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  • 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.

  • 帖子主题特征对虚拟社区知识分享行为的影响: 旁观者效应的视角

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

    Abstract: One of the major challenges in fostering a virtual community is the supply of knowledge, more specifically, the willingness and behavior to share knowledge with other members. Most virtual communities exhibited the participation inequality phenomenon that 90% of users were lurkers who never contributed, 9% contributed a little, and 1% contributed most of the messages (Nielsen, 2006). The bystander effect — the influence of the lurkers on other virtual community users’ knowledge sharing behavior, however, is very common but under-investigated. We proposed that the bystander effect would hinder knowledge sharing in virtual communities. Moreover, it was hypothesized that the bystander effect would decrease when the level of emergency and concreteness of posts thematic in virtual communities increased. Three situational experiments were conducted to examine the hypotheses. Experiment 1 studied the bystander effect on knowledge sharing in virtual communities using a one-factor between-subjects design. One-hundred twenty-one university students participated in the experiment. Experiment 2 examined the moderation effect of the emergency of posts thematic. A total of 177 university students participated in an experiment with a 2 (Number of bystanders: 1 vs. 54) × 2 (Emergency level of posts thematic: urgent vs. not urgent) between-subjects design. Experiment 3 examined the moderation effect of the concreteness of posts thematic. A total of 136 university students participated in an experiment with a 2 (Number of bystanders: 1 vs. 54) × 2 (Concreteness level of posts thematic: concrete vs. not concrete) between-subjects design. The results of these three experiments provided support for our hypothesis: (1) There was a bystander effect in the virtual community knowledge sharing: participants in the fewer-bystander (0 or 1) condition shared more knowledge in the virtual community than the more-bystander (14 or 54) condition. (2) Experiment 2 and Experiment 3 indicated that the bystander effect could be relieved or even reversed if the posts thematic appeared to be urgent or concrete. In the non-urgent or non-concrete condition, the classic bystander effect was found. Participants in the 1-bystander condition shared knowledge significantly more than participants in the 54-bystander condition. But when the posts thematic were made to be urgent, the bystander effect was reversed: Participants in the 1-bystander condition posted fewer messages than in the 54-bystander condition (Experiment 2). Similarly, when the posts thematic were made concrete, the bystander effect was relieved: In the 1-bystander condition, participants shared the same quantity of knowledge as in the 54-bystander condition (Experiment 3). The theoretical contributions and managerial implications of our findings were discussed. First, we broadened the understanding of bystander effect in virtual community knowledge sharing, which supports the social influence model and the non-linear relationship between the number of bystanders and knowledge sharing behaviors. Second, we demonstrated that changing the emergency and the concreteness of posts thematic could effectively change the bystander effect in virtual community knowledge sharing. This was an empirical evidence for the arousal: cost-reward model and the social influence theory. Third, results offered critical insights for managers. To change participation inequality and promote knowledge sharing, it is advised that managers should undo displaying the number of lurkers and ask users to concretely describe their questions with details in virtual community.

  • 强势品牌广告竞争的溢出效应

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

    Abstract: Although there are many studies focusing on competitive advertising, brand advertising, category advertising, advertising clutter, and advertising interference, there has been little research focusing on strong brands competition. The extent literature focuses on Product Crisis Spillover Effect, Umbrella Branding Spillover Effect, Advertising Spillover Effect, and Corporate Social Responsibility Reputation Spillover Effect. However, what is the spillover effect for competition taking place among strong brands on weak brands? What will happen to the weak brands when two strong brands competing in the same category? Is it explained by the spillover effect theory? And what is the mechanism? These are a series of interesting questions that have both theoretical and practical value. A total of 855 college students (mean age = 22.6 years, SD = 3.4 years) participated in the experiments. First, advertising repetition and advertising length were used as the stimuli indicating competition strength, and perceived competition was used to represent competition strength. Then, the following focus question was investigated: will there be spillover effect on weak brands when two strong brands competing in the same category? Finally, the moderating role of product involvement and product attribute similarity for the main effect was tested. Experimental methods were adopted in these studies and fictitious brands were used to test the research hypotheses.The results of the present study indicates that, advertising repetition is closely related to perceived competition, and the more repetitions of two brand advertisements, the higher the competition level perceived by the subjects is, which indicated that advertising repetition can be used as a specific means of operating the advertising competition. However, the advertisement length has no effect on the perceived competition. Strong brand advertising competition has a spillover effect on weak brands. With the increase in the competition strength of strong brand advertising, the spillover effect on weak brands has also increased accordingly. The degree of product involvement and similarity of product attributes have a moderating effect on the main effect, and the lower product involvement and the higher similarity of product attributes tended to produce the greater spillover effect.The current study enriches the existing spillover theory and discovered the spillover effect of strong brand advertising competition within the same category on weak brands for the first time. At the same time, the study found that the product involvement and product attribute similarities have a moderating effect on the spillover effect. The conclusions of the research can be used to guide advertising practice and brand owners and market managers in different market positions.

  • 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.

  • The effect of repeated two-syllable brand name on consumers’ perception and attitude

    Subjects: Psychology >> Applied Psychology submitted time 2020-04-06

    Abstract: Brand name is significant brand equity. It plays a vital role in delivering brand value, building brand image and highlighting brand characteristics. Previous research found that the semantic and phonetic features of a brand name would influence consumers’ perception and preference. From the perspective of baby schema, we examine the effect of repeated two-syllable brand name on consumers’ brand perception(physical perception and psychological perception) and consumers’ attitude, and also verify the mechanism and boundary of the effect. More specific expositions are as follows: (1) examining the effect and mechanism of repeated two-syllable brand name on consumers’ physical perception, psychological perception and attitude;(2) verifying the moderating effect of the internal phonetic feature and the external cuing feature between the repeated two-syllable brand name and consumers’ perception;(3) verifying the moderating effect of product type and consumers’ feature between the repeated two-syllable brand name and consumers’ attitude.

  • 焦虑个体抑制控制缺陷的研究现状和争议:基于注意控制理论视角

    Subjects: Psychology >> Cognitive Psychology submitted time 2019-08-21

    Abstract: According to attentional control theory, anxiety could impair the inhibitory control. Although this hypothesis has been supported by numerous behavioral and neurophysiological evidences, there is considerable controversy on whether the high anxiety individual increases or decreases the top-down attentional resources in order to accomplish the inhibitory control task. This problem may be caused by a variety of factors. The theoretical interpretation itself has obvious deficiencies. Moreover, multiple extraneous variables results in lower reliability and validity of the empirical research results. To resolve this controversy, future research should try to explore the relationship between anxiety level, attentional control level and inhibitory control.