73,239 research outputs found

    Why we Ask Why: The Ways in Which Control and Stereotyping Biases Affect Internal Attributions

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    Since the idea of attributions was famously discussed by Fritz Heider (1958), a wide array of empirical research has focused on the phenomenon. Included within the sphere of attributional theories are internal attributions, which have been of particular interest to the psychological community for decades. Although there is no comprehensive theory for why people make these attributions, literature points to establishing control as a possible motivator. In addition, research suggests that people may make more extreme internal attributions about minorities, particularly when they are not aware they are relying on stereotypes. Participants (N = 377) observed a modified version of the quizmaster paradigm (Ross, Amabile & Steinmetz, 1977), which relies on the Fundamental Attribution Error. They first completed a control manipulation that either deprived their sense of person control or left it unaffected. Then, they watched a video depicting the quizmaster paradigm with either a black contestant or a white contestant. After the video, they rated quizmasters, contestants and themselves based on intelligence. Although the quizmaster paradigm proved to be robust, neither Race nor Control affected the strength of the internal attributions participants made. The lack of significant findings suggest that further research needs to be conducted to ascertain the causality of internal attributions

    Beyond representations: towards an action-centric perspective on tangible interaction

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    In the light of theoretical as well as concrete technical development, we discuss a conceptual shift from an information-centric to an action-centric perspective on tangible interactive technology. We explicitly emphasise the qualities of shareable use, and the importance of designing tangibles that allow for meaningful manipulation and control of the digital material. This involves a broadened focus from studying properties of the interface, to instead aim for qualities of the activity of using a system, a general tendency towards designing for social and sharable use settings and an increased openness towards multiple and subjective interpretations. An effect of this is that tangibles are not designed as representations of data, but as resources for action. We discuss four ways that tangible artefacts work as resources for action: (1) for physical manipulation; (2) for referential, social and contextually oriented action; (3) for perception and sensory experience; (4) for digitally mediated action

    Applying self-processing biases in education:improving learning through ownership

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    Accepting ownership of an item is an effective way of associating it with self, evoking self-processing biases that enhance memory. This memory advantage occurs even in ownership games, where items are arbitrarily divided between participants to temporarily ‘own’. The current study tested the educational applications of ownership games across two experiments. In Experiment 1, 7 to 9-year-old children were asked to choose three novel, labelled shapes from an array of nine. The experimenter chose three shapes and three remained ‘un-owned’. A subsequent free-recall test showed that children reliably learned more self-owned than other-owned or un-owned shapes. Experiment 2 replicated this finding for shapes that were assigned to owners rather than chosen, and showed that ownership enhanced memory more effectively than a control game with no ownership manipulation. Together, these experiments show that ownership games can evoke self-processing biases in children’s memory, enhancing learning. Implications for education strategies are discussed

    Automatic mental processes, automatic actions and behaviours in game transfer phenomena: an empirical self-report study using online forum data

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    Previous studies have demonstrated that the playing of videogames can have both intended and unintended effects. The purpose of this study was to investigate the influence of videogames on players’ mental processes and behaviours in day-to-day settings. A total of 1,023 self-reports from 762 gamers collected from online videogame forums were classified, quantified, described and explained. The data include automatic thoughts, sensations and impulses, automatic mental replays of the game in real life, and voluntary/involuntary behaviours with videogame content. Many gamers reported that they had responded – at least sometimes – to real life stimuli as if they were still playing videogames. This included overreactions, avoidances, and involuntary movements of limbs. These experiences lasted relatively short periods of time but in a minority of players were recurrent. The gamers' experiences appeared to be enhanced by virtual embodiment, repetitive manipulation of game controls, and their gaming habits. However, similar phenomena may also occur when doing other non-gaming activities. The implications of these game transfer experiences are discussed
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