• 工作反刍及其“双刃剑”效应

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

    Abstract: Work-related rumination (WRR) refers to conscious, recurring work-related thoughts that occur without being asked to do so. WRR is divided into two dimensions: work-related affective rumination and work-related problem-solving pondering. The influence of WRR on individual health, work and happiness is a double-edged sword. Perseverative cognition theory, cognitive activation theory of stress and cognitive resource perspective theory provide explanations for the internal mechanism of positive and negative effects of WRR. Researchers should analyze boundary conditions affecting the double-edged sword effect, seek the route of reducing its negative effects and increasing the positive effect, in the future. Besides, researchers should also expand the analytical perspective of psychological mechanism of the double-edged sword effect, as well as the functional level of the effect.

  • 物体颜色对情景记忆的影响

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

    Abstract: Color diagnosticity is the degree to which a color is associated with or symbolizes a particular object. Typical color is often associated with high color diagnostic objects and activates the visual (perceptual) or semantic (conceptual) knowledge in long-term memory. However, the relationship between different processing levels (perceptual and conceptual) of object color information and episodic memory retrieval components (familiarity and recollection) remains poorly understood. It is hypothesized that color information can facilitate memory encoding at the perceptual level but inhibit it at the conceptual level. In recognition retrieval, color has a greater impact on familiarity and recollection at the perceptual level, while at the conceptual level, recollection is more affected than familiarity. In the present study, event-related potential (ERP) and a study-test paradigm were used to investigate the effects of color consistency (visual color input and object color knowledge) on episodic memory encoding and retrieval by using pictures and names of objects with high color diagnosticity. Twenty-seven college students participated in experiment 1. During the study phase, a picture of an object in its diagnostic color (such as a red apple) or non-diagnostic color (purple banana) was presented on a white background for 500ms. The participants were asked to determine whether the color of the object in each picture was consistent with its actual (diagnostic) color. During the test phase, participants provided old/new judgments about the objects that had appeared in the study phase and the equal number of new items. Twenty-five college students participated in the experiment. A similar procedure was used for experiment two, except that items were the names of the objects in their diagnostic or non-diagnostic color rather than pictures. During both experiments, the participants responded by pressing a mouse button. Their reaction time and EEG (electroencephalography) were recorded. The results of experiment 1 showed that, during the encoding phase, color-inconsistent objects were identified less accurately and more slowly, and this triggered a larger N400 than the color-consistent ones. During the retrieval phase the color-consistent objects were recalled more quickly and accurately, and this triggered larger FN400 (frontal negativity) values than the color-inconsistent objects. However, the opposite effects were observed in experiment 2. Color-inconsistent object names were identified more quickly and accurately, and they elicited the same ERP wave as the color-consistent names. During the recognition stage, the color had an effect only during the period of late positive components (LPCs). In conclusion, color was found to have different effects on encoding and retrieval of episodic memory at both perceptual and semantic levels. (1) Color had different effects on item coding at the perceptual and semantic levels. Color consistency was found to help the viewer identify objects at the perceptual level, but it hindered object identification at the semantic level. (2) Color congruence was here found to promote familiarity and recollection in object retrieval (perceptual level), but it only improved recollection of an object’s name (conceptual level). (3) The consistency effect in the processing of object name recognition showed that color is closely related to object name, and it also affects the semantic representation of objects, which further supports the spreading activation model.

  • 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.