Your conditions: 周宗奎
  • 具身认知视角下的消费者行为

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

    Abstract: Embodiment cognition theory has become a significant direction of consumer behaviour with abundant research findings. Hardly, however, have any related studies done in China. To promote the development of this domain, we reviewed relevant researches from the perspective of visual sense, tactile sense, taste sense and perception of movement. In the aspect of visual sense, we examined the impact of “up and down”, “left and right” and “big and small”. In the aspect of tactile sense, we mainly studied the effect of “soft and hard”, weight and temperature. In the aspect of taste sense, we mainly studied the effect of “sweet and bitter”. In the aspect of perception of movement, we examined the impact of “up and down movement”, “approaching movement” and “shut-down action”. Finally, based on the limitation of previous researches, we put forward directions for future research.

  • 注意引导和认知加工:眼动榜样样例的教学作用

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

    Abstract: For the past decades, researchers have paid much attention to exploring how cognitive processes influence eye movements. Recently, they have begun to directly look into the reciprocal relationship and test how eye movements might influence cognitive processes by using eye movement modeling examples (EMME). As a new kind of teaching examples, EMME proved to be effective to guide visual attention. It could facilitate the selection, organization, and integration of information, as well as improve the scanpath similarity. However, research examining the effects of EMME on learning performance reported mixed results. The information-reduction hypothesis, cognitive theory of multimedia learning, and cognitive apprenticeship have been used as theoretical foundations for predicting or explaining the positive effects of EMME. Future studies are highly needed to explore the effects of EMME from the perspectives of boundary conditions, functional mechanism, eye-movement pre-training, expertise development, cooperative learning, and the neural basis.

  • 虚拟销售代理的拟人效应

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

    Abstract: Virtual sales agents (VSA) on e-commerce and online retail Web sites, representing animated embodiments that respond to users through verbal and non-verbal communication, most often serve a search support function by presenting product and service information, or a basic decision support function. Recent researches have demonstrated the persona effect of VSA, that is the integration of social cues (i.e., cues based on humanlike sales agents) into retail Web sites may heighten the perception of employee presence and feeling of being served, which thus enhance consumers’ online shopping experiences. Theories related with the persona effect of virtual sales agent hold different points. The persona effect of VSA could be influenced by the VSA’s characteristics, consumer factors and product factors. Its mechanism includes social presence, sense of personalization, perceived social support, trust and perceived risk. On this basis, we point out the future research direction.

  • 视频游戏虚拟化身对自我概念的影响

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

    Abstract: Virtual avatar is a virtual self-presentation for player in video game. By manipulating avatars, players can play different roles and have new identities. As a projection and display of the real self, the avatar will affect individual’s self-identity and bring about changes in the real self. Recent studies have shown that manipulating avatars for behavioral and identity simulation in video games can affect players’ self-concepts. With respect to this issue, we first reviewed relevant theories which explain the reasons why avatar affect self-concept from different perspectives. Next, variables such as avatar clues, video game characteristics, and personal factors which moderate the relationship between avatar and self-concept were analyzed. Then, Its mechanism such as self presence and avatar identification were discussed. Future research will focus on the deep and long-term effects of avatar on self-concept, the interactive influence of avatar image and behavior, and the impact of self-concept change caused by avatar on real behavior.

  • 相对剥夺感与大学生网络游戏成瘾的关系:一个有调节的中介模型

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

    Abstract: Online gaming is very popular among college students in China. Whereas low to moderate levels of online gaming may be entertaining and provide opportunities to interact with other players online, excessive gaming can lead to online gaming addiction and associated problems such as depression and anxiety. Prior studies have investigated the risk for online gaming addiction in terms of the ecological context in which addiction occurs. The present study has taken a further step by focusing on students’ perceptions of relative deprivation as a macrosystem influence on online gaming addiction. According to the cognitive-behavior model of Pathological Internet Use (PIU), the perception of relative deprivation may increase the risk for online gaming addiction by inducing negative thoughts and emotions or by increasing escape motivation. Importantly, the effect of relative deprivation may be mediated by maladaptive cognition; that is, the perception of relative deprivation may lead to maladaptive cognition, which in turn would predict online gaming addiction. Furthermore, individual differences in mindset may moderate this mediation process, in that entity theorists may be more vulnerable to maladaptive cognition than incremental theorists. In sum, we proposed a moderated mediation model to account for online gaming addiction. Specifically, we tested the relationship between relative deprivation and online gaming addiction, the mediating effect of maladaptive cognition, and the moderating effect of mindset, in a sample of college students. The participants of this study were 1,008 college students (mean age = 19.03 years, SD = 0.97 year; 795 males, 213 females) who had experience in online game playing. Their average time gaming was 1.74 hours (SD = 2.21 hours) per day in the past half year. The participants completed a battery of questionnaires, including the Financial Relative Deprivation Questionnaire, Maladaptive Cognitions Scale, Implicit Person Theory Measure, and Internet Gaming Disorder Scale. The proposed moderated mediation model was tested using regression analysis and the PROCESS macro. Previous studies have suggested that online gaming addiction may differ by gender and age. Hence, the effects of gender and age were controlled in all analyses. Results showed that: (1) Relative deprivation positively predicted online gaming addiction in college students. (2) Maladaptive cognition partially mediated this association. (3) This mediating effect was moderated by student mindset, in that it was stronger for students who were entity theorists than for those who were incremental theorists.The present study is the first to demonstrate the detrimental impact of perceived relative deprivation and the moderated mediation effect of maladaptive cognition and mindset on online gaming addiction. Our findings provide further evidence of the role of ecological context in the risk for online gaming disorder. They also have potential applied value with regard to online gaming addiction in college students. Because incremental theory may be more helpful than entity theory for online gaming addicts, and because incremental theory can be learned through training, understanding students’ self-theories can inform the development of prevention and intervention programs for online gaming addiction.

  • 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.

  • 网络欺负中的旁观者行为

    Subjects: Psychology >> Developmental Psychology submitted time 2019-03-02

    Abstract: Bystanders in cyberbullying refers to “the individuals who witness bullying events online”. The behaviors of bystanders after witnessing bullying can be divided into two types – prosocial behaviors and antisocial behaviors. There are factors that influence bystander’s behaviors which include their personality traits (impulsiveness, extroversion and openness), psychological factors (empathy, self-efficacy, social support and loneliness), the degree of self-disclosure of bullied individuals, and their relationship in the ecological environment, etc. Bystander intervention model, moral disengagement and bystander effect can explain bystander reactions after they witness the cases of cyberbullying. Future studies may make further explorations from the perspectives of cognition, brain mechanism, cross-cultural practices and the constructions of network environment.

  • 虚拟销售代理的拟人效

    Subjects: Psychology >> Other Disciplines of Psychology submitted time 2018-12-04 Cooperative journals: 《心理学报》

    Abstract:网络购物中的虚拟销售代理(Virtual Sales Agent)是指通过口头或非口头形式与消费者互动和交流的具有拟人化特征的动态人物形象, 它可以为消费者提供商品和服务的信息以及必要的帮助。近年来, 大量研究证实了虚拟销售代理的拟人效应, 即当在网络购物环境中加入拟人化的销售代理时, 就会对购物者的在线购物过程感知体验和购物意向产生积极影响。相关理论从不同视角解释了虚拟销售代理拟人效应发生的原因。综述以往的实证研究发现, 虚拟销售代理拟人效应的发生受到虚拟销售代理特征、消费者因素以及商品因素等方面的影响; 社会临场感、个性化服务知觉、社会支持感、信任和风险感知是拟人效应发生的内在心理机制。未来研究应关注虚拟销售代理拟人效应的神经生理基础, 丰富拟人效应发生的影响因素, 加强对个性化定制虚拟销售代理的研究, 探讨虚拟销售代理的消极影响, 以及不利于虚拟销售代理使用的障碍性因素。

  • Operating Unit: National Science Library,Chinese Academy of Sciences
  • Production Maintenance: National Science Library,Chinese Academy of Sciences
  • Mail: eprint@mail.las.ac.cn
  • Address: 33 Beisihuan Xilu,Zhongguancun,Beijing P.R.China