学生的生活中,分手是一种普遍而痛苦的经历。本研究考察了(a)大学生在讨论与不同关系伙伴分手时使用媒体的情况;(b)这种分享与个人成长之间的关系,个人成长是幸福的一个理想标志。对于地理位置较近的关系,参与者在分手相关的分享中使用面对面交流最多,其次是发短信,最少的是打电话。这种模式在异地恋中是不同的,在异地恋中,短信是最普遍的,其次是电话,面对面的情况最少。与分享者的关系类型(朋友vs.家人)也出现了差异。分手后,只有与亲密朋友面对面分享与分享者的个人成长有关。研究结果拓展了社会分享的理论框架,纳入了媒体因素,并推进了媒体使用与心理健康的文献研究。
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引用次数: 7
期刊
Journal of Media Psychology-Theories Methods and Applications
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