• 交叉分类及其对刻板印象的影响

    Subjects: Psychology >> Developmental Psychology submitted time 2023-03-28 Cooperative journals: 《心理科学进展》

    Abstract: During social categorization, a critical cognitive process that serves as the basis for group cognition and impression evaluation, a very specific type of categorization, or Cross-categorization, may arise, in which two or more social categories/dimensions of targets are simultaneously salient for participants, forming intersections of ingroups and outgroups across multiple categories. Research examining whether cross-categorization decreases or increases stereotyping shows conflicting results. Theoretical explanation from a categorization perspective emphasizes the effect of group membership and identification, whereas an individualization perspective highlights a “de-categorization” process in the multiple-category context. The limitations of existing research are the failure to reach an agreement about how to understand and investigate the conflicting results and to recognize the significance of stereotypes for an individual’s cognition and identification process. Future research should focus on the motivations and cognitive processes critical to the categorization perspective, the dominant category and processing styles under the individualized perspective, as well as the potential of a theoretical integration based on self-categorization process.

  • 网络游戏中化身参照的加工优势:来自行为与ERPs的证据

    Subjects: Psychology >> Social Psychology submitted time 2023-03-27 Cooperative journals: 《心理学报》

    Abstract: As one of the ways to present oneself in virtual environments, avatars in online games exert an important influence on players' cognition and behavior in both virtual and real life. The self-reference effect suggests that materials related to oneself are easier to remember than materials related to others. Due to the manipulability and high emotional involvement of avatars, players may feel close to their avatars and can sometimes even be integrated with them. Therefore, for game players, avatar-related information may have the same processing priority as self-related information. In the current study, we designed two experiments to investigate the processing priority of avatars in online games. Experiment 1 recruited 40 players of League of Legends (LOL) to investigate the processing priority of avatar reference in online games from the perspective of memory. This experiment adopted the R/K paradigm to compare memory performance under three different reference conditions (avatar-name, self-name and familiar other's name). Experiment 2 recruited 20 players of LOL to investigate the processing priority of avatar-related information in online games from the perspective of neural mechanisms, with event related potential (ERP) technology. This experiment adopted the oddball paradigm to compare the brain mechanisms of three kinds of stimulations (the names of familiar avatar, familiar other from the same country and familiar other from other country). Results of behavioral experiment (Experiment 1) showed that: (1) The total recognition rate, R response recognition rate, and discrimination d′ in the avatar-reference condition were much better than those in the other-reference condition, which preliminarily suggests that there were memory processing priorities of avatar reference in online games. (2) When referring to self-reference, the total recognition rate, response recognition rate, and discriminationd′ were much better than those in the conditions of the avatar-reference and other-reference. In summary, the preliminary results of Experiment 1 confirmed the superiority of avatar reference in memory performance, but the avatar-reference effect was not as strong as the self-reference effect. Results of ERP (Experiment 2) showed that in the P2 (160~260 ms) processing stage, greater amplitude was induced when processing the name of the avatar than that of familiar others from a different country. In terms of P3 (370~600 ms), greater amplitude was induced when processing the name of the avatar than the names of familiar others from the same country and other country. Moreover, compared with processing the names of familiar others from other countries, the latency was shorter when processing the avatar's name. Both behavioral and ERPs results indicate that there exists processing priority of avatar-reference effect in both memory and neural mechanisms. Specifically, compared with familiar others, online game players have processing priority for information related to avatars. The present study expands the theory of reference effect and provides evidence for the processing priority of the avatar-reference in online games from cognitive neuroscience.

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